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Shard Grove

  • 3d
  • third-person
  • collection
  • arcade
  • low-poly
  • time-limit
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. Jiucheng Zang built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shard Grove yet. Play it, then tell Jiucheng Zang what you would add next.

Make your own game

Shard Grove was built by Jiucheng Zang 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 Shard Grove 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 Shard Grove

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 collection game titled “Shard Grove.” Use Three.js or an equivalent real-time 3D engine with a perspective camera following the player from behind at about 5.8 units, with the camera targeting the player and adapting to desktop and mobile. The playable space is a circular grassy grove/arena about 18 units in radius, sitting on a thick low-poly cylindrical earth platform. Give it a dark blue atmospheric background and fog, bright daylight from a directional sun plus cool hemisphere lighting, soft shadows, and a glowing cyan torus boundary ring around the arena. Add a few flat brown dirt path patches on the grass. Around the perimeter and in the grove, place simple stylized low-poly trees, bushes, and rocks: trees around the outer edge, bushes at several interior positions, and scattered rocks. Keep the overall aesthetic colorful, low-poly, softly lit, and magical, with cyan and purple glow accents.

The player is a humanoid character loaded from the supplied Mia rig/model asset (assets/Rig_model_mia.glb), normalized to roughly 1.75 units tall, with cast/receive shadows and available idle, walk, run, jump, fall, and land animations selected according to movement state. Include a dark circular ground shadow and a pulsing cyan ring/halo beneath the player. Start the player at approximately (-3.5, 0.05, -1.5). The player can move in the horizontal plane with WASD or arrow keys, run while holding Shift, and jump with Space; on touch devices expose the engine’s built-in virtual stick and jump button. Use gravity and a jump arc, prevent the player from leaving the circular arena, and smoothly rotate the visible character to face its horizontal movement direction. The player should be able to collect nearby objects and collide with hazards.

Place exactly six collectible sky shards at these positions (x, y, z): (6, 0.65, 0), (10, 0.65, -8), (-9, 0.65, -4), (12, 0.65, 9), (-11, 0.65, 10), and (3, 0.65, 13). Each shard is a rotating bright white/cyan octahedral crystal with cyan emissive material and a small cyan point light, hovering up and down slightly. When the player comes within roughly 1.4 units, collect it, hide it, increment the shard count and score by 100, and add 6 seconds to the remaining timer (capped at 80 seconds, i.e. the 60-second starting time plus 20). Show a brief banner such as “Shard secured 1/6”; when all six are collected, end the round as a win and show “You saved the grove!”

Add exactly three moving purple shadow wisp hazards. Make each a glowing dark-purple faceted icosahedron shell with a small pink inner sphere and purple point light. Their orbital motion should be based on these centers, radii, speeds, and starting phases: center (9, 1.4, 3), radius 3.2, speed 1.15, phase 0.8; center (-8, 1.5, -7), radius 2.6, speed 1.6, phase 2.1; center (1, 1.7, 10), radius 3.7, speed 1.0, phase 4.2. Move them around their paths while bobbing vertically, and rotate their faceted shells. If the player comes within roughly 1.5 units, register a hit, with a 1.2-second hit cooldown: subtract one of three lives, subtract 8 seconds, push the player slightly away from the arena center, play a short hazard sound, and show “Shadow hit — move!” If lives reach zero or the timer reaches zero, end with a loss and show “The grove collapsed.” Also end with a loss if time runs out, showing “Out of time.”

Start each run with 6 shards, 60.0 seconds, 3 hits/lives, score 0, and no game-over state. The timer counts down continuously while playing. If the player falls below y=-4, reset them to the starting position, subtract 4 seconds, and show “You slipped — back to the center.” Once game over, stop movement/world updates but leave the scene visible. Provide a functional “Restart run” button that resets score, collected shards, lives, timer, player position, hazards/shards visibility and game state, and displays “Find the glowing shards.”

Implement a clear HUD as fixed semi-transparent dark navy glass panels with rounded corners and pale borders. In the upper-left, show the cyan uppercase title “SHARD GROVE” and rows for “Shards” (0 / 6), “Time” (60.0), and “Hits Left” (3), with numeric values aligned right; tint the timer/lives danger pink/red when low. In the upper-right, show a “How to play” panel with the text: “Collect all six sky shards before the grove collapses. Avoid the shadow wisps — each hit burns time and a life. WASD / arrows move, Shift runs, Space jumps. On mobile, use the built-in stick and jump button.” Center-top (or lower on narrow mobile screens), show temporary notification banners for pickups, hits, and outcomes. Along the bottom, show a status panel whose normal text says “Glowing crystals add score and time. 6 shards left.” and updates the remaining shard count; on victory say “You cleared the grove. Hit restart to run it again.” and on loss say “The grove collapsed. Restart for another run.” Put a bright cyan gradient “Restart run” button at bottom-right. Make the layout responsive: stack the top panels on narrow screens, preserve safe-area margins, and keep the canvas full-screen with touch interaction enabled.

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