Skip to content

Arcade › Polack Island

Polack Island

  • 3d
  • first-person
  • survival
  • educational
  • exploration
  • low-poly
  • arcade
0
Remix it Discord

9 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. masonryan25 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Polack Island yet. Play it, then tell masonryan25 what you would add next.

Make your own game

Polack Island was built by masonryan25 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 Polack Island 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 Polack Island

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 playable 3D first-person survival/measurement adventure titled “Polack Island — Measurement Mission.” Begin with a full-screen darkened title overlay over the island scene. Show the large yellow title “POLACK ISLAND,” explanatory text saying that a measurement mission has gone wrong, the player must solve 10 measurement questions hidden around Jan Polack’s island while Jan and Big Stine hunt them, then reach the boat; mention that Triple T can help. Include a prominent rounded yellow-orange “BEGIN MISSION” button. Use a Three.js-style low-poly outdoor island presentation: a very large circular green grassy island with a sandy vertical edge surrounded by blue water, bright sky and distance fog, soft shadows, scattered dense pine/round trees, approximately ten small simple colorful suburban houses with flat roofs and door openings, and a wooden dock extending from the south edge to a small rowboat just offshore. Use an FPS camera and invisible player capsule at the center-ish spawn point; support first-person movement at about 5.2 m/s with gravity and mouse/touch look, plus quick tap/click interaction. The player can freely explore the island, walking around trees and house walls, and must approach interactable objects and tap/click when the on-screen interaction hint appears.

Place exactly 10 measurement stations at different positions around the island. Represent each unsolved station as a floating, rotating, glowing yellow-orange octahedral/diamond marker about 1.6 m above the ground. The stations are spread widely around the island and are associated with these exact Year-8 questions, each with four vertical answer buttons and the indicated correct answer: 1) “The Lighthouse”: a 9 m shadow is 3 times the height; how tall? answers 2 m, 3 m, 6 m, 9 m; correct 3 m. 2) “The Garden Fence”: a square has 5.5 m sides; perimeter? answers 11 m, 20 m, 22 m, 27.5 m; correct 22 m. 3) “The Water Tank”: cuboid 2 m × 3 m × 4 m, litres? answers 24 L, 240 L, 24 000 L, 2400 L; correct 24 000 L. 4) “The Clock Tower”: minute hand radius 2 m, distance traveled in 15 minutes/quarter turn, using π≈3.14? answers 3.14 m, 6.28 m, 9.42 m, 12.56 m; correct 3.14 m. 5) “The Timber Stack”: 4 m plank cut into 5 equal pieces; answers 0.5 m, 0.8 m, 1.25 m, 0.6 m; correct 0.8 m. 6) “The Ramp”: rises 0.8 m over 4 m horizontal run; gradient percentage? answers 15%, 20%, 25%, 30%; correct 20%. 7) “The Paint Job”: 6 m × 3 m wall, one tin covers 9 m²; tins needed? answers 1 tin, 2 tins, 3 tins, 4 tins; correct 2 tins. 8) “The Map Scale”: 1 cm=50 m and huts are 6 cm apart; answers 30 m, 56 m, 300 m, 600 m; correct 300 m. 9) “The Tree Shadow”: a 2 m stick casts a 3 m shadow and a tree casts a 12 m shadow; tree height? answers 6 m, 8 m, 9 m, 18 m; correct 8 m. 10) “The Speedboat”: 24 km in 40 minutes; average km/h? answers 24 km/h, 32 km/h, 36 km/h, 48 km/h; correct 36 km/h.

When near an unsolved marker (roughly 3.2 m), show a bottom-center hint such as “Tap to Answer The Lighthouse.” Tapping opens a centered modal question panel over a blurred/darkened game view. Style it as a dark blue card with blue border, uppercase “MEASUREMENT CHALLENGE,” large readable question text, four dark blue answer buttons, feedback text, and an “x / 10” station counter. A correct answer turns the selected button green, displays “✔ Correct!” plus an educational hint/explanation, marks that marker green, increments the solved counter, and closes after a short delay. A wrong answer turns the button red, displays “✗ Not quite. Jan heard you! He’s coming. Try again — Hint:” plus the relevant explanation, and allows retry; wrong answers alert Jan and give him a temporary sprint boost toward the player.

Add three animated character models: Jan, a bald casual human hunter beginning near the north side; Big Stine, a larger demon/monster hunter beginning toward the west/northwest; and Triple T, a casual male helper beginning near the center. Jan and Big Stine continuously know the player’s location and directly chase them across the island, with no wandering or detection range. Their chase speed gradually increases from roughly 3.2 m/s up to 6 m/s over time; Big Stine is slightly slower, while an alerted Jan gets a temporary 1.5x boost. Catch the player when either hunter comes within about 1.8 m. Show animated idle/run character motion where available. Triple T does not attack: when approached and tapped, cycle through these exact clue messages: “Hey! I’m Triple T. Jan and his big mate Stine are roaming the island — keep moving!”, “The yellow diamond markers are your questions. Walk up and answer them.”, “Jan usually hangs around the north side. Stine lurks near the west.”, “Need a hand? Read each question carefully — use the hint if you’re stuck.”, and “When you’ve solved all 10, leg it to the dock and jump in the boat!” Append approximate direction/distance reports for Jan and Big Stine when available.

The persistent HUD is a transparent dark glass-like top bar with three rounded stat boxes: left “SOLVED” and “0/10,” center “TIME” and elapsed seconds starting at 0.0, and right “DANGER” with — before play, then “ok,” “!” when a hunter is within about 22 m, and “!!!” when within about 12 m. Keep a small white circular crosshair at screen center. Use bottom-center transient message banners for mission instructions, Triple T clues, wrong-answer/correct-answer notices, and the all-solved objective. After all 10 questions are solved, turn the boat objective on and display: “All 10 solved! The boat at the dock is ready. Get there and escape!” The player must approach the boat at the dock within about 4.5 m and tap/click. Before completion, tapping the boat must say that it will not start and tell the player to solve all 10, including the current count. After all are solved, interaction says “Tap to Escape on the boat” and wins immediately.

On capture, stop the game and display a brief full-screen black jumpscare overlay with large colored text: “JAN GOT YOU!” or “BIG STINE GOT YOU!” depending on the hunter, then show a centered end overlay titled “CAUGHT!” with text saying who caught the player and stats showing how many questions were solved and elapsed time. On success, show an end overlay titled “ESCAPED!” with “You made it off Polack Island with all your measurements. Mission complete!” and stats such as escape time and 10/10 solved; provide the same rounded button for restarting/beginning again. Include a five-minute smooth day-to-night cycle during active play: bright blue daylight gradually transitions to dark navy sky/fog with dim warm sun and cool blue moonlight, then cycles back. Keep the overall style colorful low-poly 3D, lightly cartoonish, readable educational UI, with soft shadows, fog, glowing objective markers, and no weapons or combat—survival is based on movement, solving questions, and escaping by boat.

More free browser games

Browse the whole Arcade →