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Quiet Lake Fishing

  • 3d
  • fishing
  • cozy
  • casual
  • low-poly
  • sunset
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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. Hans Meiser built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Quiet Lake Fishing yet. Play it, then tell Hans Meiser what you would add next.

Make your own game

Quiet Lake Fishing was built by Hans Meiser 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 Quiet Lake Fishing 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 Quiet Lake Fishing

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.

Recreate a small, quiet 3D fishing game titled "Quiet Lake Fishing" using Three.js or an equivalent real-time 3D engine. The game is viewed from a high, cozy third-person perspective looking diagonally down over a lakeside dock/shore, with a 65-degree perspective camera about 18 units away and roughly 12 units high. The camera looks toward the fisherman and lake; it follows the player's horizontal position slightly and has a very subtle vertical sway. Before casting, horizontal mouse movement can gently change the camera angle. Use a warm sunset atmosphere: warm orange directional sunlight, soft hemisphere lighting, long soft shadows, and a sunset/HDRI-style sky when available. The screenshot's visible presentation is very dark and subdued, with a broad dark-brown shore/dock area, dark blue-green lake/ground surroundings, and cream-colored HUD text.

Build the scene with a large calm, slightly transparent blue lake plane (about 80 by 80 units) with mild specular shine and an extremely subtle vertical ripple/bobbing animation. Add a brown shore/land plane near the foreground/lakeside, a wooden dock centered around world z=-8, several pine trees around the distant edges, and a handful of rocks along the shore. The intended scene uses low-poly Kenney-style assets for the dock, pine trees, rocks, and fish if available, with cast/receive shadows enabled. Spawn approximately seven small fish under the lake surface at random positions across the lake; they swim slowly with animated fish idle/swim clips when available, drift in gentle sinusoidal paths, and are clamped to lake bounds. They should be visible as subdued underwater silhouettes/low-poly fish rather than hazards or enemies.

The player is a tiny simple low-poly fisherman standing on the dock, initially at x=0 and around z=-8.2. Model him procedurally as a cozy stylized figure: a brown cylindrical body, peach/tan spherical head, dark brown low-poly cylindrical hat, one brown angled arm, and a simple dark-brown fishing rod with shaft, handle, and small dark reel. Give the player a ground shadow. The player can only move left and right along the dock: A/D or left/right arrow keys move at about 4.5 units per second, clamped to x=-5.5 through +5.5. The dock and player remain centered in the scene while the camera target shifts slightly with the player's x position.

Fishing is the core interaction. A click on the rendered game canvas casts the line if no line is active. Choose a random cast distance from 7 to 11 units, with a small random x offset, and place a small pale/cream bobber on the water around y=0.15 at the far end (roughly z=-8.5-castDistance). Draw a thin dark fishing line from the rod tip to the bobber. The bobber gently bobs on the surface. While a line is active, clicking again or holding the space bar reels; releasing the mouse button or space stops reeling. Reeling pulls the bobber toward the rod tip at a steady speed (about 0.18 world units per frame), and the cast ends when it comes within about 1.6 units of the rod tip.

After a short delay of roughly 0.6 seconds, establish a random bite time 2.8 to 7 seconds later. If the player reels before a bite, simply retrieve the bobber with no catch. When the bite occurs, create a fish just below the water near the bobber, make the bobber dip and then bob/react, and have the fish swim toward the bobber. Once near it, it is hooked, but the player still has to reel the line all the way back. If the line is reeled to the rod with a hooked fish, animate the fish upward out of the water toward y=1.8 with a small side-to-side wriggle and rotation, then increment the caught-fish counter and remove the fish shortly afterward. If the line is retrieved without a fish, just clear the line and bobber without increasing the score. Casting should reset any prior hooked fish. There are no combat, health, lives, timers, inventory, or fail states.

Overlay a minimal fixed HUD on top of the 3D view. In the upper-right, show cream text exactly in the style of "Fish Caught: 0", updating the number after each successful catch. Along the bottom center show a cream title/info line "Quiet Lake • Sunset" and, above it or nearby, a smaller muted-gold instruction line: "A/D to move • Click to cast • Hold to reel". Use a system sans-serif font, subtle dark text shadows, and a transparent/noninteractive HUD so it does not block the canvas. Keep the overall mood sparse, calm, warm, and low-poly, with no menus or extra UI.

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