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Preybound

  • 3d
  • top-down
  • arcade
  • hunting
  • mobile
  • endless
  • collectathon
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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. Jeremy Zelenov built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Preybound yet. Play it, then tell Jeremy Zelenov what you would add next.

Make your own game

Preybound was built by Jeremy Zelenov 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 Preybound 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 Preybound

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 mobile-friendly 3D top-down hunting game titled “Preybound.” Use an orthographic camera looking straight down at a dark green rectangular wilderness field, with a dark navy background/fog, soft shadows, and simple polished sci-fi HUD panels. The playable field should be about 20 by 14 world units, bounded only by prey reversing direction near the edges. Place a glowing yellow-orange cone/arrow-like hunter marker at the center and a thin translucent turquoise circular hunt-range ring beneath it. Spawn animated low-poly deer and fox creatures across the field (roughly 32% foxes and otherwise deer), each wandering slowly in a straight direction and reversing when it nears the field boundary. Use actual animated animal models if available; otherwise use recognizable low-poly deer/fox substitutes with idle animation.

At launch, show a full-screen dark translucent gradient start overlay with a centered rounded glass panel. It must say “A FIELD OF CHANCES,” show the large title “Hunt. Upgrade. Ascend.”, and explain: prey escape quickly; tap a creature to hunt it, earn XP and coins; hunt before it escapes; and seek the one-in-a-million Mutated prey. Display colored outlined rarity chips for exactly these tiers: Noob, Starter, Common, Uncommon, Upgraded, Rare, Epic, Legendary, Mythic, Secret, Cosmic, Ethernal, Mutated. Include a large mint button labeled “ENTER THE WILDS.”

When the button is pressed, hide the overlay, show three prey in the field, and begin continuous spawning until there are at most five active prey. New prey should appear after short randomized delays. Each prey gets one rarity using these weighted probabilities: Noob 22%, Starter 16%, Common 13%, Uncommon 10%, Upgraded 7.5%, Rare 5.2%, Epic 3.5%, Legendary 2.2%, Mythic 1.4%, Secret 0.8%, Cosmic 0.4%, Ethernal 0.18%, Mutated 0.07%. Give each tier its own visible color: gray-blue, pale blue, green, teal, blue, violet, pink, gold, magenta, cyan, purple, pale yellow, and red-pink respectively. Each creature has an escape countdown randomly between 5.5 and 9 seconds, moves at a modest random speed, and disappears if its countdown reaches zero. Log that it escaped and make the field feel quieter. The top-right target panel should show the selected prey’s rarity in its rarity color, the remaining seconds to one decimal place, and its coin reward; when nothing is selected show “Scanning...” and “Tap a creature to mark it.”

Core interaction: clicking/tapping near a creature selects it and immediately hunts it, removing it from the field. Use screen-to-world mapping appropriate to the orthographic top-down camera and accept a hit within about 2.4 world units. Also provide a bottom-right “HUNT NEAREST” button that hunts the currently selected active prey, or otherwise the closest active prey to the central hunter marker. If no prey exists, log “No prey in the field yet.” Hunting awards coins equal to max(2, round((13 - rarity index) * 2.2)), awards four times that amount in XP, and increments score. Mutated prey additionally awards 250 coins and 500 XP and logs “MUTATED PREY DOWN — the field will remember this hunt.” Other hunts log the rarity and coin award. Every time XP reaches the current level threshold (level * 100), subtract that threshold, increment level and upgrade count, award 15 coins, and log that a level was reached and an upgrade point was earned. Do not add an upgrade shop or upgrade effects unless explicitly implemented; the HUD only tracks the upgrade count.

HUD: keep a fixed overlay above the canvas. At top-left use a dark translucent rounded panel labeled “PREYBOUND // HUNT LOG,” with “Level 1,” XP as current/next threshold, and “Coins 0 · Upgrades 0.” At top-right use a similar panel labeled “CURRENT TARGET.” At bottom-left show a compact dark log panel with hunt/escape messages and the instruction “Tap a prey to mark it. Hunt before the escape ring closes.” At bottom-right show the gold/yellow HUNT NEAREST button. Make the interface responsive for narrow screens, with safe margins, rounded panels, strong bold typography, mint accent color, and touch-action disabled to support tapping the game cleanly. Use a dark navy/teal visual palette, subtle glass blur, thin translucent borders, and high-contrast colored rarity labels. The ring may gently pulse and the animals should cast soft shadows. The game should run continuously with an animation loop, update animal idle animations and countdowns, and resize the orthographic camera with the viewport.

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