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Portal Pocket

  • 3d
  • rpg
  • creature-collecting
  • arcade
  • sci-fi
  • 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. fgfl built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Portal Pocket yet. Play it, then tell fgfl what you would add next.

Make your own game

Portal Pocket was built by fgfl 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 Portal Pocket 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 Portal Pocket

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 small third-person 3D creature-collecting RPG slice titled "Portal Pocket". Use a fixed-follow, slightly elevated perspective camera looking down into a square sci-fi laboratory arena. The scene should have a dark navy background and fog, a large dark blue gridded floor, and chunky blue-gray rectangular wall panels arranged in short rows along both the left and right edges. At the far end of the arena, place a glowing purple horizontal portal ring/structure with a cyan glowing circular pulse ring in front of it. Add a small dark console block on the left side of the arena with a thin cyan-white illuminated strip on top.

The player is a tiny stylized low-poly/cube-like cat creature called Mochi-Cat, colored pale yellow/cream with dark ears and a cute simple appearance. Start it near the front-center of the arena. A wild Volt-Bee, a small stylized bee creature, starts farther ahead and to the right, around the middle/back of the lab. Both creatures should idle with subtle animation; give the wild creature a visible bee-like yellow-and-dark body and small wings/ears consistent with a simple low-poly animal model. The player can move only during exploration using WASD or the arrow keys. Normalize diagonal movement, move at a brisk pace, rotate the cat toward its travel direction, and constrain it within the central arena bounds. The camera should smoothly follow the player while keeping the view aimed slightly ahead of it.

The core interaction is proximity-based: when the player walks within roughly 2.2 world units of the wild Volt-Bee, switch into a simple battle state and display the message "A wild Volt-Bee buzzes in! Choose an action." Provide three large action buttons: "PLASMA POUNCE" (primary pink/red), "CAPTURE", and "RUN". Plasma Pounce deals exactly 8 damage to the wild creature, which has 24 HP. If it survives, after a short delay it zaps the player for exactly 4 damage. The player starts with 30/30 HP. Update the HUD after damage. If the wild creature reaches 0 HP, hide it, return to exploration, award 100 portal points, and show a message that the wild Volt-Bee fainted and the player earned 100 portal points. Capture is only successful when the wild creature has 12 HP or less; otherwise show "Too energetic! Weaken the Volt-Bee first." On success, hide the Volt-Bee, mark it captured, award 250 points, return to exploration, change the creature card name to "Volt-Bee captured!", and show "Capture successful! Volt-Bee joined your pocket team. +250 points". The RUN button abandons battle and returns to exploration with a message about slipping away through a tiny portal. If player HP reaches zero, leave exploration stopped and show that Mochi-Cat is out of energy and the player should press R to reset. Pressing R resets HP to 30, wild HP to 24, capture state and score to zero, makes the wild creature visible again at its starting position, and displays "Reset complete. Find the wild Volt-Bee."

Use a clean arcade sci-fi HUD over the 3D view. In the top-left, show a translucent very dark panel with a thin cyan/teal border and rounded corners, the uppercase teal title "PORTAL POCKET", and status text initially reading "Explore the lab. Find a wild pocket creature." In the top-right, show a matching panel with gold text "Mochi-Cat · Lv 1", a rounded HP bar filled with a pink-to-yellow gradient, and the label "HP 30 / 30". Change the card title to the captured text when appropriate. Near the bottom center, show the current instruction/status message inside a translucent rounded panel; initially it reads "WASD / arrows to move · walk into the wild creature to battle". Put the action buttons along the lower-right, with a pink primary attack button and dark navy buttons for capture and run. Include a small lower-left disclaimer reading: "A tiny original creature-collecting RPG slice — inspired by portal cartoons, not using show characters or assets." Make the interface responsive: on narrow screens place the controls along the bottom with evenly spaced buttons and move the disclaimer upward so it does not overlap them.

Use a polished but compact low-poly aesthetic: Three.js-style standard materials, soft shadows, ambient hemisphere lighting plus a strong directional light, ACES-like filmic exposure, dark navy environment, cyan and purple emissive portal lighting, subtle grid lines, and restrained UI blur/shadows. The game is a single arena exploration-and-battle loop, with no invented extra levels, inventory, attacks, enemies, or story systems.

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