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Arcade › Reef Stalker
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Reef Stalker was built by Tin 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 Reef Stalker 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.
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 browser-based 3D underwater collection game titled “Reef Stalker,” using a low-poly, colorful Three.js-like aesthetic. Use a high, slightly angled third-person/top-down perspective over a rectangular reef floor: the camera looks down from above and behind the diver, follows the player smoothly, and keeps the diver near the center while the rectangular play area remains visible. Set the environment in deep blue water with a dark navy background/fog, a large teal-blue ocean-floor rectangle with a slightly inset/lighter reef-sand rectangle, soft shadows, and bright cool underwater lighting. The player is a small stylized diver represented by a horizontal orange/tan capsule body, a dark blue-gray air tank attached behind it, and a long pale metallic spear projecting forward. Start the diver near the left side of the reef. Move with WASD or arrow keys at a responsive constant speed, constrain movement to the rectangular reef bounds, and rotate the diver to face the movement direction. On mobile, provide visible circular touch buttons for left, right, up, and down. Scatter low-poly green sea plants across the floor, varying their rotation and placement. Place a conspicuous yellow glowing cylindrical return tube near the far/right side of the reef, with an open rim/ring. The player must swim close to this tube and press E to deposit captured fish. Populate the reef with animated low-poly fish. Lionfish are the important targets: use an orange/coral body shaped like a flattened rounded capsule, a cone-like tail, and several pale cream spines/fins. Also include smaller harmless reef fish in varied accent colors such as teal, purple, yellow, and orange, with rounded flattened bodies and cone tails. Fish gently swim with simple wandering/swaying motion around their home positions, rotate toward their velocity, and eventually despawn and respawn as schools. Begin with two lionfish schools plus several reef fish; schools can contain one or two lionfish and three reef fish. Lionfish should be attracted/investigate when the player spends a lure, while nearby lionfish become alarmed and flee after one is poked. Occasionally spawn a larger, differently scaled eel-like fish patrol; if the player is carrying captured lionfish and the eel gets close, it can steal one, reducing the score. Aim with the mouse and show a fixed white circular crosshair with vertical and horizontal ticks at screen center. Clicking the game world fires/uses the diver’s spear through a mouse raycast. A target must be within roughly six world units to be captured. Clicking a lionfish attaches it to the spear chain, scales it down slightly, and makes it visibly follow just ahead of the diver. The spear chain can carry at most three lionfish. Each captured lionfish has about five seconds before it slips away if not returned, costing points. Clicking a non-lionfish is a mistake: make the reef fish flee and subtract three points, with a clear feedback message. If the target is too far away, show a “Too far — swim closer and line up the spear.” style message. If the chain is full, tell the player to return to the tube. Give the player exactly three lures. Pressing Space consumes one lure, makes uncaptured lionfish less wary and extends their active lifetime, and displays a temporary toast such as “Bait dropped — lionfish are investigating.” Oxygen begins at 100% and steadily drains during the dive at about 1.5 percentage points per second. The goal is to return six lionfish to the yellow tube before oxygen runs out. The player must manually make repeated trips: capture up to three, swim to the tube, press E, and return them one at a time from the carried chain. Each successful return removes that lionfish, increments the returned count, and awards ten points. Pressing E when too far from the tube should show a proximity warning; pressing it with no catch should say the tube is empty. Build a clean HUD over the scene. In the upper-left, show a translucent dark rounded panel with cyan border/accent and the title “REEF STALKER,” followed by Score, Catch tube (0/3), Oxygen (percentage plus a horizontal cyan-to-pale-yellow meter), and Lures. Center-top show “GOAL” and a bold counter like “0 / 6 lionfish returned.” Upper-right show compact instructions: “Move WASD / arrows · Aim with mouse · Click to poke” and “Space lure · Stand near the yellow tube and press E to return,” with keyboard keys displayed in outlined rounded boxes. Keep the HUD typography clean, white/cyan, and readable over the blue water. Show temporary dark translucent toast notifications near the bottom center for actions and mistakes. When oxygen reaches zero, stop gameplay and display a centered translucent dark overlay/card saying “Out of oxygen,” explain how many lionfish were returned, and provide a “Dive again” restart button. When six lionfish are returned, stop gameplay and display a similar completion card titled “Reef cleared,” reporting the remaining oxygen percentage. Include responsive resizing and hide the desktop help text while showing touch controls on narrow/mobile screens. Preserve the calm underwater visual style: teal water, navy edges, lime-green plants, bright fish colors, yellow return tube, soft fog, rounded translucent HUD panels, and simple low-poly geometry.