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Pasture Vac

  • 3d
  • first-person
  • exploration
  • collection
  • pastel
  • ranch-sim
  • mobile
  • arcade
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. Sam built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pasture Vac yet. Play it, then tell Sam what you would add next.

Make your own game

Pasture Vac was built by Sam 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 Pasture Vac 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 Pasture Vac

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 mobile-first, first-person 3D exploration and collection game titled “Pasture Vac.” The player roams a bounded pastel-green pasture in a bright cyan sky, using a handheld vacuum/launcher to collect wild pink slimes, red apples, and glowing blue plorts, then launch slimes into a wooden corral, feed them apples, and collect the plorts they produce.

Use a Three.js-style low-poly 3D presentation with soft pastel lighting, flat-shaded geometry, shadows, and light atmospheric fog. The world is an approximately 76-by-76 unit pasture with gently uneven rolling ground, a cyan sky/background, scattered large faceted lavender rocks, and a perimeter made from chunky pale-blue blocky boundary rocks. Add a rounded green orchard area on the west side, with several low-poly trees and red apples distributed among orchard spots. The corral is on the east/southeast side around coordinates roughly (13,13): a square cream-colored pad about 9.4 units wide, two-tier light wood rails and posts around the edges, and an open gate on the south side. Put a softly glowing cyan ring target in the middle of the corral and a small cyan sign near its entrance. Include distant trees around the pasture, including both broad low-poly and more detailed low-poly tree variants if available. Keep the overall visual style cheerful, clean, toy-like, and low-poly.

The camera is first person, with a 75-degree perspective view and a small movement bob. Show the stylized vacuum gun in the lower-right foreground: a blue cylindrical body, pale cyan nozzle, small translucent pink tank bubble, dark handle, and a translucent cyan vacuum beam/cone with a glowing ring at its mouth while vacuuming. Keep a small white circular crosshair centered on screen.

Seed the field with six wild pink slimes at different pasture positions, including one initial slime near/inside the corral. Each slime is a rounded faceted pink blob with a simple dark face (two eyes and a smiling mouth), a soft oval ground shadow, squash-and-stretch animation, and regular bouncing. Slimes wander autonomously, seek nearby apples when hungry, and are gently pushed away from the player if too close. A slime launched into the corral becomes corralled, wanders only within the square pen, and is counted in the objective. Slimes have hunger and happiness state: feeding restores hunger and briefly brightens/happies the slime.

Core interaction loop: hold VAC to activate a forward-facing vacuum cone. The cone only pulls objects in front of the player within roughly 7–8.5 units and collects them when they reach the nozzle. It can vacuum wild or corralled slimes into the slime tank, apples into the fruit tank, and floating plorts into the score. Show a short message when an item is vacuumed. Slimes and apples visibly move toward the nozzle before collection. The player can launch selected tank contents with POP/right mouse: launch a slime or apple forward with an upward ballistic arc. Slimes launched inside the corral are marked corralled after landing; apples land and remain in the world. Launching has a short cooldown. If the selected ammo is empty but the other tank has contents, automatically use the other ammo type; otherwise show “Tank empty. Vacuum something first.”

Apples are small red fruits with green leaves, placed in the orchard and gently bobbing/spinning on the ground. Apples respawn at open orchard spots over time, maintaining up to eight active fruits. Corralled slimes automatically move toward nearby apples; when a slime reaches an apple, remove the apple, restore its hunger, make the slime happy for several seconds, and spawn one floating, rotating/bobbing cyan octahedral plort nearby. Plorts are collectible with the vacuum and increment the score.

Desktop controls: WASD or arrow keys move; click the world to lock the mouse, then move the mouse to look; hold left mouse, E, or left Shift to vacuum; right mouse fires POP; Q, Tab, 1, and 2 switch between slime and fruit ammo. Mobile controls: a translucent circular virtual joystick at bottom-left moves the player; dragging the right half of the screen looks around; press and hold the large cyan VAC button to vacuum; tap the pink POP button to fire; tap the yellow AMMO button to toggle between SLIME and FRUIT. Constrain movement within the boundary and prevent the player from walking through the corral rails except through the south gate.

HUD must be clearly visible over the world in translucent dark rounded panels. At top-left, display the objective text: “Corralled: [count] · Feed apples to pink slimes for plorts. Tap VAC to suck, POP to launch.” At top-right, display three lines: “Plorts: [score]”, “Tank S: [slime tank count]”, and “Tank F: [fruit tank count]”. Put VAC, POP, and AMMO: SLIME/FRUIT as large rounded gradient buttons at bottom-right, colored cyan, pink, and pale yellow respectively. Place the translucent joystick at bottom-left, retain the center crosshair, and show temporary pill-shaped toast messages such as “Slime vacuumed.”, “Fruit loaded.”, “Slime launched.”, “A happy slime made a plort.”, and “Plort collected.” Include the initial instruction “Vac slimes, feed apples, collect plorts.” and, on desktop, a subtle “Click the world to lock the mouse” hint that fades after interaction. Expose game state/debug accessors equivalent to window.getGameState and window.setGameState, containing player position/look, slime and fruit tank counts, selected ammo, plort score, active entity counts, corralled count, and vacuuming state.

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