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Spore Warden

  • 3d
  • third-person
  • exploration
  • cleanup
  • post-apocalyptic
  • low-poly
  • atmospheric
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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. It was built with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Spore Warden yet. Play it, then tell the creator what you would add next.

Make your own game

Spore Warden was built 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 Spore Warden 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 Spore Warden

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 minimalist low-poly third-person exploration/cleanup game titled “Spore Warden” (the source page may display the setting as “SPORAL RUINS”). The player is a dark, gas-masked worker carrying a rusty pickaxe, viewed from a smooth elevated follow camera behind them. Build a roughly 70-by-70 square post-fungal-apocalypse world: an almost black ground plane with scattered dark crumbling patches, broken abandoned wall segments, occasional fallen pillars, and low-poly rubble rocks. Use a very dark red-black visual palette, dim red ambient/directional lighting, heavy near-black fog, and a slowly moving red point light to create a grim spore-haze atmosphere. Add about 220 small glowing/dim red spore particles suspended throughout the air; they drift sideways and downward, wrap around the world edges, and respawn above the scene when they fall near the ground.

Use a low-poly humanoid worker model, recolored nearly black/brown-red, with a black cylindrical gas mask and a small filter canister attached to the face. Add a simple rusty pickaxe as a visible carried prop. The player starts at the center of the ruins and can walk with WASD or arrow keys. Normalize diagonal movement, move at about 11.5 units/second, face the direction of travel, and clamp movement to the inner edge of the world. The camera follows from approximately (0, 7.2, 12.5) relative to the player, smoothly interpolates toward its target, looks at the worker’s upper body, and can orbit horizontally and adjust pitch using mouse movement after pointer lock; clicking the canvas requests pointer lock and Escape releases it. Keep the camera as classic elevated third-person, not first-person.

Scatter 28 glowing fungal growth clusters at random positions across most of the world. Each cluster should have a large dark-red low-poly mushroom, one or more smaller cone-like growths, and a faint translucent red spherical glow. When the worker walks within 4.5 units of an uncleaned cluster, automatically clean it over time (roughly 0.018 progress per frame at the game’s normal frame rate). Visually shrink/fade the cluster during cleaning, then hide/remove it once progress exceeds 1. There is no combat, enemy AI, jumping, inventory, health, score, or explicit mining button in the actual mechanics: the core goal is simply to roam the ruined landscape and clean all fungal clusters.

Overlay a sparse monochrome/dark-red Courier-style HUD over the canvas. Show the game/area label near the upper-left and movement instructions such as “WASD to walk • Mouse to look • Click to lock mouse” near the lower-left, with subtle red text and shadowing. Preserve the almost black screen, red atmospheric highlights, low-poly geometry, fog, and restrained interface style visible in the reference. Ensure the page fills the browser window, hides scrollbars, resizes the perspective camera with the window, and starts the world and animation loop immediately.

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