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Click the game above and it runs right here in your browser. No download, no installer, no account needed. PRANESH SARKAR built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about RevoDev yet. Play it, then tell PRANESH SARKAR what you would add next.
RevoDev was built by PRANESH SARKAR 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 RevoDev 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 mobile-friendly 3D third-person exploration and building game titled “RevoDev.” Use Three.js or an equivalent real-time 3D engine with a sky-blue background and light atmospheric fog. The camera should be a perspective third-person camera following a blocky humanoid avatar from behind and above, at roughly an 8-unit follow distance, with a controllable orbit/third-person feel. Show soft shadows and bright, clean, low-poly lighting: a strong directional sun plus cool hemisphere ambient light. Build the world as a square Revo Plaza. The base is a large dark green ground slab, with a 25-by-25 light gray/cream central plaza slab slightly raised above it. Surround the plaza with dark charcoal roads on all four sides, forming a cross-shaped street border. Add a few low-poly city/suburban environment props around the edges: two large commercial-style blocky buildings at the back-left and back-right, plus six large stylized trees distributed around the plaza perimeter. Keep the setting open, simple, colorful, and toy-like. Place six initial large cube building blocks in the world, each approximately 2.2 units wide and tall, arranged in two short staggered rows: three toward the left/back area around x=-10,-7,-4 and z=-7, with the middle one elevated/stacked around y=3.3, and three toward the right/back area around x=4,7,10 and z=7. These initial blocks are yellow/gold. Blocks cast and receive shadows. Use a stylized blocky character model as the player, approximately human-sized and centered at the start of the plaza. The visible avatar should have a chunky voxel/low-poly body, oversized square head, simple face, colorful clothing, and idle animation. The player starts near world position (0, 0.15, 0). Support keyboard movement with WASD and arrow keys, Space to jump, and Shift to sprint; on mobile, provide the third-person control system’s on-screen virtual movement/jump controls. The character should collide with or navigate around the plaza/build blocks as supported by the movement controller. Add six collectible RevoCoins, represented by shiny gold torus/ring meshes with a smaller inner hole, placed around the plaza at approximately (-8,-2), (0,-8), (8,-2), (0,8), (-5,5), and (5,4), with each ring at y=1.2. Make them rotate continuously and bob gently up and down. When the player comes within about 1.45 units of a visible coin, hide that coin, increment the RevoCoins score by one, and display a brief “+1 RevoCoin” notification. There are no enemies, weapons, health, timer, or combat systems. Implement a Build mode toggle. The HUD has a large yellow “Build” button and a blue “Reset” button. Tapping Build switches between Explore mode and Build mode and updates the mode text. While Build mode is active, tapping/clicking the 3D world raycasts against the ground, central plaza, or existing blocks. Snap the hit x and z coordinates to a 2.2-unit grid, place the new cube at y=1.1, and reject placements outside approximately +/-30 units. New blocks should cycle through bright cyan, pink, light green, and lavender colors. Show a brief “Block placed” toast after successful placement. In Explore mode, world taps do not place blocks. Reset sets the score to zero, exits Build mode, removes only blocks added after the original six, returns the player to the starting position, and displays “Plaza reset”; preserve the straightforward behavior of the source implementation rather than adding extra reset systems. Overlay a fixed, touch-friendly HUD above the canvas. At the upper left, show a dark translucent rounded panel with the cyan title “RevoDev” and the subtitle “build • explore • collect.” At the upper right, show a matching dark panel reading “RevoCoins: 0” with the number highlighted gold and a second line initially reading “Explore mode”; in Build mode it should read “Build mode — tap Build to place.” At the bottom, show a small instruction panel reading “WASD / arrows to move · Space to jump · Shift to sprint · tap Build to place a block,” while hiding or minimizing this help text on narrow mobile screens. Put the Build and Reset buttons at the bottom, with yellow Build and cyan/blue Reset styling, rounded corners, bold dark text, and subtle shadows. Use a centered rounded toast notification near the top that fades in/out for welcome, mode changes, coin collection, block placement, and reset messages. Start with the welcome toast “Welcome to Revo Plaza.” Ensure the HUD remains fixed, responsive, and does not block 3D interaction except for its controls. The final visual style should match the shown screenshot: bright pale-blue sky, cream plaza, dark roads, green surroundings, simple colorful geometry, soft shadows, and a clean dark translucent interface.