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Park Roam

  • 3d
  • exploration
  • third-person
  • casual
  • collectathon
  • low-poly
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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. Eyad Hazzaa built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Park Roam yet. Play it, then tell Eyad Hazzaa what you would add next.

Make your own game

Park Roam was built by Eyad Hazzaa 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 Roam 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 Park Roam

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 browser-playable low-poly 3D third-person exploration game titled “Park Roam.” Use Three.js or an equivalent real-time 3D engine with a bright, simple, stylized park scene. The world is a large flat green grass plane (about 70x70) with a wide tan paved path running straight through it. Set a clear pastel sky-blue background with matching distance fog, soft shadows, a warm directional sun, and cool sky fill lighting. Use a slightly elevated over-the-shoulder/third-person camera following the player, with drag input to orbit/look around.

The player is a small whimsical capsule-shaped character centered on the path: a coral/orange rounded capsule body with a dark blue flattened spherical cap on top. Give the player a small futuristic blaster held on the right side, consisting of a dark gray rectangular barrel and a glowing yellow muzzle. Place the player initially at approximately (0, 0, 8). Movement should use WASD or arrow keys, with a movement speed around 5.2; Space makes the character hop/jump using gravity (jump speed about 8.5 and gravity about -22). Support mouse/touch drag to look and click/tap to fire. Firing should create a small glowing projectile traveling in the camera’s forward direction at about 20 units/second, lasting about 1.3 seconds; there are no enemies or projectile targets, so shooting is purely a roam interaction.

Populate the park with low-poly decorative assets: two larger trees around (-12,-10) and (13,-12), four smaller trees around (-9,2), (10,8), (-13,14), and (14,18), two wooden benches near (-4,3) and (4,-6), and two old-fashioned street lanterns near (-3,10) and (3,-1). Make props cast and receive shadows. Place eight glowing pale-yellow firefly orbs, each hovering around y=1 and gently bobbing/rotating: positions approximately (-6,1,-2), (6,1,3), (-8,1,10), (8,1,14), (-2,1,-14), (2,1,18), (-14,1,5), and (14,1,-5). When the player comes within about 1.25 units of a firefly, remove it, increment the collected count, and award 10 coins.

Add a fixed translucent white rounded HUD panel at the upper-left with dark blue text: large bold “PARK ROAM,” the subtitle “Free play · wander at your own pace,” a green counter “Fireflies: 0 / 8” that updates as fireflies are collected, “Coins: 0,” and “Skin: Sunset · Blaster: Pebble.” Add a dark-blue “STORE” button in the upper-right. Clicking it opens a white rounded store panel below it titled “Outfit & Gear Store,” with purchasable items: “Ocean Skin — 25 coins,” “Forest Skin — 40 coins,” and “Pulse Blaster — 60 coins,” plus a close button. Purchases only succeed if the player has enough coins, subtract the price, and update the HUD. Sunset is the default coral body/dark blue cap; Ocean changes the body to blue and cap to dark navy; Forest changes the body to green and cap to dark green. Buying Pulse changes the blaster to purple with a cyan glowing muzzle, and its fired projectiles should be cyan rather than yellow. Keep the store open/close controls interactive without moving the player.

At the bottom center, show a pill-shaped translucent white hint reading exactly: “WASD / arrows to move · Space to hop · click/tap to fire · drag to look.” On touch/coarse-pointer devices position this hint higher above the bottom edge. Maintain responsive full-window rendering, antialiasing, shadows, and a clean uncluttered toy-like low-poly aesthetic matching the supplied view: the path and player dominate the foreground, grass extends to the sides, lanterns and benches sit beside the path, and the blue sky fills the background.

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