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Arcade › Pound Picnic

Pound Picnic

  • 3d
  • collection
  • arcade
  • mobile
  • low-poly
  • park
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. Franka Misho built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pound Picnic yet. Play it, then tell Franka Misho what you would add next.

Make your own game

Pound Picnic was built by Franka Misho 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 Pound Picnic 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 Pound Picnic

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 bright, colorful low-poly 3D collection game titled “Pound Picnic.” Use a Three.js-style third-person follow camera looking down from behind and above the player in a small circular park arena. The park has vivid green grass, a pale beige cross-shaped picnic path running east-west and north-south through the center, a green boundary ring, blue sky-colored background/fog, soft hemisphere lighting, warm directional sunlight, and visible soft shadows. Place stylized low-poly park trees around the perimeter and several park benches in the grass (matching the provided screenshot’s clean, cheerful mobile-game look). Use a rigged casual female character model as the player, initially standing at the center, with idle, running, and victory animations. The camera follows the character smoothly; as the character grows, pull the camera farther back and slightly higher so the enlarged avatar remains visible.

The core loop is to move around the park and collect floating food models. At the beginning, spawn 18 food pickups at random positions within the arena, keeping them away from the center and obstacles. Randomly choose among burger, cake, pizza, and cupcake models. Scale the food attractively (pizza slightly smaller than the others), make each item slowly bob up and down and rotate continuously, and collect it when the player comes within roughly 1.25 world units, with a slightly larger pickup radius at later growth stages. Food values are: burger 105,000 lb, cake 145,000 lb, pizza 125,000 lb, cupcake 90,000 lb. On collection, remove the item, play a short bright pickup sound, show a brief expanding sparkle burst, add its value to the pound meter (capped at 2,000,000), and replace it with another random food after a short delay unless the player has won.

Add park barrier obstacles using low-poly barrier models at fixed/random positions in the arena. The player should not be able to pass through them: obstacle collision blocks or pushes back movement and removes pounds from the meter when hit, with a short hit cooldown/feedback state. Keep obstacles represented in game state. Also constrain the player inside the circular park/play area, approximately a 24-unit arena with movement bounds around +/-23 units. The exact decorative trees and benches should not necessarily be collidable; barriers are the gameplay obstacles.

The win goal is reaching exactly 2,000,000 lb. Track these growth stages and update the HUD and player scale when thresholds are reached: Thin at 0 with scale [0.62, 1.05, 0.62]; Normal at 80,000 with [0.78, 1.03, 0.78]; Slightly Overweight at 220,000 with [0.95, 1.01, 0.95]; Overweight at 430,000 with [1.15, 0.99, 1.15]; Fat at 720,000 with [1.42, 0.97, 1.42]; Really Fat at 1,050,000 with [1.72, 0.95, 1.72]; Obese at 1,450,000 with [2.1, 0.92, 2.1]; and 2 Million Pounds at 2,000,000 with [2.75, 0.9, 2.75]. These should visibly make the character progressively wider and slightly shorter. Increase the camera distance with each stage and very slightly reduce movement speed as the player grows. When the target is reached, stop normal movement, set the win state, play the victory animation, and show “You reached 2,000,000 pounds!”

Provide a prominent translucent dark rounded HUD panel in the upper-left, as shown in the screenshot. It should display the title “Pound Picnic,” a horizontal progress bar, and the current text in the format “0 lb • Thin,” updating with comma-separated pounds and the current stage. At startup show a short toast such as “Thin — start collecting!”; briefly show the new stage name whenever the player crosses a threshold. The progress bar should run from mint green toward the current stage color, with stage colors progressing through mint/green, lime, yellow, amber, orange, coral/pink, and magenta. Include a dark rounded “Restart” button at the upper-right/lower-right HUD area that resets pounds, stage, win state, cooldowns, player position, obstacles, and respawns 18 foods.

Support desktop and mobile controls. On desktop, WASD and arrow keys move in the four cardinal directions, with diagonal input normalized. On mobile, provide a large translucent circular joystick at bottom-left with a light center knob. Provide a large pink circular “Dash” button at bottom-right and also support Space on desktop. Dash briefly multiplies movement speed by about 2.15, has an approximately 0.8-second cooldown, and creates a white sparkle at the player; expose/display cooldown state if desired but do not add unrelated abilities. The player rotates to face the movement direction and switches between idle and run animations; after winning, use victory animation.

Keep the art non-8-bit: cheerful, polished, simple low-poly 3D with pastel grass/path colors, colorful food, stylized trees/benches/barriers, ambient fog, warm sunlight, and soft shadows. Expose a state API equivalent to window.getGameState(), returning pounds, target, stage, stageIndex, win state, player position and scale, active food type/positions, dash and hit cooldowns, and obstacle positions/radii; provide window.setGameState(patch) allowing pounds, win state, and player coordinates to be changed, then reapply the appropriate stage and HUD.

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