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Arcade › Stump Warden
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Nicole Westfall built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Stump Warden yet. Play it, then tell Nicole Westfall what you would add next.
Stump Warden was built by Nicole Westfall 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 Stump 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.
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.
Recreate “Stump Warden” as a first-person, VR-first Three.js/WebXR survival game set at night in a large circular forest enclosure. Use a dark blue-black sky/background with light fog, cool moonlight, and a grounded low-poly style: muted mossy green ground, scattered irregular moss patches, brown tree trunks with rounded dark-green crowns, and a continuous circular wall made from chunky gray stone blocks around the arena. Place a free-standing mirror at the spawn point, about 2.15 units wide and 2.7 units tall, with a dark frame, two narrow wooden/brown legs and brace, and a reflective surface. The initial desktop view should feel close to the player and low to the ground, with the large brown stump/wooden foreground form visible in the scene as shown, while the forest and enclosure recede into fog; include a pale moon high in the distance. The player is a legless, low-to-the-ground monkey-like creature represented by an upper-body avatar visible in first person and in the mirror: dark brown fur, rounded hips/rump, spine, chest, shoulders, neck and head, small ears, brow, muzzle, and very long arms, with no legs. In VR, provide two tracked three-fingered hands with segmented fingers, thumbs, small palms and dark sleeve/forearm pieces. Add a glowing blue watch strapped to the left wrist; its face changes from cyan/green toward red as health decreases. Keep the avatar crouched/forward-leaning and adjust its apparent height as the player tunes height. Core goal: survive an endless sequence of monster attacks, defeat monsters with hand strikes, and raise the score enough to advance waves. Begin with health 100, wave 1, score 0. Spawn gray-brown, chunky humanoid monsters around 16–40 units from the player. Each has a capsule-like torso, round head, darker jaw and shoulders, thick hanging arms, and two bright red/orange eyes. Monsters patrol and wander when they cannot see the player. They only switch into a hunt state after line of sight to the player’s tracked glowing body target point: sight requires the player to be within 18 units, in the monster’s forward-facing view, and not blocked by the stone wall. When hunting, monsters move toward the player and damage health continuously when within about 1.1 units. Show subtle breathing motion and have monsters turn toward either their target or their wander direction. Keep monsters inside the wall boundary. Implement VR gorilla-style locomotion rather than ordinary walking: when a tracked hand is low, approximately ground height, and moving backward/pushing, anchor that palm and move the world oppositely as the player drags it. Releasing a grounded hand applies an impulse; use momentum, drag, clamped velocity and wall collision/response. Both hands can drive movement independently. Trigger a punch from a fast tracked-hand swing; a nearby monster takes damage based on swing speed and is knocked back. Monsters have several hit points, increasing with wave, and defeating one adds 1 score. Advance the wave whenever score reaches wave*10, heal 10 health on wave advance, and increase spawn pressure and monster speed with wave. Start spawning after the game begins, with at most 4 + wave*2 monsters and a spawn interval that becomes shorter on later waves. Support VR controls: an Enter VR/Exit VR button using an immersive-vr session with local-floor when available; tracked hand motion for locomotion and punches; left controller joystick vertical adjustment for player height; left-controller Y raises/changes height and X lowers/changes it; clicking the left stick toggles a height lock. Clamp height offset between -0.4 and 0.25 and display whether it is locked. Reset after defeat with the VR A/X interaction. Also provide a functional desktop fallback: WASD or arrow keys move, mouse drag while held rotates view, Space creates a short pulse attack that damages and knocks back monsters within about 1.9 units, and R resets the game. Include simple synthesized attack, hit, wave and height-lock sounds if audio can be initialized after user interaction. Use a fixed translucent dark HUD panel in the upper-left, matching the screenshot’s compact bordered style. It must read “STUMP WARDEN,” explain the goal and controls, and show Health, Wave, Score, and Mode (Desktop or VR). In Desktop mode explain WASD, mouse dragging and Space pulse; in VR explain planting hands low, pushing backward, height adjustment and height lock. Add a centered start overlay before play with the title, a short wake-in-the-forest/survive-the-hunt description, and a Start button. Add a centered bottom VR button labeled according to support/state (Enter VR, Exit VR, VR unsupported). On defeat, keep the health at zero and replace status with a restart instruction such as “You were dragged down. Press R or A/X to restart.” Keep the experience playable in a browser with WebGL rendering, shadows, fog, tone mapping, a perspective camera, and responsive resizing.