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Sunset Lake

  • 3d
  • fishing
  • cozy
  • arcade
  • timing
  • sunset
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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. test planeta built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Sunset Lake yet. Play it, then tell test planeta what you would add next.

Make your own game

Sunset Lake was built by test planeta 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.

Read the build brief for Sunset Lake

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, low-poly 3D fishing game titled “Sunset Lake.” Use a fixed lakeside/dock scene viewed from a third-person, over-the-shoulder perspective: the camera looks down the wooden dock toward a broad lake, with a visible angler standing near the end of the dock holding a fishing rod. Allow the player to drag/orbit the camera around the scene, with damping, no panning, and a comfortable zoom range. The visual mood is a quiet warm sunset: a large gradient sky transitions from deep blue overhead through orange to pale gold at the horizon, with a bright low sun glow, dark reflective blue water, soft atmospheric fog, warm directional sunset lighting, gentle ambient fill, and long soft shadows. Make the water a large animated plane with subtle waves, Fresnel-like variation and narrow bright sunset highlights.

Build the environment with a brown wooden dock extending from the foreground into the lake. It should have a rectangular plank platform, clearly separated cross-plank strips, supporting posts beneath it, and a small glowing lantern on a post along the right side near the end. Place a small moored fishing boat off to the right, gently bobbing and tilting. Add pine trees along the distant shore and a few nearer trees at the sides, plus scattered low-poly rocks both in shallow water and on the shore. Include several dark, flat fish-shadow silhouettes moving slowly below the water surface. Keep the art style stylized low-poly with warm, cinematic sunset colors rather than realistic detail.

The core game is a simple timing-based fishing loop controlled by one prominent bottom-center button and the Space key (also support tapping the button). At the start, show a full-screen translucent dark overlay with the centered title “Sunset Lake” and “Tap to begin fishing”; clicking/tapping it dismisses the overlay and starts ambient audio. The player begins idle with the rod held out, a bobber resting near the rod tip, and the button labeled “🎣 Cast Line.”

When the player activates Cast Line while idle, randomly select one fish and animate the bobber and line in a curved casting arc toward a random point in the lake ahead (x approximately -3.5 to 3.5 and z approximately -2 to -9). Disable the button during the roughly 0.9 second cast. Show a thin dark sagging fishing line between rod tip and bobber. On landing, create a splash/ripple and enter a waiting state. During waiting, the bobber gently bobs and occasional expanding ripples appear; wait a random approximately 2.6–6.6 seconds for a bite. The button then changes to “Reel! 🐟,” becomes orange and pulses, and place a large glowing “!” marker near the bobber in screen space. The HUD state text changes to “A bite! Reel it in!” The bite lasts 1.7 seconds: if the player presses Space or the button in this window, successfully reel the fish; otherwise the fish gets away, show “It got away…” and return to idle after the reeling animation.

If the player reels while merely waiting, animate the bobber back toward the rod with no fish and return to idle. If they reel during the bite, animate it back in about 0.7 seconds, show a small stylized fish mesh attached near the bobber during the return, create a splash ripple, then award the catch. Randomly choose from exactly these fish types and ranges/points: Bluegill, 0.2–0.6 kg, 5 points, common; Sunfish, 0.3–0.8 kg, 8 points; Bass, 1.0–3.5 kg, 15 points; Rainbow Trout, 0.8–2.5 kg, 20 points; Pike, 2.0–6.0 kg, 30 points; Golden Carp, 3.0–9.0 kg, 60 points and rarest. Generate a random weight within the chosen type’s range rounded to one decimal. Use simple small colored low-poly fish geometry (ellipsoidal body and conical tail) for the visible caught fish.

Maintain a top-left translucent rounded HUD panel showing exactly the running totals in the style “🐟 0 · ⚖ 0.0 kg · ★ 0”: fish count, total weight to one decimal kilogram, and score. Center the top HUD state message: initially “A quiet evening on the lake,” then “Casting…,” “Waiting for a bite…,” “A bite! Reel it in!,” “Reeling in,” “Got it!,” or “It got away…” according to the state. After a catch, show a temporary centered translucent popup around the upper-middle reading for example “🐟 Caught a Bluegill!” with a second line such as “0.4 kg · +5 pts,” then hide it after a few seconds. The action button is a large rounded gold gradient button at bottom center; disabled states are faded, and the bite state uses a brighter orange pulsing style. Add the small bottom hint “Space / Tap to cast & reel · Drag to look around.”

Include gentle ambient lake audio after the initial interaction, splash sounds on casting/catching, and soft synthesized chimes on bites and successful catches. Ensure the fishing state machine, scoring, visual bobber/line/ripple feedback, timing window, HUD text, and mouse/touch/Space controls are all functional. Do not add combat, movement around the world, inventories, quests, multiple locations, or extra gameplay systems not described here.

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