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Arcade › Pocket Safari
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Braison Brown-Gardiner built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Pocket Safari yet. Play it, then tell Braison Brown-Gardiner what you would add next.
Pocket Safari was built by Braison Brown-Gardiner 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 Safari 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.
Recreate “Pocket Safari” as a browser-based Three.js first-person 3D creature-catching game. Use a pointer-locked FPS camera with a small white plus crosshair at screen center. The player starts on a compact, flat circular green island, looking across it from approximately eye height, surrounded by a tan/sand ring and a large blue water disk below the island; use a bright sky-blue background with light atmospheric fog. Keep the visual style clean, colorful, simple low-poly, and lightly stylized rather than realistic. Scatter roughly 32 gray faceted rocks and 26 simple trees around the island: each tree has a short brown low-sided cylindrical trunk and a rounded green canopy. Keep the player and creatures inside the island boundary. The core loop is exploration, locking onto a nearby wild creature, weakening it, and attempting to catch it. Spawn 10 creatures in the world at a time, distributed around the island. Creatures wander randomly at low speed, gently bob up and down, stay within the island, avoid clustering a little, and run away temporarily after being zapped or after a failed capture. Make six possible creature types with exactly these names and color identities: Sproutle (mint green body with dark green accent), Emberpup (orange-red body with dark red accent), Bubblit (blue body with dark blue accent), Voltkin (yellow body with ochre accent), Shadebat (purple body with dark purple accent), and Pebblum (light gray body with dark gray accent). Each creature should be a cute assembled low-poly model: a colored spherical body, a smaller contrasting face/muzzle shape on the front, two small contrasting cone ears, and four tiny dark feet. Put a floating billboard-style name tag over each creature, using a dark translucent rounded rectangle with a subtle blue border and light text. Controls must match the game: click the canvas to enter pointer lock; WASD moves relative to the camera, mouse looks around, Shift sprints at about 1.55x speed, and Space jumps with simple gravity and flat-ground collision. E locks onto the nearest creature only if it is within about 10.5 world units. R releases the current lock. Left mouse button uses Zap on the locked creature if it is within 12 units; Zap removes a random 12–19 HP from its 100 HP bar, briefly scares it, plays a short electric/noise effect, and displays a thin pale cyan beam from the player toward the target for about a tenth of a second. Right mouse button throws a Capsule toward the locked creature if it is within 14 units; prevent the browser context menu. Show a small red-and-white spherical capsule traveling in a rotating upward quadratic arc for about half a second. Capture chance starts low at 8%, increases substantially as the target’s HP is reduced (up to a maximum of 92%), and also improves when closer. On success, remove the creature, increment the caught collection count, show a colorful burst of particles, play a short ascending success sound, and respawn a replacement after a brief delay so the world returns to 10 creatures. On failure, leave the creature in the world, make it flee briefly, show a failure message, and play a low failure tone. Do not add combat, inventory, health, enemies, or features not described here. Build the HUD as fixed translucent dark blue-black rounded pills in the upper-left, with light text and subtle blue borders/shadows. The first row must show “Pocket Safari”, “Caught: 0” (updating), “World: 10” (updating), and a deterministic “Seed: …” value taken from a URL seed parameter or generated seed. The second row must show “Lock: None” or the locked creature name, “HP: —” or its percentage, and a changing hint. The hint should initially say “Click to start”, then prompt exploration and locking, and while locked indicate “LMB zap • RMB capsule”; show a bottom-center translucent toast for messages such as “Press E to lock a creature”, “Locked: Sproutle”, “Too far”, “Capture failed”, “Caught Bubblit!”, or “... is knocked out — easy catch!”. Include a small instruction strip reading “WASD move • Mouse look • E lock • LMB zap • RMB capsule • R unlock • Shift sprint • Space jump”. Unlocking pointer lock should make the game pause movement/actions until the user clicks to resume, with the hint reflecting that state. Use soft hemisphere lighting plus a strong directional sun with shadows. Creatures, rocks, trees, island, sand, and capsule should cast or receive appropriate simple shadows. Add lightweight synth audio initialized after a user gesture: zap (brief noise plus high note), throw (two short notes), catch success (ascending C5/E5/G5 notes), capture failure (low G3), and a small jump note. Keep the overall presentation uncluttered, colorful, and low-poly, with no minimap or extra menus.