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Pocket Quest

  • 3d
  • arcade
  • creature-catching
  • exploration
  • timed
  • low-poly
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. Luis Diaz Jimenez built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pocket Quest yet. Play it, then tell Luis Diaz Jimenez what you would add next.

Make your own game

Pocket Quest was built by Luis Diaz Jimenez 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 Quest 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 Quest

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 game titled “Pocket Quest” using Three.js ES modules. The game is a colorful, low-poly creature-catching adventure viewed with a smooth elevated third-person camera: use a perspective camera positioned diagonally ahead/right of the player (roughly player position plus x=8, y=9, z=8) and continuously ease it toward the player while looking at the player’s upper body. The playable area is a bright circular grassy field about 28 world units in radius, with soft fog, bright hemisphere and directional lighting, and a sky-like pale blue gradient backdrop. Add a ring of about 20 simple low-poly trees around the outer edge: brown cylindrical trunks with rounded green spherical crowns. Scatter roughly 120 small upright rectangular blades/tufts of grass across the field.

The player is a cute simple low-poly avatar at the center: a white capsule-shaped body, topped with a red half-sphere cap and a dark band around the cap. The player moves continuously with WASD or the arrow keys, at about 10 units per second, with diagonal movement normalized, and is constrained inside the field boundary. Rotate the avatar to face its movement direction. Place a thin translucent white circular catch-radius indicator on the ground around the player, with radius about 2.25 units.

Populate the field with 10 wandering critters. Each critter is a small rounded blob creature made from a sphere, with two little cone ears, two tiny dark eyes, and a gentle vertical bobbing animation. Cycle through three appearances: golden-orange with a dark brown accent, light blue with a dark blue accent, and pink with a dark magenta accent; use slightly different scales. Spawn them at random positions away from the player, distribute them around the field, and make each wander in a changing direction at roughly 1.2–2.2 units per second. Keep them within the field; when the player comes within about 4.5 units, have the critter move away from the player. Critters should face generally toward/away from the player as shown by their simple rotation behavior.

The goal is to catch as many critters as possible before the 60-second countdown reaches zero. Press Space to attempt a catch. The nearest critter is caught only if it is within the 2.25-unit catch radius; on success increment Caught by 1 and Score by 1, then immediately respawn that same critter at a new random position away from the player. Maintain a catch streak, and every fifth consecutive successful catch award an additional +2 score and show a brief “Catch streak bonus +2!” message. If Space is pressed while no critter is close enough, do not change the score or caught count, reset the streak, and show “Too far away — move closer first.”

Build a fixed translucent white rounded HUD panel in the upper-left, with a bold “Pocket Quest” title, three pale blue rounded stat cards labeled SCORE, CAUGHT, and TIME, and large numeric values. Start with SCORE 0, CAUGHT 0, and TIME 60; update the timer as a whole-number countdown. Beneath the cards show contextual instructional text: normally “Roam the field and get close to a critter.”, when one is in catch range “Critter nearby — press Space to catch it.”, and after a successful catch “Caught one!” (or the streak bonus message). The overall UI should use dark navy text, soft shadows, blur/translucency, rounded corners, and a clean modern sans-serif style over the field.

When the timer reaches zero, stop gameplay and show a centered game-over overlay with a dark translucent screen tint and a white rounded panel reading “Time’s Up,” a result such as “You caught N critters and scored S.”, and “Press R to play again.” Press R while game over to reset the timer to 60, score/caught/streak to zero, return the player to the center, reposition all critters, and resume play. Include lightweight cheerful catch sounds and a different low sound for an unsuccessful catch/time-up if browser audio is available, but do not make audio essential. Do not add weapons, combat, inventories, extra levels, or mouse-look controls; the implemented controls are movement via WASD/arrows, Space to catch, and R to restart after time expires.

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