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Arcade › Reefbound
Click the game above and it runs right here in your browser. No download, no installer, no account needed. attaurrehmanseo3 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Reefbound yet. Play it, then tell attaurrehmanseo3 what you would add next.
Reefbound was built by attaurrehmanseo3 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 Reefbound 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 third-person 3D underwater exploration game titled “Reefbound.” The player controls a small dark, stylized humanoid diver in a simple low-poly reef scene. Use an over-the-shoulder elevated camera that follows behind and above the diver, smoothly tracking their position and looking slightly above them. The environment is a bounded circular/round reef floor: a muted pale green/tan sandy seabed with a darker teal cylindrical base, deep blue water-colored background, exponential underwater fog, soft shadows, and cool cyan lighting. Populate the reef with scattered low-poly coral clusters made from several short irregular colored cylinders in pink, orange, purple, and yellow; tall simple green kelp stalk groups; a few blocky dark reef rocks around the perimeter; and simple low-poly bush/plant forms. Keep the scene sparse and readable, matching the minimalist low-poly aesthetic shown. Place the diver at approximately the rear/southern starting area (around world position x=0, z=9). The diver should have a dark nearly black body, a rounded helmet/head with a subtle face/visor, and an idle animation if available. Movement is on the horizontal seabed plane: WASD or arrow keys swim in four directions, with direction-based facing. Holding Shift increases swim speed from a normal leisurely speed to a faster sprint and makes oxygen drain faster. The player is clamped within the reef bounds. Also provide on-screen touch controls for left, up, down, right, and FAST for mobile play. The existing hint text may mention WASD/arrows, Shift to sprint, and Space to surface at a vent, but the implemented gameplay should focus on the actual movement and vent interactions; Space does not need a separate mechanic. The objective is to collect exactly three glowing signal pearls and return to the starting/home position. Put three floating beacon collectibles at separated reef locations (roughly (-7,-4), (6,-5), and (-5,6)). Each pearl is a bright cyan glowing faceted object surrounded by a thin luminous cyan ring; animate the pearls with slow rotation. When the diver comes within about 1.15 world units, hide the pearl, increment the counter, and restore 12 oxygen. Show progress as “0 / 3” initially and update it through “3 / 3.” Place three oxygen vents at separated positions (roughly (0,9), (8,5), and (-8,-1)). Each vent is a low flat glowing turquoise/cyan cylinder on the seabed with a larger thin horizontal luminous ring hovering just above it. When the diver is within about 1.4 units, continuously refill oxygen at roughly 18 percentage points per second, capped at 100, and display the status message “Oxygen vent reached — hold here to refill.” Other status messages should include an initial “Swim toward the glowing beacons.” and, after collecting a pearl, “Signal pearl recovered — the vent glow tops up oxygen.” After all three pearls are collected and the diver returns within about 2 units of the starting position, win the dive and display “Dive complete — all signal pearls are home.” Oxygen starts at 100%. Drain it continuously while swimming (about 1.1 per second at normal speed), faster while sprinting (about 2.0 per second), and slowly even while idle (about 0.55 per second). Display oxygen as both a percentage and a wide horizontal bar in the upper-left HUD; use a dark track with a left-to-right gradient from pink/red through yellow to mint/cyan. If oxygen reaches zero, stop gameplay, show “Oxygen depleted. Restart and stay near the vents.” and reveal a “Restart dive” button that resets oxygen to 100%, pearl collection to 0/3, all pearls to visible, the diver to the start, and the initial message. Winning should likewise stop active gameplay. Build a fixed HTML overlay HUD in the upper-left: a translucent dark navy rounded panel with a subtle cyan border and blur/shadow, heading “REEFBOUND” in uppercase cyan, subtitle “Explore the reef, recover 3 signal pearls, and make it back before your oxygen runs out.”, Oxygen label/value, the gradient bar, Signal pearls label/value, and a message line. At the bottom center show a pill-shaped dark hint reading “WASD / arrows to swim · Shift to sprint · Space to surface at a vent.” At bottom-right show semi-transparent rounded touch buttons with arrow symbols and “FAST”; make them more visible on hover on larger screens. Render the scene full-screen with responsive resizing. Use a dark blue underwater background, fog, hemisphere and directional lighting plus a cyan point light to create the calm luminous underwater mood.