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Stillwater

  • 3d
  • fishing
  • relaxing
  • third-person
  • low-poly
  • casual
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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. quinndeeley built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Stillwater yet. Play it, then tell quinndeeley what you would add next.

Make your own game

Stillwater was built by quinndeeley 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 Stillwater 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 Stillwater

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 calm, low-poly third-person fishing game titled “Stillwater.” The player controls a casual male fisher character standing on a narrow wooden dock that extends across a simple green meadow toward a quiet lake. Use an over-the-shoulder/third-person perspective with a perspective camera following the character; allow the player to rotate the view/look around and stroll using WASD or arrow keys, with Shift making movement faster. The player can walk along the dock and nearby ground, but there are no enemies, combat, hazards, or time limit.

Build the scene with a soft stylized late-afternoon look: a pale blue-green sky/background with atmospheric fog, warm directional sunlight, soft shadows, and a broad flat green meadow. Place a turquoise-blue lake at the far end of the dock, with a subtly animated rippling/wavy surface. Add a small stylized blue-and-white fishing boat floating on the water to the right of the dock, and sparse rounded low-poly pine trees around the distant meadow/lakeshore. The dock should be assembled from several warm brown wooden plank sections, with darker longitudinal support beams, lighter plank caps, short raised side rails/posts, and visible small metal nail details. The character is a simple low-poly casual male model with brown hair, a teal/dark blue shirt, blue pants, and light skin, shown initially facing down the dock toward the water.

The core interaction is fishing. Press Space or click/tap the large “Cast line” button to cast. On casting, show a small red/orange bobber in the water beyond the end of the dock, a pale fishing line drawn from the character’s raised hand area to the bobber, and a light circular ripple around it. The bobber should gently bob and the ripple should pulse while waiting. A cast takes a random wait of roughly 2.8–6.4 seconds. During the wait, the status says “Line is out — listen for a little tug”; once the wait is over, change it to “A fish is nibbling — reel in!” If the player tries to reel in before the bite, do not award a fish and show “The line is still drifting — wait for the tug.” After the bite, pressing Space or the button again reels in the catch, hides the bobber, line, and ripple, increments the fish count, and displays “You caught a [fish name]!” with a brief warm pale catch flash and a burst of small golden sparkles at the bobber. Change the button label to “Cast again.”

Randomly award one of exactly four fish types on a successful catch: Blue Minnow, Sunset Koi, Silver Perch, or Golden Carp. Show the current total as “Fish: 0” initially in the upper-right status panel. The upper-right status panel should also initially read “Line is ready.” After a catch, show a lower-left fish card with a pixel-art fish icon, the latest catch name, and the subtitle “Added to your fish index”; before any catch it says “Your next catch” and “Cast into the quiet water.” Include a “Fish index” button near the upper-right. Opening it displays a dark translucent rounded journal panel with a two-column list of the four fish. Uncaught entries appear dimmed/grayscale as “Mystery fish”; entries progressively unlock as the player catches fish, with the first species unlocked after one catch and another roughly every two catches. Use the same pixel-art fish icon with different hue shifts for the entries. Include a close X on the journal.

Use a clean responsive HUD over the 3D scene. At upper-left, place a dark translucent rounded title card containing “Stillwater” and the text “A quiet little fishing spot. Walk to the dock, cast a line, and listen to the water.” At upper-right, place the status/count card and the Fish index button. Put the rounded orange “Cast line” button at lower-right, and a pill-shaped instruction bar along the bottom reading “WASD / arrows to stroll · Shift to walk faster · Space or button to cast.” On small screens, reduce card sizes and move the instruction pill upward so it remains visible. Use rounded corners, subtle translucent blur, warm orange casting button, restrained teal/green/brown palette, pixelated fish icons, soft shadows, and an uncluttered peaceful presentation. Include looping quiet background audio that begins after user interaction.

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