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Rod & Ripple

  • 3d
  • fishing
  • simulation
  • casual
  • third-person
  • browser
0
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5 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kellen Shaw built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Rod & Ripple yet. Play it, then tell Kellen Shaw what you would add next.

Make your own game

Rod & Ripple was built by Kellen Shaw 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 Rod & Ripple 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 Rod & Ripple

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 fishing game titled "Rod & Ripple" using a third-person perspective over-the-shoulder camera. The visual style is clean, low-poly and colorful, with a bright sky-blue background/fog, green circular grassy bank, a translucent blue circular lake centered ahead, a sandy shoreline ring, scattered low-poly gray rocks, loaded low-poly oak trees and bushes around the perimeter, and a wooden fishing dock extending from the near shore into the lake. The player is a simple small capsule-like angler avatar on the shore/dock, carrying a brown fishing rod with a small metallic reel when the complete tackle rig is equipped. Water is not walkable; the player can walk on the grassy shore within the near playable area and on the dock, but movement is blocked at the water boundary with a status warning. Use a smooth following third-person camera positioned behind and above the player, looking toward the player and lake.

Begin with a dark navy translucent, rounded-panel save menu over the 3D scene. Show the large light-blue title "Rod & Ripple" and subtitle "3 save slots • equip the full rig • catch 10 fish species". Provide three local save slots, each showing its save number, either "Empty slot" with a "New Save" button or progress with money, discovered species out of 10, total fish, a "Continue" button, and a delete option for existing saves. Persist saves locally under separate slot keys. Starting a new save requires a control choice: Computer or Mobile, then show a matching tutorial before entering the game. The tutorial must explain the goal of equipping rod, reel, line, either a weight or bobber, and bait, plus movement and fishing controls.

During gameplay, overlay a compact dark HUD. At top-left show Save number, Money, Caught count as discovered species/10, and Status. At top-right show buttons: Cast, Reel, Backpack, Shop, Fish, and Save/Exit. At bottom-left show a status/hint message. For mobile saves, show a four-button directional pad at bottom-right; computer controls use WASD or arrow keys for movement, Space to cast, and R to reel. The on-screen Cast and Reel buttons should also work, with Reel held as a press-and-hold action.

Implement the equipment loop through a Backpack panel labeled "Equip tackle here only". It lists seven item categories with recognizable simple icons and equipped/in-bag/locked states: Basic Willow Rod, Tiny Spin Reel, 6 lb Nylon Line, Split Shot Weight, Red-White Bobber, Dough Ball bait, and Nightcrawler Worm. The player must equip the rod, reel, line, one of the two alternate terminal rig items (weight OR bobber), and either dough bait or a purchased worm before casting. Weight and bobber are mutually exclusive; dough and worm are mutually exclusive. The worm starts locked and can be bought in a Shop panel for $30 once enough money is earned; it provides a small boost toward rarer fish. The Shop should visibly state that more tackle is coming soon and only offer this worm purchase.

When the player presses Cast with a full rig, place a red-and-white bobber on the lake at a randomized point ahead of the player, draw a visible pale fishing line from the angler's hand to the bobber, and show the bobber gently bobbing while waiting roughly 1.5–5 seconds for a bite. If the rig is incomplete, do not cast and show the requirement message. On a bite, choose one fish using weighted rarity and a random species-specific weight, show a catch panel on the right with the fish name, a Stamina meter and a Tension meter, and tell the player to hold Reel but not redline tension. While hooked, the bobber wiggles and moves toward the player when reeling. Holding Reel/R lowers fish stamina but raises tension; releasing Reel lowers tension and lets stamina recover. Clamp both values between 0 and 100. If tension reaches 100, the fish escapes. If stamina reaches 0, land the fish.

Include exactly these ten fish species and properties: Bluegill (common, 0.2–0.9 lb, value multiplier 4), Yellow Perch (0.3–1.1 lb, 6), Channel Catfish (1.2–6.5 lb, 14), Rainbow Trout (0.8–3.8 lb, 18), Largemouth Bass (1.0–5.2 lb, 20), Northern Pike (2.0–9.0 lb, 34), Walleye (1.1–4.8 lb, 28), Koi (0.7–2.5 lb, 42), Golden Carp (2.5–10.5 lb, 75), and Ancient Sturgeon (12–32 lb, 180). Use the implemented relative rarity weighting, with rarities 32, 24, 16, 15, 13, 9, 8, 5, 3, and 1 respectively; worm-equipped fishing slightly boosts rare species. On a successful catch, award rounded value multiplier × fish weight dollars, increment total caught and that species count, record the best weight, hide the catch panel, remove the bobber, and report the catch and money reward. Update the save persistently. On failure, report that the fish got away.

The Fish Book panel should list every species, showing a check mark or question mark, number caught, and best weight, and the HUD should show discovered species out of 10. Use a dark blue/navy interface with translucent glass-like panels, light-blue highlights, rounded corners, bold system typography, bright cyan buttons, and compact responsive layouts. Add simple click and catch impact sounds if available. Ensure the game starts in the save-slot screen and can save/exit back to that screen.

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