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Arcade › Pfotenpark
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Nino built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Pfotenpark yet. Play it, then tell Nino what you would add next.
Pfotenpark was built by Nino 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 Pfotenpark 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 browser-based 3D pet-garden game titled “Pfotenpark,” with a cheerful, soft toy-like low-poly aesthetic and German-language interface. Use Three.js or an equivalent 3D engine. Render a bright outdoor garden from a fixed elevated orthographic/isometric camera: camera looking down from roughly (0,24,20) toward the center, with a sky-blue background and light atmospheric fog. The scene should have soft shadows, warm sunlight from the upper-left/front, ambient fill lighting, pastel colors, rounded cream UI panels, and a clean family-friendly mobile-game presentation. World layout: make a large flat green grass garden bounded by a central vertical beige/tan path and a horizontal cross path. Add a repeating wooden plank fence along the far/back edge and both side edges. In the back-left area, place a cozy cream rectangular house with a terracotta/orange pyramidal roof, brown front door, and two blue windows. In the back-right area, place a simple wooden playground: raised rectangular platform on four legs, a blue slide, a pink swing bar with white ropes, and a yellow swing seat. Add several stylized low-poly trees around the perimeter, with brown cylindrical trunks and faceted green crowns, plus small simple flowers scattered near the paths in pink and yellow. Keep the overall garden open and navigable. Create two selectable pets positioned near the front/center of the garden: a friendly brown/tan dog and a curious pink cat. Both are assembled from simple low-poly primitive shapes: rounded body and head, black nose and eyes, triangular ears, four short legs, and a loop-like tail. The selected pet is the controllable player character. Move it continuously in the horizontal garden plane with keyboard WASD or arrow keys, and with a large on-screen virtual joystick for touch/mouse pointer input. Clamp movement to the garden bounds (approximately x=-17..17 and z=-10..10), rotate the pet in its travel direction, and give it a subtle bob/jump while moving. The camera stays fixed rather than following the pet. Implement the visible pet-care interactions exactly as simple button actions: “🥣 Füttern” increases the selected pet’s energy by 14 and happiness/freude by 8, capped at 100, then shows a temporary toast saying the pet has new energy; “💗 Streicheln” increases happiness by 10, capped at 100, and shows a loving toast; “🎾 Spielen” decreases energy by 7 (not below 0), increases happiness by 14 (not above 100), briefly raises the pet vertically as a playful bounce, and shows a “Fang den Ball!” toast; “👋 Freunde” does not alter gameplay and instead shows a toast explaining that a shared garden could be connected later. Happiness slowly decays over time for both pets. Do not add actual ball throwing, food objects, multiplayer, inventory, collisions, or flower pickup logic: the source game displays flowers and a flower-gathering mission, but flowers are not collected by movement and the flower counter remains unchanged during normal play. Build the HUD as fixed overlays over the 3D world. At the top, use a wide translucent warm-cream rounded panel with the bold paw-print title “🐾 Pfotenpark” and subtitle “Dein kleiner Garten voller Freunde.” Include status chips such as “⭐ 240”, “🏆 3 Tiere”, and “☀️ 24°”. Add a pet-selection panel near the upper-left with two lavender buttons: “🐶 Hund” and “🐱 Katze”; the active choice has a yellow highlight/outline. Under each button show its current mood label/value, such as “Freude 70%,” and update the selected pet state when switching. Add a mission panel near the upper-right titled “🌼 Garten-Aufgabe,” with text “Sammle 3 Blüten mit deinem Tier” and a horizontal progress bar; since no collection mechanic exists, it should remain at zero until externally changed. Once the counter reaches 3, change the message to “Aufgabe geschafft! Dein Tier ist glücklich 🎉”. On small screens, it is acceptable for this mission panel to be hidden as in the original responsive layout. Along the bottom, place a large translucent cream rounded control panel containing the circular joystick on the left and colorful rounded action buttons on the right. Use pastel lavender for pet selection, peach for feeding, mint/teal for petting and friends, and sunny yellow for playing. Show temporary dark translucent centered toast notifications for selection and actions, including an initial hint such as “Bewege dein Tier mit dem Joystick.” Make the layout responsive: full-screen canvas, safe-area-aware top/bottom spacing, controls that wrap on narrow screens, and touch-action disabled so the joystick works smoothly. Preserve the playful German labels, fixed HUD layering, soft shadows, pastel palette, and low-poly garden presentation.