Lucia Ferrari
oh the split between town gold and the villagers own wallets is juicy, i like that a lot :) does the daily loop stay readable once auto is on, or does it get a little chaotic?
Arcade › Sun Darn
You are a chief that runs a village named Sun Darn. Earn, expand and take care of ur fellow villagers.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Shoon Pa Aung built it with Cinevva, so it works on a phone or a tablet too.
oh the split between town gold and the villagers own wallets is juicy, i like that a lot :) does the daily loop stay readable once auto is on, or does it get a little chaotic?
This game is really fun, I like collecting all the villagers with different jobs. Some of my villager houses overlapped, that looked a little weird.
Sun Darn was built by Shoon Pa Aung 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 Sun Darn 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 3D medieval village economy simulator with low-poly art style called "Sun Darn". CAMERA & PERSPECTIVE: Fixed isometric-style 3D camera positioned at (0, 7, 8) looking down at a village. Perspective camera with 58° FOV. Scene has sky-blue background (0x86b8cf) with matching fog. Directional sunlight from upper-left with soft shadows. PLAYER AVATAR: The Chief is a simple geometric character made of a blue cylinder body (0.75 units tall) with a gold cone hat on top. Position starts at (0, 0, 2.2). Chief moves with WASD/arrow keys or a circular on-screen joystick (bottom-left, 116px diameter with inner draggable stick). WORLD & SETTING: Circular green grass ground (16-unit radius). Brown dirt paths form a cross pattern with additional paths to farms and village entrance. Village entrance at north has two wooden posts with a horizontal beam. Ring of 22 pine trees (dark green cone leaves, brown cylinder trunk) around the perimeter at radius 12-15. Medieval aesthetic with low-poly 3D assets. BUILDINGS (3D models & primitives): - Import GLB models: tent (tan fabric), market building (blue roof), wooden cart, barrels (3 clustered at storage area) - Procedural buildings: simple box body + pyramid roof. Chief's hall/treasury at (0, -5.2). Cottages, workshops, mines, saunas rendered as box+cone primitives in brown/red/gray materials - Three crop fields visible: wheat (golden cones at -5.2, -3.5), potato (green cones at -7.1, 0.5), corn (yellow cones at -3.2, 0.9). Each field is brown rectangle with 24 small cone crops in 4×6 grid VILLAGERS (NPCs): - Import character models: "Farmer.glb" and "Worker.glb" from asset packs - Each villager is a rigged humanoid that walks around village autonomously - Villagers have idle walk cycles, move between random positions - Tap any villager to open inspector panel showing: their name, job, personal coins, hunger, happiness, rarity/trait, inventory - Job button in inspector opens job selection grid (2-column layout) to reassign them - Pending arrivals appear at entrance (z=13.2) - tap them to roll rarity (Common/Rare 3%/Legendary 0.4%) and approve entry if housing available CORE MECHANICS - DUAL ECONOMY: 1. Treasury (Chief's money) vs Personal Wallets (villagers keep their own coins) 2. Village Storage (communal) vs Personal Inventory (each villager's goods) 3. Automatic cycle every 5 seconds advances the economy: - Villagers work their jobs, produce goods → village storage - Villagers get hungry, buy food from village storage with personal coins - Villagers trade with each other peer-to-peer (basket makers sell to miners, etc.) - Every 3 cycles: wages paid from treasury to personal wallets - Relationship system: villagers become partners → engaged → married → children (if housing exists) - Immigration: new villagers arrive at entrance randomly, wait for Chief approval JOBS & PRODUCTION: - Farmers (wheat/potato/corn/chicken/sheep/cow): produce food/materials to village storage - Basket Picker: gathers sticks/stone - Herb Collector: requires basket in storage, gathers herbs/berries/mushrooms - Market Worker: crafts baskets from sticks+rocks for personal sale - Workshop Worker: