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Arcade › Pearl Pal
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Si Allen built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Pearl Pal yet. Play it, then tell Si Allen what you would add next.
Pearl Pal was built by Si Allen 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 Pearl Pal 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 mobile-friendly 3D virtual pet game titled "Pearl Pal". Use a fixed, slightly elevated front-facing perspective camera aimed at the center of a cozy room, with a soft blue background/fog and bright, gentle lighting with shadows. The room should have a warm pale wood-colored circular floor, a light blue back wall and darker blue side wall, a pink circular rug in the middle, a low-poly cat-like creature named Pearl standing on the rug, and a small floating white pearl halo/ring above Pearl that slowly rotates and bobs. Dress the scene with simple low-poly furniture: a small table on the left holding a pile of six small shrimp-like orange/yellow snack shapes, a round lamp on that table, and two small chairs toward the right/back. Pearl should use a cute low-poly cat model, face generally toward the camera, idle with subtle animation, gently sway/turn, and visibly hop for some interactions. Keep the overall visual style bright, cozy, rounded, and family-friendly, matching the screenshot: the 3D scene is behind a translucent dark HUD panel, with large pill-shaped buttons across the bottom. Implement the virtual-pet care loop with four internal 0–100 stats: mood starts at 72, hunger at 62, energy at 78, and cleanliness at 82. Only Mood, Hunger, and Energy are displayed as horizontal progress bars in the top-left HUD; cleanliness is tracked internally and is restored by cleaning. Use colored fills: mood yellow-to-green, hunger coral/red-to-yellow, and energy cyan-to-purple. The stats slowly decay every four seconds: hunger decreases by 1.2, energy by 0.7, and mood decreases by 0.6 normally, or by 2.5 when hunger is below 25 or energy below 20. Clamp every stat to 0–100. When hunger drops below 18, sometimes show the message "Snack please?". Place five large rounded action buttons at the bottom, wrapping into two columns on narrow screens: "🎤 Talk", "🍤 Feed snack", "✨ Play", "🫧 Clean", and a full-width-ish "🌙 Nap" button. Buttons should work with pointer/touch input and also keyboard shortcuts T, F, P, C, and N. Talk opens a text prompt asking what Pearl should repeat, using the previous phrase as the default. Trim the text to 80 characters; if blank, use "meow meow!". Transform the typed phrase into a goofy version by duplicating every vowel at even character indexes, then show it in a large centered white rounded speech bubble near the upper-middle of the screen, enclosed in quotation marks. Start with the phrase "Hi! I am Pearl Pal!" and, after loading, briefly show "Tap Talk and type something!". Talking raises mood by 8, lowers energy by 3, and plays a positive animation if available. Feed snack raises hunger by 18 and mood by 5, increments a feed counter, shows one of: "Crunch crunch!", "Pearl likes snacks!", "Tiny shrimp feast!", or "Mmm, silly snack!", and plays a front-biting animation with a small hop. Play is unavailable if energy is below 15; in that case show "Too sleepy to play!" and a negative animation. Otherwise, Play raises mood by 14, lowers energy by 13 and hunger by 5, increments a play counter, shows one of: "Dance party!", "Spin spin spin!", "Pearl power!", or "You found the giggle button!", and plays a dance animation. Clean sets cleanliness to 100, raises mood by 7, shows "Sparkly clean!", and plays a jump animation. Nap raises energy by 22, lowers hunger by 8, raises mood by 2, shows "Zzz... pearl dreams...", and returns Pearl to an idle animation. The speech bubble should fade in/out smoothly, be bold and dark text on an almost-white translucent background with a rounded rectangle and shadow, and disappear after a short duration depending on the message. The HUD should be responsive: desktop has the title and stat panel at upper left plus a small explanatory panel on the upper right; mobile stacks the status panel and hides the explanatory note. The explanatory text should say that this is an original virtual pet inspired by talk-back pet games and instructs the player to press the mic, type something, and have Pearl repeat it in a goofy speech bubble. Use large touch targets, no scrolling, and a polished casual-game presentation. Do not add unrelated mechanics, enemies, win/lose states, or extra screens.