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Root & Roam

  • 3d
  • survival
  • exploration
  • low-poly
  • life-sim
  • third-person
0
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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. Jaxon Pomrink built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Root & Roam yet. Play it, then tell Jaxon Pomrink what you would add next.

Make your own game

Root & Roam was built by Jaxon Pomrink 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 Root & Roam 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 Root & Roam

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 survival/progression game titled “Root & Roam” in a soft low-poly forest meadow. Use an angled overhead perspective camera that follows the player, looking down from behind at about 18 units high and 18 units back, with a gentle day-sky green background and light atmospheric fog. The playable world is a circular grassy meadow roughly 34 units in radius, with a slightly raised rounded/cylindrical ground platform, a blue rectangular river on the right side, and a ring of simple stylized trees around the perimeter: brown low-poly trunks with broad conical green canopies. Use soft shadows, simple matte materials, and warm pastel natural colors.

The player is a small stylized brown bear made from basic low-poly spheres and cylinders: rounded body, head, lighter muzzle, round ears, and four short legs. Start in the Cub phase near the center/northern part of the meadow. The player moves with WASD or arrow keys, can sprint while holding Shift, and faces the movement direction. Keep the player within the circular meadow boundary. Food items float/bob slightly above the ground and rotate: pink/purple berry spheres scattered around the meadow, and pale blue blocky fish concentrated beside the river. When the player comes within about 1.5 units of food, collect it automatically. In Cub and Adult phases, eating food immediately restores hunger (berries +18, fish +28) and increases growth (berries +6, fish +10); food disappears and respawns after a short delay. In the Family phase, food is carried instead: berries provide 1 carried unit and fish provide 2, with a visible carrying count in the status text.

Build three sequential life phases. In the Cub phase, show a larger mother bear who wanders around the meadow, periodically moving in a loose looping path. Staying within about 5.5 units of her restores warmth/safety over time, while being farther away causes warmth to drain faster. The mother scares nearby wolves away. Include two gray low-poly wolf enemies in this phase as well as the later phases. Wolves wander when distant, chase the player when within about 12 units, and bite at close range, rapidly draining hunger and warmth; in Family phase they also drain family food. The Space key makes the cub call out, displays a message that the mother turns back, and changes her movement direction. The Cub’s hunger and warmth drain over time, while growth rises passively; collect food, stay near mother when possible, and survive until growth reaches 100.

On reaching full cub growth, transition to the Adult phase and reset the scene’s phase-specific setup. Remove the mother, enlarge the bear, place the player toward the left side of the meadow, scatter berries, and place fish by the river. Add three wolves and a mate bear at a fixed location on the left/lower side of the meadow. Adult hunger drains over time, warmth drains slowly, and growth rises passively; eat berries or fish, evade wolves, and reach the mate. Press E within roughly 3.2 units of the mate to find a mate and immediately transition to the Family phase. Space makes an adult roar; nearby wolves within about 10 units become scared and flee temporarily.

In the Family/Parent phase, place the enlarged player near a den on the right side of the meadow. The den is a simple dark brown low-poly tunnel/hollow structure, with two small bear cubs visibly standing beside it. Remove the mate and create the den, cubs, food, and three wolves for this phase. The player’s objective is to gather berries and river fish, carry them back to the den, and press E within about 4 units of the den to deliver all carried food. Each carried berry adds 16 family-food points and 8 growth points; each carried fish counts as 2 units and therefore adds 32 family-food points and 16 growth points. Family food continuously drains, so keep the cubs fed. Growth also rises slowly over time. Win when cub growth reaches 100 and family food is at least 70, showing a success message that the cubs are strong enough to survive and instructing the player to press R. Lose if the player’s hunger or warmth reaches zero, or if family food reaches zero during the Family phase. Press R after victory or game over to restart from the Cub phase.

Create a prominent floating HTML-style HUD in the upper-left: a dark translucent rounded rectangle with the title “Root & Roam,” the current phase (“Phase: Cub,” “Phase: Adult,” or “Phase: Parent”), and three horizontal rounded progress bars. Label them “Hunger,” “Warmth / Safety,” and, depending on phase, “Growth,” “Readiness,” or “Family food / cub growth.” Use orange for hunger, blue for warmth/safety, and green for growth/family. Beneath the bars show numeric status such as “Hunger 73 · Safety 88,” plus whether the mate has been found and how much food is being carried. Include a controls line reading “WASD move · Shift sprint · E interact · Space call/roar · R restart.” At the bottom center, show temporary dark rounded message banners for tutorial and interaction feedback, such as staying near mother, eating berries, roaring, finding fish, feeding cubs, victory, or failure. Keep the presentation calm and readable, with no weapons, inventory screen, combat attacks, or extra UI beyond these survival meters and messages.

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