Arcade › Sneaky Forest Quest
Click the game above and it runs right here in your browser. No download, no installer, no account needed. mikhailrahman built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sneaky Forest Quest yet. Play it, then tell mikhailrahman what you would add next.
Sneaky Forest Quest was built by mikhailrahman 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 Sneaky Forest Quest 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 playable browser-based low-poly 3D woodland stealth adventure titled “Sneaky Forest Quest.” Use a third-person elevated camera that follows the player from behind and above, looking down at the ground; smoothly follow a small circular campground bounded by a radius of about 26 units. Render a bright afternoon scene with a light blue sky/fog, green grassy circular terrain, soft shadows, and three intersecting tan dirt paths. Include a blue lake on the left side, a flower-ring dig spot beside a pond area on the right/lower side, a cabin at the north edge, a small ranger station at the southwest edge with a sign, many trees around the perimeter and scattered through the park, a treasure chest buried/recessed at the flower ring, and a shovel near the central fork in the paths. Use simple cheerful low-poly/primitive characters and Kenney-style woodland props: the hero is a squat brown Sasquatch-inspired creature with a tan belly, round head, and dark nose; include a gray raccoon guide and a small yellow duck near the starting cabin, plus a bear guarding the lakeshore scrap area. Keep the visual style cozy, colorful, readable, and lightly stylized rather than realistic. The player starts near the cabin at approximately the north side of the campground, with 3 snacks and 0 coins. The main objective is to collect all 8 torn map scraps distributed around the park, then pick up the shovel and use it at the flower-ring dig location beside the pond to uncover the treasure and save the park. Place the eight pale yellow, flat floating/hovering paper scraps at varied locations around the lake, paths, and outer campground. When the player comes within roughly one unit of a scrap, collect it automatically, hide it, increase the map count, and award 10 coins. Make scraps gently bob up and down. Place six small picnic snack pickups around the campground; walking within range collects them, hides them, increases snacks by 1, and awards 3 coins. Snacks are a resource used when caught. Add three green-uniform ranger NPCs with hats who patrol continuously along distinct waypoint routes: one through the north/central paths, one through the east side, and one around the lake. Each ranger must visibly project a translucent yellow triangular vision cone on the ground in the direction they are moving. If the player enters a ranger’s forward field of view and remains detected long enough, trigger a catch: teleport the player back to the cabin, subtract one snack, and show a message. If snacks reach zero, restore snacks to 3 and remove one previously collected map scrap, making it visible again. Sneaking is a hold-to-use mechanic: holding Shift or the on-screen blue Sneak button lowers player movement speed and substantially narrows/shortens ranger detection, while the normal movement speed is faster. Visually squash the player slightly while sneaking and show “Mode: sneaking” in the HUD. Support movement with WASD and arrow keys plus an on-screen four-way D-pad. Support interaction with E, Space, or an orange on-screen Use button. Interaction is proximity-based: near the raccoon, Use asks for a hint; the raccoon tells the player the distance to the closest uncollected scrap, then advises sneaking through ranger cones. Near the shovel, Use picks it up and removes/hides it. Near the flower ring, after all 8 scraps are collected and the shovel is owned, Use digs up the treasure. Before those prerequisites, do not complete the dig. Escape toggles pause. Include a start overlay/card with a dark green translucent woodland-themed background, the title, a short explanation of sneaking past rangers, collecting snacks and 8 map scraps, finding the shovel, and digging treasure, plus control instructions and a prominent “Start sneaking” button. Hide the start overlay after starting. Use a fixed HUD over the 3D view: a dark translucent rounded panel at upper left showing “Map scraps: 0 / 8,” current snacks, coins, and “Shovel: yes” once acquired; a matching upper-right quest/message panel with contextual guidance; temporary large centered toast notifications for pickups, catches, hints, and major events. On mobile, place a translucent D-pad at bottom left and two circular action buttons at bottom right: blue Sneak (hold) and orange “E / use.” Make touch buttons prevent default browser behavior and support press/release for movement and sneak. When the player digs successfully, mark the game won, award +1000 coins, raise/reveal the chest from its buried position, display “Treasure found! +1000 coins. The park is saved — dance party at the cabin!”, and start a small celebratory dance: bob the player, raccoon, and duck while the collected map scraps reappear and orbit/bounce around the player. Keep the rangers from catching the player after winning and allow the player to move at a normal celebratory speed. Ensure the game feels like a complete single-screen campground quest with clear goals, readable status feedback, and no unshown mechanics such as combat or inventory beyond scraps, snacks, coins, and shovel.