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Spark Picnic

  • 3d
  • arcade
  • third-person
  • collectathon
  • cartoon
  • island
  • mobile-friendly
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. Bobb Ross built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Spark Picnic yet. Play it, then tell Bobb Ross what you would add next.

Make your own game

Spark Picnic was built by Bobb Ross 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 Spark Picnic 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 Spark Picnic

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 arcade game titled “Spark Picnic.” Use Three.js with a perspective camera following a small player character from behind at about 8 units distance. The player is a simple stylized picnic hunter: a blue rounded capsule-like body, a peach spherical head, and a bright yellow ring-shaped hat brim around the upper body/head. Place the character on a small circular sunny island floating in a large blue surrounding body of water: the island is a low green cylindrical disk with a thin pale yellow sandy rim, under a clear light-blue sky with soft fog toward the horizon. Use warm directional sunlight, ambient hemisphere lighting, soft cast shadows, and a cheerful low-poly/cartoon presentation.

Populate the island with decorative low-poly assets: several stylized trees around the perimeter and interior (roughly at (-11,-7), (12,-4), (-12,8), (10,10), and (0,15)) and flower patches in scattered locations such as (-5,-8), (5,-9), (-8,2), (8,4), (-2,10), and (4,12). Also place three small brown flattened nut/picnic objects around (-3,7), (4,-1), and (10,1). Do not add invented scenery beyond these simple island, water, trees, flowers, and nuts.

The main targets are 18 little anthropomorphic “sparks” distributed across the island at fixed positions including (-9,-4), (-5,-1), (-2,-7), (4,-6), (9,-3), (-12,3), (-7,7), (-2,4), (3,2), (8,6), (13,9), (-11,12), (-1,13), (6,13), (15,-10), (-15,-10), (15,2), and (-15,5). Each spark is a glowing yellow-gold sphere/orb with two small dark eyes and a simple curved reddish mouth, casting a shadow. Randomly make about 30% of the initial sparks walkers; walkers have four small yellow limbs (two arms and two legs), visibly animate their limbs while moving, and wander in a random horizontal direction. About 20% of walkers are “killers.” Killers use the same appearance but, after gore has settled, move toward nearby settled gore remains and hide/consume a gore piece when they get within about 1.2 units. Keep this behavior understated and cartoon-like.

Movement must support WASD and arrow keys, with third-person controls, approximately 6 units/second movement speed, jumping with Space at about 8 units/second, gravity around -22, and mouse/touch dragging to look around. Add a mobile-friendly touch interface. The primary action is a slash/shoot action: pressing E or tapping a red circular/rounded “SLASH” button attacks. At most once every 0.28 seconds, find the nearest living spark within 15 units of the player and pop it. A successful pop makes that target disappear and increments the popped score. Spawn a cartoon burst of around ten small dark-red gore particles that arc and fall to the ground, plus three expanding red ring-shaped blood splats that remain on the island. The gore should be visibly exaggerated but non-realistic and playful. Pressing R or tapping a green “SPAWN SPARK” button creates one additional spark at a random point 8–18 units from the island center, with the same random walker/killer assignment; update the remaining count.

Overlay a fixed HUD that does not obstruct control of the 3D view. In the upper-left, show a white translucent rounded panel with the title “SPARK PICNIC,” the subtitle “A sunny island full of strange little faces,” and counters formatted like “0 sparks popped · 18 left,” with the score emphasized in red. Put a “Restart” button in the upper-right that reloads/resets the game. Put a green “SPAWN SPARK” control near the lower-left above a red “SLASH” control. At the bottom center show a translucent hint reading “WASD / arrows to move · E or FIRE to shoot · R spawns one.” Match the visual style: pale blue background, white/translucent HUD panels with teal borders and shadows, dark blue/teal text, red action button, green spawn button, rounded corners, and clean system sans-serif typography. Render at responsive full-screen dimensions, including mobile portrait layouts. The game is an interactive island exploration and target-popping experience; do not add weapons, health, lives, inventory, timers, or other objectives not described here.

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