crafts tools (knife/axe/pickaxe/fishing rod/stove) from materials for personal sale - Miner: requires pickaxe tool, mines stone/coal/iron/gold for personal wallet - Fisher: requires lake building - Baker: requires bakery building - Factory workers: each farm/factory needs 1 villager operator to earn town gold automatically MERCHANT SYSTEM: - Merchant button opens sub-menu with "Sell" and "Buy" - "Sell" sells ALL village storage to merchant for treasury coins (villagers keep personal goods) - "Buy" opens categorized shop overlay (brown transparent panel covering center screen): * Factories: Basket (5), Wheat Farm (15), Corn Farm (30), Potato Farm (50), Chicken Farm (70), Sheep Farm (150), Cow Farm (200), Lake (250), Bakery (50) * Entertainment: Sauna (95, +8 attractiveness), Tavern (160, +12 attractiveness) * Place: Tent (30, holds 1), Cottage House (100, holds 3), Hostel (200, holds 5) - Limited randomized stock per item - merchant restocks every 4-8 cycles with different random quantities RARITY SYSTEM: - Common: regular worker - Rare (3% chance): 3% chance to double gold OR double product per cycle - Legendary (0.4% chance): permanent 2× gold OR 2× product multiplier ON-SCREEN HUD: - Top-left: "Sun Darn · tap villagers to inspect" badge (brown semi-transparent rounded panel) - Top-right: "Town Gold: [treasury]" badge (brown panel, golden text, bold) - Bottom-right: 2×2 button grid (brown panel): "Merchant" | "Settings" in top row - Bottom-left: circular joystick with draggable stick inside - Left side below title: stacked action feed - up to 5 messages showing recent villager trades, job changes, marriages, births, warnings. Messages fade after 3 seconds and slide up when removed. Trade messages have green tint, warnings have orange tint - Merchant sub-buttons appear above main buttons when merchant clicked - Buy panel overlays center screen (inset from edges, scrollable, brown semi-transparent) - Villager inspector panel appears at bottom when villager tapped (brown panel, shows stats grid, job button) - Job chooser panel replaces inspector when job button clicked (2-column grid of job buttons) VILLAGER ATTRIBUTES (visible in inspector): - Name, Job, Rarity, Trait description - Personal Coins (separate from treasury) - Hunger (0-100, rises each cycle, buy food from storage) - Happiness (0-100, affected by wages, food, entertainment) - Personal Inventory (goods they own) - Tools (equipped items: pickaxe/knife/axe/fishing rod/stove) BUILDINGS & HOUSING: - Population = housing capacity (Tent=1, Cottage=3, Hostel=5) - Can't approve newcomers without available housing - Entertainment buildings (Sauna/Tavern) let villagers spend coins to boost happiness - Attractiveness score affects immigration rate PERSONALITY & AI: - Each villager has hidden personality: curiosity, thrift, ambition, social - Imperfect decision-making - don't always buy/sell optimally - Career changes if spot ambition better-paying jobs - Relationships grow through social stat - partner → engaged → spouse → children TOOLS & PROGRESSION: - Workshop crafts tools villagers can buy peer-to-peer - Miners NEED pickaxe to work - Cow farmers with knife produce bonus beef+leather - Villagers equip tools from inventory when job requires or ambition triggers VISUAL STYLE: - Low-poly medieval theme - Soft shadows enabled - Warm lighting (yellow-orange sun, blue-green ambient) - Simple geometric primitives mixed with imported GLB models - Muted earth tones: brown buildings, green grass, golden crops - UI: serif font (Georgia), brown semi-transparent panels with golden borders, warm cream text CONTROLS: - WASD or Arrow keys to move Chief - Click/tap on-screen joystick to move Chief (mobile-friendly) - Tap villagers to inspect - Tap buttons to open merchant/settings - Economy auto-advances every 5 seconds - No manual "check" button visible - fully automated STARTING STATE: - 1 Tent building - Adam (first villager) as Basket Picker - Treasury: 20 coins - Empty village storage - Cycle counter at 0 - First newcomer arrives after random delay at entrance