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Arcade › Sprout Stand
Click the game above and it runs right here in your browser. No download, no installer, no account needed. hayes ollie built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sprout Stand yet. Play it, then tell hayes ollie what you would add next.
Sprout Stand was built by hayes ollie 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 Sprout Stand 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 cozy low-poly 3D first-person farming game titled “Sprout Stand” using a warm, colorful Three.js-style presentation. The player controls a farmer in a fenced grassy farm yard, with a first-person camera at about head height, a visible simple shovel/hoe view model at the lower-right, and a small center crosshair used to aim at plots. Clicking locks the mouse and subsequent mouse movement turns the camera; Esc releases the pointer lock. Move with WASD or arrow keys. Keep the player constrained inside the yard. Scene and environment: use a broad light-green grass ground under a pale blue sky with soft fog, warm directional sunlight, and gentle shadows. Build a rectangular farm area with repeated chunky orange-brown wooden fence sections along the north, south, and west edges. Add four simple low-poly trees around the outside/edges, each with a brown faceted trunk and green cone-shaped foliage. On the right side, add a sandy tan market path leading to a green-roofed wooden market stall, with a market sign reading “MARKET” and “Sell produce · Buy seeds.” Place a parked low-poly pickup truck near the right side of the farm. The visual style should be cheerful, clean, low-poly, and softly lit, using simple procedural geometry plus suitable low-poly farmer, stall, shovel, truck, carrot, and pumpkin models if available. Farming area: place exactly 12 square farm plots in a 4-column by 3-row grid near the center-left of the yard. Each tile is a low raised square. Grass plots are green; tilling changes them to brown soil; watered planted plots become darker brown. The currently selected plot gets a bright yellow highlighted material and a flat yellow ring/selector. Crops begin as small stylized green sprouts with multiple growth stages and become mature low-poly carrot or pumpkin models. Each plot tracks grass, tilled, planted, or ready status, whether it is watered, growth from 0 to 1, and a randomly selected carrot/pumpkin crop type (pumpkins should be less common than carrots). Core loop and interactions: the player begins with 5 coins, 3 seeds, produce 0, and tools level 1 on Day 1 at 6:00. Aim at a plot with the center crosshair or stand within roughly 1.75 units of it to select it; only interact with a selected/near plot within about 2.4 units. Press E or click to perform the next action: grass -> till soil; tilled -> plant one seed if available; planted and unwatered -> water it; planted and already watered -> show that it is growing; ready -> harvest it. Tilling and planting should show brief feedback messages. Watering gives an immediate small growth boost based on tool level, then watered crops grow automatically over time. A crop becomes ready at growth 1.0, and harvesting returns the tile to tilled soil and adds 1 produce for a carrot or 3 produce for a pumpkin. After harvesting, the crop disappears. Market rules: when the farmer is within about 2 units of the stall, visually emphasize the stall interaction area and show the market status. Press E at the stall to sell all produce: coins earned equal produce multiplied by (5 + tool level * 2), then produce becomes zero. Press B near the stall to buy seeds; each seed costs 3 coins, and each purchase action buys up to 5 seeds based on available coins. Press U near the stall to upgrade tools: level 1 to 2 costs 20 coins, level 2 to 3 costs 45 coins; at level 3 report that tools are fully upgraded. Higher tool levels make crops grow faster and slightly increase movement speed. Do not let buying or upgrading work when not near the stall, and provide clear short on-screen messages for insufficient funds or invalid actions. Time and game state: run a continuous day cycle lasting 130 real-time seconds. The displayed farm time runs from 6:00 through 22:00, then advances to the next day and resets to 6:00. At a new day, planted crops remain planted but lose their watered state, requiring watering again. During the cycle, sunlight transitions toward a warm orange evening and the sky/background also becomes orange near the end of the day. The player wins immediately upon reaching 100 coins or tool level 3, freezes normal play, and displays “You won — your farm is thriving!” The only lose condition is at day end when there are no planted or ready crops, no seeds, no produce, and no coins; then freeze play and show a game-over message. HUD/UI: use translucent dark olive-brown rounded panels over the 3D view. At the top-left show a small green sprout icon, the title “Sprout Stand,” and the instruction “Aim at a plot and press E/click to farm.” At the top-right show Coins as current/100, Seeds, Produce, Tools: Lv, and Day/time. At the bottom, show a “Controls” panel with: “WASD / arrows move · Mouse aims/selects · E or click interacts” and “Farm loop: till → plant → water → harvest → sell at stall. Press B near stall to buy seeds, U to upgrade tools.” Include a centered crosshair. Add a compact status/message area that explains the selected plot action, stall actions, crop progress, and win/lose feedback. Use warm cream/yellow highlights for labels and selected plot indicators.