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Arcade › Park Hug
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Wayne Cox built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Park Hug yet. Play it, then tell Wayne Cox what you would add next.
Park Hug was built by Wayne Cox 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 Park Hug 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.
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 small wholesome, all-ages 3D park interaction game titled “Park Hug.” Use a third-person, slightly elevated over-the-shoulder camera that follows the player from behind, looking down toward the character and the park ahead. The camera should smoothly follow the player as they move, with a bright blue sky, light atmospheric fog, soft shadows, and a cheerful low-poly/stylized presentation. Scene and environment: Make a circular green grass park approximately 28 units wide, with a tan circular/ring-shaped walking path around the center. Place a ring of chunky low-poly trees around the outer edge and several small stylized flower patches around the path and grass. Use warm daylight, a soft blue sky background, green grass, tan path, and simple colorful park props. Trees should frame the scene without blocking the characters. Enable cast and receive shadows. Characters: Load or use two stylized humanoid 3D character models with simple walking, idle, waving, and interaction animations. The player is a casual male-presenting character initially at approximately (0, 0, 4.8), facing toward the park center. The park friend is a casual female-presenting character initially at approximately (0, 0, -0.7), facing the player and waving when far away. Both characters should cast shadows. The friend should turn toward the player and use a neutral idle animation when the player comes within about 2.6 units. Core gameplay: The player freely walks around the park using WASD or the arrow keys, or a persistent on-screen directional pad with Up, Left, Down, and Right buttons. Movement is planar, normalized for diagonal input, at roughly 3.6 units per second, and clamped to an approximately -8 to +8 range on both horizontal axes. The player rotates to face their movement direction and switches between idle and walk animations. The player can interact only when within 2.15 units of the friend. Add two repeatable friendly interactions. Press H or Space, or tap a large pink “Hug” button, to hug. Press J or tap a smaller secondary “Hands” button to hold hands. If the player is too far away, do not start the action; instead show a message telling them to walk closer and identify the requested action. When close enough, temporarily disable movement, have the two characters smoothly step together over about 0.8 seconds, then perform the interaction for the remainder of a roughly 2.15-second sequence. For a hug, place the player just in front of the friend and have both face each other, using an “Interact” animation and spawning a handful of small glowing pink sparkle spheres around them. For holding hands, move them into side-by-side positions, use idle animations, and also spawn pink sparkles. At completion, restore movement, return the friend to waving and the player to idle, increment either the Hugs or Hands counter, and allow the interaction to be repeated indefinitely. HUD and controls: Overlay a readable white HUD over the upper-left/top area with a dark translucent gradient behind it. Show the title “Park Hug,” a changing objective, a changing explanatory message, and a counter formatted like “Hugs: 0 • Hands: 0.” On the initial loaded state show the objective “Walk up and press Hug or Hands.” and the message “This is a wholesome park moment — no adult stuff, just kind interactions.” When the player is within about 2 units, show an objective such as “Press Hug or Hands now.” and explain that either interaction is available. During a hug show “Enjoy the moment.” and “A warm, friendly hug.” During hand holding show “Hold hands for a moment.” and “A sweet, simple park walk moment.” After completion, show that the interaction counted and can be repeated. Add a translucent dark hint panel, positioned near the upper-right on desktop and lower above the controls on narrow/mobile screens, with these exact-style hints: “Keyboard: WASD / Arrow Keys,” “Hug: H or Space,” and “Hold hands: J.” Keep mobile-safe controls always visible at the bottom: a dark rounded four-direction D-pad on the left and two circular action buttons on the right. Make Hug the prominent pink button and Hands a smaller blue secondary button. Buttons should respond to touch/pointer hold, have rounded shapes, subtle shadows, and a slight pressed scale effect. Support safe-area insets and responsive layouts. Use a simple click sound on interaction attempts when audio has been unlocked by a pointer or keyboard action. Keep the mood gentle and non-sexual: this is only about kind, friendly park interactions. Include smooth animation blending, responsive resize handling, and soft pink sparkle particles during completed interaction poses.