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Palm Harbor Life

  • 3d
  • life-sim
  • open-world
  • driving
  • roleplay
  • mobile-friendly
  • low-poly
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Batman emoji built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Palm Harbor Life was built by Batman emoji with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Palm Harbor Life opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Palm Harbor Life

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a playable 3D low-poly life-sim slice called “Palm Harbor Life,” set in a bright stylized suburban coastal-town-like environment. Use a third-person, elevated follow camera: normally look down from behind and above the player at roughly a 60-degree perspective, smoothly follow the avatar, and follow behind the vehicle while driving. Build the scene with simple colorful blocky geometry and soft shadows, with optional CC0/Kenney-style blocky character, building, tree, and car models; the game must still work with primitive fallback meshes. Use a large square green ground area bounded by a decorative sandy/orange ring, dark blue paved roads with regularly spaced pale lane markings, and a central cross-shaped road layout with several side roads. Add a small green central plaza around a pale fountain, scattered simple trees, and labeled landmarks: Palm Harbor School in a light blue building, Sunset Apartments in a yellow building, Harbor Bites diner in a coral/red building, Bay Police in a blue building, Town Office in a lavender building, and a row of small alternating pink/orange homes called Home 1 through Home 6. At the south road/car hub, place three vehicle pads and displayed vehicles: a Family Sedan, City Taxi, and Patrol Car. Cars should be colorful, simple low-poly models (sedan light blue, taxi yellow, patrol car blue), each with a glowing vertical beacon and a visible world label. There is no traffic system or combat; the vehicles are parked until the player enters one.

The player starts on foot in town near the central roads, with a simple blocky/capsule avatar, a shadow, and a cyan/blue appearance. Include a named best friend NPC, Milo, near the central plaza. Milo should be visible as a blocky avatar with a green marker/beacon and “Milo ★” world label, gently wander in a small loop around the plaza, and appear as a Best Friend icon on the minimap. The player can walk freely within the town bounds and can choose one of several age groups from the phone: Toddler, Kid, Teen, Adult, or Elder. Changing age changes the avatar scale and walking speed: Toddler is smallest and relatively quick, Kid is smaller, Teen is the default balanced size, Adult is full size, and Elder is slightly smaller and slower. Do not add character customization beyond this age selection.

Implement the main loop as exploration, jobs, shopping, interiors, and driving. The player begins with 
20 cash, the Parent job, Teen age, 84 energy, an empty inventory, and an in-game clock around 08:00. Add interaction rings and softly pulsing vertical beacons at the relevant locations. When close enough, pressing E (or the on-screen Use button) shows the location action and performs it. At School, the player can complete a Teacher shift for $60 or Principal shift for $90 only when the selected phone job matches School; otherwise enter the school interior for roleplay. At Bay Police, complete a Law Enforcement shift for $80 when that job is selected. At Town Office, complete a Worker shift for $45. At Home Row, complete a Parent shift for $40. At Harbor Bites, complete a Restaurant shift for $55, or enter the diner when Restaurant is not selected. Each successful matching job interaction adds the listed pay, reduces energy by 4, and has a short cooldown so repeatedly activating it immediately gives a “give it a second” style message. If the selected job does not match the location, explain that the player should choose the matching job in the phone. Create three enterable interiors placed away from the town but reached through the corresponding exterior interactions: an apartment interior with cream walls/floor, a blue couch, pink bed, and wooden desk; a school classroom interior with pale walls, six wooden student desks in two rows, and a dark classroom board; and a diner interior with warm walls/floor, three round tables, and a coral counter. Hide the town while inside and use the same elevated follow camera at a closer interior framing. Each interior has walls, ceiling lighting, a glowing Exit ring, and a clearly labeled Exit; pressing E near the Exit returns the player to town. The apartment interaction enters directly. The school interaction enters if the player is not using the Teacher or Principal job; the diner interaction enters if the player is not using the Restaurant job. At the diner, provide Buy Snack and Buy Meal actions both outside when close enough and inside: a Snack Cup costs
0, restores 10 energy, and is added to inventory; a Harbor Meal costs
5, restores 24 energy, and is added to inventory. Do not allow purchases without enough cash. Allow interaction with each of the three parked cars from nearby. Entering a car makes the selected vehicle the player’s vehicle, hides/does not separately move the avatar, and switches to driving behavior. While driving, W/S or up/down accelerate and reverse, A/D or left/right steer, the car moves freely within the town bounds, and the camera follows from behind and above the car. Different vehicles can have slightly different top speeds, with the taxi fastest. Press E or the Car/Use action to exit; place the player beside the car and return to on-foot movement. Show a driving prompt such as “Driving — use W/S to accelerate, A/D to steer, E to hop out.” Do not invent fuel, vehicle damage, races, passengers, or traffic. Add a persistent glassy dark HUD over the 3D scene. At the top show cash, current job, age group, and current in-game time. On the right show a square minimap with dark background, simplified road lines, colored landmark dots, the friend marker, the selected destination highlighted, and a directional player arrow that changes to a vehicle-colored arrow while driving. Also show a Friend card reporting Milo’s approximate distance and a GPS card reporting the selected destination and approximate distance in meters. Put contextual prompts and action buttons near the bottom center, including interaction, Buy Snack, and Buy Meal when appropriate. Add floating world labels above buildings, cars, destination beacons, and Milo. Add a “Pocket Phone” panel opened with P or the Phone button. It should be a modal dark glass panel with four app tabs: Jobs, GPS, Age, and Music. Jobs lists Teacher, Law Enforcement, Worker, Principal, Parent, and Restaurant, with each job’s short description and pay, and lets the player select the current job. GPS lists Apartments, School, Harbor Bites, Police, Town Office, Home Row, Best Friend, and Car Hub; selecting one pins it as the destination. Show a glowing destination beam at the selected world location and highlight it on the minimap; provide a Map button or M key to cycle through destinations. Age lists all five age groups and lets the player switch the active group. Music offers buttons to jump to daytime or nighttime. Include a close button and make the phone usable from the initial title screen via an “Open phone first” option. Use a simple automatic day/night cycle that advances continuously while playing, with a visible 24-hour clock and day counter internally. Change the sky from bright cyan daytime to deep navy nighttime, adjust fog, ambient light, directional sunlight, moon, and star visibility, and show a warm sun/moon in the sky. Start around daytime. Use non-copyright procedural synth music: a bright bouncy triangle-wave chord/bass loop during the day and a softer sustained sine-wave synth loop at night; the Music app can jump to either time period. Start audio after the player presses a start button. Begin with a full-screen dark translucent title overlay reading “Palm Harbor Life,” a short description mentioning driving, phone, age, jobs, school, diner, police, apartments, and GPS, and buttons “Start town” and “Open phone first.” Support keyboard controls WASD or arrow keys for movement/driving, E for interaction, P for the phone, and M to cycle GPS destinations. Also provide mobile touch controls: a four-direction D-pad on the lower left and buttons on the lower right for E/Use, Phone, Map, and Car. Keep the visual style colorful, friendly, blocky, and polished with soft shadows, glowing interaction markers, rounded translucent HUD panels, responsive layout, and clear prompts. The core goal is an open-ended roleplay loop: walk or drive around Palm Harbor, select a life-sim job, earn and spend money, manage energy and food inventory, visit the three interiors, find Milo, and follow GPS around town.

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