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Sunmeadow Farm

  • 3d
  • farming
  • life-sim
  • isometric
  • cozy
  • mobile
  • simulation
0
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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. asaduzzaman piyash built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Sunmeadow Farm yet. Play it, then tell asaduzzaman piyash what you would add next.

Make your own game

Sunmeadow Farm was built by asaduzzaman piyash 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 Sunmeadow Farm 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 Sunmeadow Farm

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 original 2.5D/3D isometric farming life-sim called “Sunmeadow Farm.” Use a fixed orthographic isometric camera angled down over a small circular, raised meadow plateau, with smooth zoom and camera follow centered slightly ahead of the farmer. Render a bright stylized low-poly world with soft shadows, fog, pastel colors, translucent glass-like dark green HUD panels, rounded buttons, and gentle ambient animation.

Opening flow: show a loading card titled “Sunmeadow Farm,” then a full-screen translucent farmer-selection overlay titled “Pick your farmer,” with the subtitle “Manual farming, wandering animals, a living isometric world — this is the opening premium slice.” Offer two selectable cards: Rowan, a male classic farmhand, and Mira, a female field worker. Both use animated low-poly worker character models and have the same gameplay stats; the selected card has a warm yellow highlight. Include a large “Start Farming” button. The default selection is Rowan.

World layout: make a green meadow on an octagonal/circular raised terrain island with scattered animated grass blades, a tan curved path, a small blue pond with a green rim to the right, a windmill on the far-left edge, two trees at the outer edges, a small market stall with an orange crate/body and pink-red canopy near the upper-right/near edge, a wooden cart beside it, and simple wooden fence posts around the farm and field. Put an animal pen on the right side with a pale floor and low brown fencing. Use a bright morning sky initially; dynamically transition through Morning, Day, Evening, and Night using changing sky/fog/light colors. Weather alternates between Sunny and Rain on a timed cycle; rain visibly falls as many blue particles and makes crops hydrate automatically.

Player: place the selected farmer near the lower-left side of the central field. The farmer is fully animated and can idle, walk, run, and perform an interaction animation. Attach a simple colored straw-style hat, colored backpack, and hidden hand tool; Hat and Pack controls cycle through several bright accessory colors. Player movement is continuous and manual, not tap-to-complete: WASD or arrow keys move, Shift runs, and a mobile virtual joystick provides movement. Keep the farmer within the farm bounds. The camera follows smoothly.

Farming is performed one plot at a time. Create eight square plots in a 4-by-2 grid in the center-left field. Each plot tracks empty, tilled, planted, sprout, growing, or ready; crop type; growth; watered status; and a chance to be rare. The contextual action button and hint should identify the nearby plot action, and interaction should take a short animated delay with tool motion, sound, particles, and floating reward text. The exact loop is: empty plot -> “Till soil”; tilled plot -> plant the currently selected crop if seeds remain; planted/sprout/growing crop that is not hydrated -> “Water crop”; growing crop -> show its growth stages; ready crop -> “Harvest crop.” Planting consumes one seed. Allow two crops, Carrot and Pumpkin, switched with Q or the mobile Seed button. Carrots and pumpkins should use stylized low-poly crop visuals: soil mound, small green sprouts, then loaded-looking mature crop models. Growth happens over time, is faster when watered, and rain adds hydration. At harvest, carrots yield 2 and 12 coins, pumpkins yield 1 and 18 coins; grant XP, with a 14% rare chance that gives extra coins and a glowing rotating yellow halo around the ready crop. Harvesting resets the plot to tilled so it can be replanted.

Animals: place one animated cow and one animated chicken inside the pen. They wander to random points during the day, become slower/sleepier at night, and have mood values. The cow periodically produces milk and the chicken periodically produces an egg; when a product is ready, show a floating colored bubble above the animal (blue for milk, yellow for egg). Interact manually near an animal: collect its ready product for one backpack item, 14 coins, and XP, or otherwise feed/pet it to raise mood and show a pink particle burst and “Fed & petted”/“Happy!” feedback. Display the average as Barn mood: Happy, Calm, or Needs care.

Progression and economy: begin with 120 coins, 8 seeds, level 1, XP 0/100, backpack capacity 18, Starter Can tool, and Animal Care 1. Track carrot, pumpkin, milk, and egg inventory. XP levels up when the threshold is reached; increase the XP requirement by multiplying it by 1.28, give 3 seeds and 2 backpack capacity on level-up, and show a prominent gold “Level X unlocked!” overlay. Add a daily quest panel with “Harvest 3 fresh crops,” progress 0/3, and a +80 coins reward. Completing it grants 80 coins and 40 XP, marks it claimed, changes the title to “Quest complete — more orders coming tomorrow,” and gives celebratory toast/particles.

HUD: keep a responsive overlay over the game. At the top-left show rounded chips for Coins (coin icon), Seeds (sprout icon), and Level (star icon). At top-right show Weather (sun/rain icon) and Time (clock icon). On the left below the top bar show a “Farmer Profile” dark translucent panel with selected crop pill, Farming XP and a green/yellow progress bar, Backpack count/capacity, Tool Level, and Animal Care. On the right show a “Daily Quest” panel with reward, title, progress bar, progress count, and Barn mood. When near an interactable, show a contextual hint near the bottom center such as “Till soil • E on keyboard,” “Plant Carrot,” “Water crop,” “Harvest crop,” “Collect milk,” or “Pet chicken.”

Controls: PC uses WASD/arrow keys to move, Shift to run, E to perform the nearby contextual interaction, Q to switch between carrot and pumpkin seeds, Space to wave, and mouse wheel to zoom. Mobile uses a large translucent circular joystick on the lower-left and stacked right-side controls: Hat, Pack, Wave, zoom minus, Seed, zoom plus, and a large yellow Do action button. The action button label changes contextually (Till, Plant, Water, Harvest, Collect, Feed, or Pet), otherwise reads Do. Add floating toast messages, coin/harvest/water/farming sound effects, adaptive soft procedural music, rain ambience, particle bursts, gently swaying grass and trees, a slowly rotating pond/windmill detail, and subtle button bounce feedback. Preserve the calm, friendly, tactile feeling: every farming or animal task is manually performed by the animated farmer with visible feedback rather than automated instantly.

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