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Arcade › Roundwild
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Nep Hai built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Roundwild yet. Play it, then tell Nep Hai what you would add next.
Roundwild was built by Nep Hai 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 Roundwild 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 browser-based 3D third-person action/exploration game titled “ROUNDWILD — Duckfall Valley.” Use a bright, low-poly, toy-like style with soft shadows, simple rounded geometry, saturated colors, and a cyan sky with matching atmospheric fog. The camera should follow the player from behind at a moderate distance and use keyboard movement with WASD or arrow keys, jump with Space, and support touch/click UI buttons. World: Build a large circular grassy island/platform (green, cylinder-like, roughly 30-unit radius) floating in the open sky, with a smaller circular tan meadow/path in the center (roughly 8-unit radius). Place sparse stylized environmental props around the island: low-poly trees at the outer edges, clusters of yellow flowers, and small tufts of grass. Use directional sunlight, ambient/hemisphere lighting, shadows, and a cheerful pastel palette. Player: The controllable avatar is a small glossy purple/blue spherical “roundling,” standing near one edge of the central meadow. Give it a small dark visor on the front. Movement is third-person and includes jumping with gravity. The player can fire forward based on the camera direction. When bird form is activated, recolor/scale the roundling to a smaller pink sphere, hide its visor, and allow it to remain airborne rather than falling below a minimum height; provide a way to return to the normal purple roundling. Main enemy: At the opposite side of the meadow, place a huge friendly-looking but hostile low-poly yellow duck boss. Construct it from rounded primitives: a large oval body, large head, orange bill, two dark eyes, side wings, and orange legs. It should subtly sway/rotate while idle. Start with 100 duck health. The player attacks using “Peck Blaster”: each press of F or the on-screen attack button fires a small glowing pale-blue orb in the camera-facing horizontal direction. Each successful hit within about 4 units of the duck removes 8 health. The duck periodically fires glowing pink/red homing-ish straight projectile orbs from its bill toward the player (about every 2–3 seconds); a hit near the player displays a message that the duck laser bonked them, but does not need to implement a health/lives system. Collecting and progression: Place six small glowing pale-green grass-seed orbs around the meadow/island, but track a maximum of three collected seeds. Automatically collect a seed when the player comes within roughly 1.4 units, remove it from the world, increment the counter, and show a brief status message. The required sequence is: explore and collect seeds, defeat the duck, then gather at least three seeds to unlock taming. When duck health reaches zero, mark it defeated, slightly tilt it and lighten its color, stop its laser attack, and show “Mega Duck defeated! Gather 3 seeds to tame it.” The “Tame Duck” button is disabled until both conditions are met. Pressing it consumes three seeds, marks the duck tamed, shrinks it slightly, and shows “The mega duck trusts you. Ride it!” Enable “Ride Duck” after taming; pressing it makes the player ride/follow the duck, keeps the duck positioned just ahead/below the player, synchronizes its facing with the player, and shows “Riding the big duck — move with WASD.” Do not invent a separate victory screen. Bird transformation: Put several flying chicken/bird models in the air around the island, plus a few lower birds. They should bob vertically and drift/sway horizontally. Clicking/tapping a flying bird with a raycast should transform the player into bird form, with a short cooldown preventing immediate repeated transformation, and show “Bird form! You can fly and skim the valley.” Only birds marked as flying/high in the air should be valid click targets. The UI toggle should read “Return to Roundling” while transformed and return to “Bird Form”/disabled when normal; in the original game it is initially disabled and becomes enabled after transformation. Bird form is a visual/mobility state, not a separate attack or score system. HUD/UI: Overlay the game with a translucent dark rounded panel in the upper-left. Display the title “ROUNDWILD — Duckfall Valley,” the subtitle “Explore, gather seeds, and survive the giant duck.”, a “Duck health” label with a full horizontal bar using a pink-to-orange gradient, and “Seeds 0/3” with a green/yellow progress bar. Update both bars and the seed number live. Show status text below the title. In the lower-right, provide pill-shaped buttons: pink “Peck Blaster,” yellow “Tame Duck,” white/gray “Ride Duck,” and “Return to Roundling” (disabled until appropriate). Disabled buttons should be visibly faded. At the bottom center, show a dark translucent rounded hint reading “WASD / arrows move · Space jumps · click a flying bird to transform · F attacks” (wrap it on narrow screens). Make the layout responsive for desktop and mobile, prevent page scrolling, and allow touch interaction with the buttons/canvas. Use a Three.js-style implementation with shadowed meshes and animated ambient birds.