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Pocket Pasture

  • 3d
  • farming
  • casual
  • mobile
  • isometric
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 Pocket Pasture yet. Play it, then tell Sam what you would add next.

Make your own game

Pocket Pasture 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 Pocket Pasture 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 Pocket Pasture

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.

Recreate a mobile-first casual farming game titled “Pocket Pasture” as a Three.js ES-module 3D scene. Use a fixed perspective/isometric camera positioned around (8, 11, 12), looking at the farm center; there is no keyboard movement or camera control. Support desktop and mobile pointer/touch input: HUD buttons are tappable, and tapping the 3D scene uses raycasting to select soil plots or animals.

Scene and art direction: use a cheerful low-poly farm aesthetic with soft shadows, rounded/simple geometry, bright pastel colors, and a light blue sky background with matching atmospheric fog. Make a large flat green grass field, a long central tan path, and a small circular blue pond in the back-left. Put a small red barn with a dark red four-sided roof and brown door in the far back-right. Add simple wooden signposts reading “CROPS” near the crop field and “PEN” near the animal area. Build a fenced animal pen on the right/back side of the scene using rustic brown fence segments (or simple brown rail geometry as fallback). Light the scene with a bright sun/directional light and soft hemisphere fill; enable antialiased rendering and soft cast shadows.

Create sixteen clickable soil plots in a 4-by-4 grid on the left side of the field. Each plot is a raised square brown soil tile, spaced apart in rows and columns. Tapping an empty plot plants the currently selected crop if the player can afford it. Start the game with 18 coins and 0 harvests. Planting subtracts the crop cost, creates a crop visual, and starts a real-time growth timer. Growth has three visible size stages (small, medium, full), and crops become harvestable at the end of their individual timer. When ripe, show a softly glowing, rotating pale-yellow ring on the plot. Tapping a growing crop does not harvest it; instead show a message with the approximate seconds remaining. Tapping a ripe crop awards its reward coins, increments Harvests, shows a floating “+N” popup, removes the plant and glow, and makes the plot empty again.

Implement these exact crops and values: Carrot costs 1 coin, rewards 4, and grows for 8 seconds; Broccoli costs 2, rewards 6, and grows for 12 seconds; Asparagus costs 2, rewards 7, and grows for 10 seconds; Blueberry costs 3, rewards 10, and grows for 16 seconds. Display their labels with the shown emoji styling: “🥕 Carrot”, “🥦 Broccoli”, “🌱 Asparagus”, and “🫐 Blueberry”. Use Kenney-style GLB assets for carrot, broccoli, and a detailed bush where available; create asparagus procedurally as a small cluster of green cylindrical spears with pointed tips; create blueberry as a bush with visible blue berry spheres, increasing berry count when ready. If external models fail, use simple low-poly fallback meshes in the crop’s corresponding color.

Add two initial animals in the fenced pen: one pig and one cow. Use animated Kenney-style cube-pet GLB models when available, with simple colored rounded-box fallback models otherwise. Animals wander slowly inside the pen using random targets and idle animation/bobbing. They are clickable by raycasting. The pig costs 14 coins to add, rewards 5 coins, and has a 14-second collection cooldown. The cow costs 20 coins to add, rewards 8 coins, and has an 18-second cooldown. Initial animals are free and begin with a half-cooldown before their first collection. Tapping an animal before it is ready shows a message such as “resting” with the seconds remaining; tapping a ready animal awards its reward, increments Harvests, displays a floating “+N”, and resets that animal’s cooldown. Additional animals spawn at arranged positions in the pen when purchased.

Build a prominent responsive HUD over the 3D view. At the top, show dark translucent green rounded panels for the title “Pocket Pasture”, “Coins 18” (updated live), and “Harvests 0” (updated live). Show a centered instructional/status message below: initially “Welcome! Pick a crop and tap a soil plot to plant.”, then contextual messages for planting, insufficient funds, growth, harvesting, and animal collection; after a few seconds of no message restore “Pick a crop, then tap a soil plot. Tap ripe plants or animals to collect.” At the bottom, show a large dark translucent green rounded panel with section headings “PLANTS” and “ANIMALS”. Plants are four cream rounded buttons in a row showing each crop name and price (1¢, 2¢, 2¢, 3¢); the selected crop button is pale yellow with a white outline and slight lift. Animals are pink rounded buttons labeled “Add 🐷 Pig 14¢” and “Add 🐮 Cow 20¢”. The panel and buttons must remain usable on narrow portrait mobile screens; use safe-area insets and allow the HUD wrapper to ignore pointer events except for the buttons.

Interaction flow: tapping a crop HUD button selects it and instructs the player to tap an empty soil plot; tapping an empty plot plants it. Tapping an animal purchase button immediately attempts to spend coins and add that animal; if funds are insufficient, display an appropriate message. Use small optional triangle-tone feedback on selection, planting, and collecting, but gameplay must work if browser audio is blocked. Add floating canvas-text popups that rise and fade for rewards and countdowns. Preserve the simple cozy visual composition shown: crops clustered at lower-left, broad tan path through the center, pen/fence and animals toward the right, barn in the distance, and clean large HUD controls covering the lower portion of the screen.

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