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Arcade › Skyroot Alchemy
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Skyroot Alchemy was built by Elvaron 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 Skyroot Alchemy 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 cozy arcade gardening game titled “Skyroot Alchemy.” Use Three.js-style low-poly 3D graphics with a colorful floating-island setting and a dark translucent glass HUD overlay. The camera should be a perspective third-person camera following a small player avatar, with WASD or arrow-key movement, Space to hop/jump, and equivalent touch joystick/jump controls on mobile. The player is a cute little gardener made from simple geometry: a mint-green capsule body and a pink faceted cone garden hat, positioned above the main island. World layout: a large circular floating grass island centered near the origin, with a thick cloudy white cone-like underside hanging beneath it. Add small flattened white cloud puffs around the island. The main island contains a rectangular brown soil garden bed near the center/front, a purple alchemy cauldron with a gold rim on the left side of the garden, and a small wooden trade stall with a pink roof on the right. A wooden bridge extends from the main island toward a smaller neighboring circular grass island at the right/rear, which has its own brown rectangular soil bed and a small gold sign. The environment should use a bright sky-blue background with matching fog, soft shadows, a sun/directional light, and a bright stylized low-poly palette: mint grass, brown soil and wood, white cloud forms, gold accents, purple cauldron, and pink roof/hat. Core loop: the player claims and tends the central green-bed plot. Start with 3 seeds, 0 herbs, 0 crops, 0 potions, 4 coins, and 2 prank charges. Walk close to the player garden and press the Plant seed action (button or P). Planting consumes one seed and allows at most three planted crops at once. Spawn one of three visible low-poly plant props in sequence—mushroom, flowers, then plant—along the soil bed, with each plant positioned in a row. If out of seeds, explain that the player can trade for more; if standing at the neighbor plot, explain that it is not the player’s plot; if the three planting slots are full, tell the player to harvest first. Press Harvest (or H) while near the player plot to remove one planted model, increase herbs by 1 and crops by 1, and display a whimsical message about harvesting glitterleaf that smells like rain and toast. Harvesting at the neighbor plot is disallowed, and harvesting with no planted crops displays a message to plant first. Press Brew potion (or B) to spend 2 herbs and create 1 potion; if there are insufficient herbs, show that requirement. Press Trade crops (or T) at any time as an inventory action: if a potion exists, consume one and award 6 coins with a humorous merchant message; otherwise, if crops exist, consume one crop, award 2 coins and 1 bonus seed; if neither exists, prompt the player to bring crops or potions to the wooden stall. Press Prank garden (or J) while near the neighbor island’s plot: consume one prank charge and reduce the neighbor’s plant count, starting with 2 neighbor plants and never going below zero, then show a playful “Sneezing Spores”/jazz-hands message. If not near the neighbor plot, instruct the player to cross the bridge; if no charges remain, explain that charges are depleted. Distance-based plot detection should select the closer of the central player plot and neighboring plot. HUD: Place a fixed top-left rounded translucent dark panel with the gold title “Skyroot Alchemy” and subtitle “Claim a cloud plot. Grow strange things. Trade or prank.” Place a top-right rounded panel listing live right-aligned counters: Seeds, Herbs, Crops, Potions, Coins, and Prank charges. Put a centered rounded message panel above the bottom controls for the current instructional or action feedback. Along the bottom center, provide five large rounded, bold buttons in distinct colors: yellow “Plant seed,” green “Harvest,” pale blue “Brew potion,” lavender “Trade crops,” and pink “Prank garden.” Add bottom-left instructions: “WASD / arrows to move · Space to hop · P plant · H harvest · B brew · T trade · J prank” and a second line saying mobile uses the joystick and jump button. Make the HUD responsive, moving the stats lower on narrow screens and hiding the desktop tip on small screens. Use soft translucent borders, rounded corners, subtle shadows, dark navy page background, and clear playful feedback text. Ensure buttons work both through pointer/touch and keyboard shortcuts, and movement/camera remain active behind the overlay.