Appearance
Arcade › Rota Inicial
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jotter Otter built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Rota Inicial yet. Play it, then tell Jotter Otter what you would add next.
Rota Inicial was built by Jotter Otter 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 Rota Inicial 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.
Recreate a small third-person 3D exploration and creature-catching game titled “Rota Inicial,” with all interface text in Portuguese. Use Three.js-style real-time 3D rendering, a bright sky-blue background, ambient plus directional sunlight, soft shadows, and a simple low-poly asset-pack aesthetic. The player is an animated human adventurer in third-person view, starting at approximately (0, 0, -2), with the camera following behind and above them. Enable WASD or arrow-key movement, mouse look after clicking the canvas to lock the pointer, and jumping using the third-person controller’s jump behavior. Use a move speed around 6, jump speed around 12, and gravity around -22. Build one connected linear outdoor world on a large green ground plane, divided into three visually distinct zones along the Z axis. The starting “Casa” zone is z < 10: place a tan/beige square home area around the origin, with a simple modular house, and visible interior/furnishing props including a bed, table, and chair. The “Cidade” zone is 10 <= z < 30: use a gray square area with several suburban modular buildings, positioned around the path, plus a couple of conical trees. The “Rota 1” zone is z >= 30: use a larger dark-green route/forest patch and scatter four conical trees along it. Keep the scene sparse and readable, with no combat, enemies attacking, health, timer, score, inventory, or other mechanics beyond movement, jumping, area progression, and catching. Place exactly two animated, non-hostile creatures in Rota 1: a small bird named “Pidgey” at roughly (3, 0.1, 39), scaled about 1.5 and rotated slightly, and a fox-like animal named “Rattata” at roughly (-5, 0, 42), scaled about 0.9. Give each an idle animation. A creature can be captured only when the player is within 4 world units and only through the E key while in the route; on capture remove that creature from the world and add its name to the captured list. Show a temporary centered black notification with green text such as “Capturou Pidgey!” for about 1.5 seconds. If near an uncaptured creature in Rota 1, show a centered dark translucent prompt with yellow text: “Pressione E para capturar [name]”. Do not show the prompt elsewhere. Create a fullscreen HUD over the 3D canvas. In the upper-left, show the current area in a dark translucent rounded rectangle, initially “Casa”; update it based strictly on player Z position to “Cidade” and then “Rota 1.” In the lower-left, show a dark translucent panel titled “Capturados” and initially the text “Nenhum ainda”; after captures, list each captured creature name. In the lower-right, show compact gray instructions exactly conveying: “WASD ou setas: mover”, “Mouse: olhar”, “E: capturar (na rota)”, and “Clique para capturar mouse”. Use a clean sans-serif font, white area/captured text, gray instructions, yellow interaction prompt, and green capture feedback. The game should start immediately in the Casa area with the adventurer and world loading into view, and the camera should be a perspective third-person camera looking toward the player/world rather than a top-down or first-person view.