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Arcade › Sunset Lake
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Heno Hantha built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sunset Lake yet. Play it, then tell Heno Hantha what you would add next.
Sunset Lake was built by Heno Hantha 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 Sunset Lake 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 small third-person/top-down 3D fishing game titled “Sunset Lake.” Use a Three.js-style perspective camera angled down toward the player from behind/above, with the camera following the player as they walk. The visual style is cozy, simple low-poly/cartoon 3D with soft shadows, warm sunset lighting, and a peach-orange sky/background with atmospheric fog. World layout: make a large circular green meadow/ground area. In the middle place a large circular quiet lake with muted teal-blue water, slightly transparent and mildly reflective. Surround it with a narrow sandy tan ring shoreline. Add a simple wooden dock extending from the near/southern side of the lake toward the player: six separate dark brown rectangular planks in a line, supported by a few small wooden posts. Place a large pale yellow-orange sun low in the background/sky at approximately (-17, 14, -28), reinforcing the sunset setting. Scatter a few low-poly environmental props around the meadow: trees at roughly (-10,-8), (10,-10), and (15,5), bushes around (-12,6) and (12,12), and tufts of grass around (-7,12) and (8,-2). Use warm directional sunlight from the upper-left/front and soft ambient hemisphere light; enable shadows and fog that fades distant scenery into the peach background. Player: create a stylized fisher character at the end of the dock/near the lake, initially at world position approximately (0, 0.2, 14.2). The avatar is a simple low-poly figure: a blue-gray capsule-shaped body, a flat mustard/tan cylindrical hat, and a thin dark fishing rod angled forward from the right side. The player can walk freely using WASD or the arrow keys at about 5.2 units per second. Keep the camera in a top-down follow view with approximately 19 units of distance. Fishing mechanic: pressing Space or the on-screen “Cast line” button starts a cast if the player is not already fishing. Increment the cast counter, show a small bright pink/red bobber floating on the lake, and draw a pale fishing line from the fisher/rod area to the bobber. Place the bobber a short distance in front of the player (roughly x + sin(player rotation y)*1.8, y=.22, z - 3.8). Display a toast message, “The lake is listening…”. The bobber gently bobs vertically while waiting. A bite becomes ready after a random delay from 2.3 to 5.1 seconds. Before that delay, pressing Space/the button must not catch anything and should show “Wait for the bobber to dip…”. Once the bite is ready, intermittently show the toast text “! The bobber dipped — cast again to reel it in!” when the bobber dips. Pressing Space/the button again after the bite reels in the catch: hide the bobber and line, increment Fish, and show “You caught a [fish type]!” Catch results and probabilities: each successful catch selects one result randomly: 3% Moonfish, 9% Golden Koi, 16% Bluegill, and 72% Silver Perch. Moonfish and Golden Koi both increment the Rare count; every successful catch increments Fish. There is no combat, health, timer, inventory, or failure state. HUD/UI: overlay the game with a fixed HUD in the upper-left. Use a translucent dark plum/brown rounded panel with a soft shadow and light text. Show the bold title “Sunset Lake,” the instruction “WASD / arrows to walk · Space to cast,” and counters in the format “Fish: 0 · Casts: 0 · Rare: 0” (the initial implementation may briefly show only Fish and Casts until the rare counter is initialized, but include Rare in the live stats). Show temporary toast notifications centered near the bottom in a dark translucent rounded pill with bold white text. Put a large rounded cream/off-white “Cast line” button at the lower-right, with dark mauve text and a soft shadow; it must work by pointer/touch as well as keyboard Space. Keep the canvas full-screen and responsive, with no scrolling.