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Arcade › Saddlebound
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Create a playable third-person 3D adventure game titled “Saddlebound,” set in a simple stylized low-poly ranch meadow called Willow Creek. Use a softly lit, pastel scene: a large flat green meadow, a wide tan dirt path running through it, a blue pond off to the southwest, scattered blocky low-poly trees, and short wooden fence sections near the starting/stable area. Use a green-blue sky/background with light fog and soft shadows. The camera should follow behind and slightly above the player in a third-person view, with the player centered and the world extending ahead along the path. The player is a female adventurer riding a blocky low-poly horse. Start her and the horse near the stable/path at approximately the center of the world. The horse and rider should have idle, walk, and run animations; attach a visible sword to the rider. Movement is direct third-person movement with WASD or arrow keys. Shift makes the rider sprint, Space makes the character jump, and E interacts with nearby NPCs and glowing quest markers. Also support clicking/tapping the world as an interaction input, and provide a large circular Attack button for touch devices. F or the Attack button swings the sword. Build the quest progression exactly as follows, with a prominent HUD objective at the top left. Begin with 100 coins, current mount label “Willow Mare,” and objective “Meet Rowan at the stable.” Place Rowan, a stable master NPC, near the stable area. When the rider is within interaction range and presses E/click, show a dialogue panel: Rowan says “Bandits have been seen near the meadow trail.” followed by “Ride to the golden marker, then deal with any trouble you find.” Advance to objective “Ride to the golden meadow marker.” Place a rotating, gently bobbing golden circular quest marker in the meadow. When the player reaches it and interacts, advance to “Defeat the two meadow bandits” and show dialogue explaining: “Two bandits are blocking the trail. Press F or tap Attack to swing your sword.” Place two knight-like low-poly enemies, one red-named meadow bandit and one blue-named meadow bandit, near the meadow trail. Enemies idle until the player comes within roughly 14 world units, then pursue the player slowly. The sword attack should target the nearest living enemy within roughly 5 units, have a short cooldown of about 0.55 seconds, and require two hits to defeat an enemy. Play a hit animation on the first hit and a death animation on the second; defeated enemies remain visible and tip/fall over. When both meadow bandits are defeated, show “The trail is safe again. Return to Rowan.” and set the objective to return to Rowan. When the player returns to Rowan and interacts, award 60 coins and show: “You kept the trail safe. Here are 60 coins.” followed by “Mila has another patrol waiting near the hills.” Then set objective “Talk to Mila for a new patrol.” Place Mila, a meadow guide NPC, by the pond/southwest meadow. On interaction after this stage, advance the quest and reveal a previously hidden pale-blue rotating quest marker in the hill area. Show: “A bandit captain is scouting the hill path.” followed by “Defeat the hill bandit and come back when the trail is clear.” Set objective “Defeat the hill bandit and return to Mila.” Place a third knight enemy, the hill bandit/captain, near the hill patrol marker. Defeating it with the same two-hit sword mechanic should hide the marker, show “The hill path is clear. Return to Mila.”, and set the objective to return to Mila. When Mila is reached and interacted with, award 90 coins and show “The hill path is clear. You ride like a champion.” followed by “Take the long way home and enjoy the meadow.” Finish the quest progression with an objective indicating the hill bandit is defeated and the player should return/continue home. If the player interacts with Rowan or Mila at an unrelated quest stage, show short contextual dialogue rather than advancing. The HUD should be large and readable, matching a polished casual game UI. At top left, use a dark translucent rounded green panel with the title “SADDLEBOUND,” a status line such as “Willow Mare · 100 coins,” and a quest line with a light pill labeled “Mission” followed by the current objective. At the top/right, provide gold rounded buttons labeled “Stable Shop” and “Reset Missions.” At the bottom, show a dark rounded help banner reading “WASD / arrows ride · Shift sprint · Space jump · E interact · F / Attack sword.” Put a prominent round “⚔ Attack” button at lower right, especially usable on mobile. Dialogue appears in a cream rounded panel near the bottom with title, text, Next, and Close buttons. Implement the Stable Shop as a modal titled “Willow Creek Stables,” with the text “Choose a new mount.” Offer buttons “Meadow Pony · 40 coins” and “Chestnut Runner · 75 coins,” plus Close. Purchases subtract the cost when affordable, update the HUD mount label to the selected name, and show purchase feedback; if unaffordable, show “Finish missions to earn more coins.” The shop changes the displayed current mount label and coin count, while the starting horse/rider presentation remains the same. Reset Missions should restore quest progress to the beginning, hide the patrol marker, revive/reset all three enemies to two health, restore 100 coins, and restore the displayed mount name to Willow Mare. Use clean low-poly Quaternius-like models and animation, warm directional sunlight, ambient hemisphere lighting, shadows, fog, and restrained materials. Keep the visual language simple and toy-like: blocky horse, rider, knights, trees, fences, tan path, green meadow, blue pond, gold/pale-blue glowing markers, and readable high-contrast UI. Ensure the game is actually playable in browser desktop and mobile layouts, with responsive UI and no extra mechanics, weapons, enemies, currencies, or features beyond those described.