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Paws of Pinevale

  • 3d
  • top-down
  • adventure
  • collectathon
  • dog
  • casual
  • rpg
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. kellen.lenzt0 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Paws of Pinevale yet. Play it, then tell kellen.lenzt0 what you would add next.

Make your own game

Paws of Pinevale was built by kellen.lenzt0 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 Paws of Pinevale 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 Paws of Pinevale

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-based 3D top-down dog-collection adventure titled “Paws of Pinevale.” Use Three.js or an equivalent real-time 3D engine with a perspective camera following the player from above and behind at roughly a 13-unit distance. The world is a simple, colorful low-poly village/outdoor clearing: a large green square ground plane, a wide tan path running through the scene, atmospheric mint/teal background and matching fog, soft shadows, warm directional sunlight, and cool ambient fill light. Place a handful of low-poly pine trees around the perimeter and several low-poly bushes as scenery. Include a plain wooden quest sign made from a brown rectangular board near the starting area.

The player is a stylized animated dog, using a low-poly dog model, positioned at the beginning at approximately the near end of the path (world position 0, 0, -20). Play an idle animation while stationary and face/move the dog according to movement input. Provide keyboard movement with WASD and arrow keys, plus an on-screen touch control/virtual joystick suitable for mobile. Movement speed should be about 6, with the camera tracking the dog in top-down view.

The objective is explicitly “collect 5 moon bones for the village pups.” Scatter exactly five glowing pale-gold bone collectibles around the map at separate locations along/near the path (roughly at (-12,-7), (11,-3), (-16,8), (16,11), and (0,16), or equivalent positions). Represent each collectible as a small luminous ivory/gold torus-like bone token hovering slightly above the ground, rotating continuously and bobbing gently. When the dog comes within about 1.55 world units, hide the bone, increment the counter, and show a temporary toast reading “Moon bone found!” Once all five are collected, mark the quest complete, update the quest text to “Quest complete! The pups have a moonlit feast.” and show a “Quest complete!” toast.

Add exactly three animated grumpy dog enemies, using the same general low-poly dog style but visually distinct/darker (the implementation uses a maroon/brown enemy dog). Place them around the clearing, approximately at (-4,-5), (5,4), and (-7,12). Animate their walking cycle. They should patrol in small looping/orbiting paths around their home positions rather than freely pursuing the player. If the player comes within about 1.45 units of any enemy, immediately set health/hearts to zero, end movement/gameplay, update the quest/status text to “The grumpy dogs got you. Tap Restart to try again.” and show the toast “The grumpy dogs caught you!”.

Build the HUD as a fixed, translucent dark rounded panel in the upper-left, with a subtle border, blur, and shadow. It must show a paw icon and the title “Paws of Pinevale,” subtitle “A tiny dog RPG adventure,” the quest line, and gold-highlighted counters “Bones 0/5” and “Hearts 3.” Update the counters during play. Along the bottom center show a pill-shaped translucent hint reading “WASD / arrows to roam · collect bones · avoid the grumpy dogs”; on touch devices position it higher to avoid the touch control. Show centered temporary white toast notifications when bones are collected or the quest completes. Before starting, overlay a large rounded amber/yellow “Start Adventure” button centered on screen. The initial view should show the HUD, the button, and the dog partly visible behind/under the button against the mint background. Clicking/tapping Start Adventure hides the button, resets bones to 0, hearts to 3, clears win/game-over state, makes all five bones visible, and places the player back at the starting position. Keep the clean, friendly, minimal low-poly aesthetic and responsive mobile layout shown in the reference: full-screen canvas, no scrolling, dark teal UI, amber action button, and soft shadows.

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