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Arcade › Sunny Saddle
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Tenny Beaver built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sunny Saddle yet. Play it, then tell Tenny Beaver what you would add next.
Sunny Saddle was built by Tenny Beaver 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 Sunny Saddle 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 “Sunny Saddle” as a bright, friendly low-poly 3D horseback adventure viewed from a third-person follow camera. The player rides an animated horse with an animated seated rider through a small open ranch/forest/village area. Use a sky-blue background with light fog, strong daylight, soft shadows, and imported stylized asset-pack models: horse, rider characters, grass ground tiles, dirt path tiles, trees, tall grass, wooden stable/village walls with doors and shutters, peaked roofs, fences, a ranch gate, a supply cart, green/checkered racing flags, and wooden crates. Build the ranch on a roughly 36-by-36 traversable area bounded by forest trees, with a looping dirt trail, a stable in the southwest area, fences around the ranch, a cart near the stable, and scattered trees/tall grass around the edges. Place four NPCs represented by standing rider/character models: Mae the Stable Keeper near (-4,-5), Finn the Gate Hand near (6,-4), Rowan the Jump Coach near (-9,5), and Ivy the Trail Steward near (10,9). Place four lost supply crates around the ranch at approximately (5,2), (-8,-10), (-12,8), and (11,-8); make uncollected crates gently bob and rotate so they are noticeable. Start with a full-screen welcoming overlay: “Sunny Saddle,” the message “Ride the ranch, help the village, and unlock the final trail race,” keyboard instructions “WASD / arrows move and steer • Shift canters • Space jumps • E interacts,” the objective “Earn 6 stable tokens, then beat the final race before the timer runs out,” and a large yellow rounded “Start Riding” button. Once started, show a translucent HUD with pills for “Tokens: 0/6,” “Stamina: 100,” and race status, plus a quest/goal panel and temporary centered toast messages. On touch devices, show a translucent D-pad for forward/back/left/right and action buttons for Shift Canter, Space Jump, E Talk, and Reset. Core controls and movement: WASD or arrow keys steer and move the horse; left/right turn the horse, forward moves it, and backward reverses. Normal forward speed is about 4.6, while holding Shift while moving forward enables a faster canter around 8.2 and drains stamina at about 18 per second. Stamina regenerates around 9 per second when not cantering and is displayed in the HUD. Space makes the horse jump with a visible vertical arc, and jump sound; use jumping for the jump course. E interacts with the closest nearby NPC or crate, with an on-screen prompt such as “Mae: press E” or “Lost crate: press E.” Keep the player inside the ranch bounds. Use horse animations for idle, walk, gallop, and jump and rider sit/drive animations, with hoof and jump sound effects. Implement the progression exactly: the initial goal is to talk to Mae. Mae explains that the player must find four lost supply crates; interacting with all four hides them, counts them, and awards 2 stable tokens. Finn starts the “Ranch checkpoint race,” which has a 48-second timer, a maximum of 2 misses, and ordered checkpoints at approximately (2,-2), (10,-2), (12,5), (5,12), (-3,9), and (-5,1). Rowan starts the “Jump course,” with a 55-second timer, maximum 2 misses, and ordered checkpoints at (-6,5), (-10,5), (-12,1), (-9,-3), and (-3,-1); place visible wooden jump fences at the first four jump-course checkpoint locations and require the player to be airborne when passing each checkpoint. Each completed non-final race awards 3 tokens. Ivy is the final-race gatekeeper: interaction says how many more tokens are needed until the player has at least 6; once the player has 6 tokens, Ivy starts the “Final trail race.” During an active race, show the course flags/checkpoints, enlarging the current target flag and keeping the others smaller. Use green flags for ordinary checkpoints and checkered flags for finish markers. The final trail race has a 70-second timer, maximum 2 misses, and ordered checkpoints at (8,9), (15,8), (17,-2), (10,-12), (0,-14), (-12,-10), (-15,1), (-8,12), and (2,14), ending at the checkered finish flags near the north side around (1,14). The race HUD must show remaining seconds, current checkpoint index/total, and misses/max misses. Passing the correct checkpoint advances the index and gives a short toast; touching a later checkpoint out of order adds a miss and displays “Wrong checkpoint order!”; touching a jump checkpoint while grounded displays “Jump that checkpoint fence!” and adds a miss. Fail a race if its timer reaches zero, stamina runs out during the race, or misses exceed the maximum; show a retry message and allow Reset or talking to the relevant NPC to try again. Reset returns the horse to the stable start at approximately (0,-4), restores stamina, cancels the race, and shows a reset toast. Completing the final race within its timer sets the win state, shows “Final race won!” and a champion/free-ride message. Do not add combat, enemies, inventory beyond the token/stamina/race systems, or unrelated mechanics.