Appearance
Arcade › Pocket Sprouts
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Cameron Mains built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Pocket Sprouts yet. Play it, then tell Cameron Mains what you would add next.
Pocket Sprouts was built by Cameron Mains 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 Sprouts 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 exploration game titled "Pocket Sprouts". Use a stylized, friendly low-poly top-down meadow viewed through a perspective camera that follows the player from above and slightly behind; allow the player to drag the screen to look around. The world is a circular green meadow with soft fog and warm sunlight/shadows. Add a large tan/golden circular ring path around the center, with scattered small yellow and pink wildflowers and groups of simple low-poly trees around the outer meadow (brown trunks and faceted green crowns). Keep the palette cheerful and natural: green grass, tan path, dark green interface panels, and warm cream/yellow highlights. The player is a tiny simple low-poly trainer at the center/under the camera: a coral-red capsule-shaped body with a dark blue, flat cylindrical hat. The player can move freely with WASD or the arrow keys, and can hop with Space. Movement should feel like a top-down third-person controller with gravity/jumping, at approximately moderate walking speed. The camera follows the player at a distance of about 13 units and can be rotated/looked around by dragging the screen. Place exactly three friendly wild creatures in the meadow, each marked by a clearly visible thin pale-yellow circular target ring lying on the ground beneath/around it. Use cute animated low-poly monster/animal models: an alien-like green creature named Mimo at roughly (-5, -4), a yellow-and-black flying bee named Buzzlet at roughly (6, 2), and a deer-like creature named Fawnie at roughly (2, 7). They should idle with their available animations; the bee can hover/fly subtly. Target rings should rotate slowly, and the creatures should gently bob while idle. The player’s introductory objective is to follow a ring to find Buzzlet, but all three creatures are collectible. Implement proximity encounters: continuously find the nearest uncaptured creature. When the player is farther than about 2.8–3 world units, show a status message such as "Follow the ring to find Buzzlet." or "Walk near a Sprout." When close enough, show a right-side dark translucent rounded encounter card containing the creature’s name, its uppercase category/type (Mimo is a "bloom sprout," Buzzlet a "spark sprout," and Fawnie a "leaf sprout"), a short message that it is watching the player from the meadow, and a prominent gold "Befriend" button. Clicking/tapping Befriend while within range captures the nearest creature: hide its model and target ring, add its name to the player’s team, close the card, and update the status to for example "Buzzlet joined your team!" Do not add combat, enemies, health, scoring, inventory, or other progression systems. Build a fixed HUD over the 3D view. In the upper-left, show a dark green translucent rounded panel with the title "🍃 Pocket Sprouts", explanatory text "Explore the meadow, find friendly Sprouts, and befriend them.", and a highlighted objective/status line. In the upper-right, show the encounter card only when an uncaptured Sprout is nearby. In the lower-left, show pill-shaped badges for the team, initially "Team: empty" and then one badge per befriended name prefixed with a small star/spark symbol. In the lower-right, show the control hint "WASD / arrows to move · drag the screen to look · Space to hop" (hide this hint on narrow mobile screens if needed). Make the UI responsive, with translucent dark panels, rounded corners, subtle borders/shadows, pale text, and a gold interaction button. The game should begin with the player in the meadow, all three Sprouts visible and ring-marked, and the player able to explore and befriend them in any convenient order.