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The Florest

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  • 3d
  • survival
  • sandbox
  • third-person
  • low-poly
  • forest

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by Rodrigo Fernandes, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

The Florest was built by Rodrigo Fernandes 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 The Florest 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 The Florest

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 “The Florest,” a small third-person 3D low-poly forest survival game. Place the player in a broad flat green clearing, surrounded by a lightly fogged forest of chunky stylized cube-world trees, scattered angular gray boulders with small teal glowing crystal shards, and a handful of small mossy crawler creatures. Use a softly lit palette: muted green ground and trees, pale sage sky/fog, warm sunlight. The camera follows behind and slightly above the player at a moderate distance (about 7 units), keeping the character near screen center; show a small white + crosshair at screen center. The avatar is a compact stylized male survivor with blond hair, a red shirt, blue shorts, and simple low-poly proportions. Keep the view open and readable, with sparse rocks and trees around the starting clearing.

This is a survival sandbox with no displayed victory objective. The player can walk with WASD and jump with Space; use E or the COLETAR button to gather the nearest resource within about 5.5 units. Gathering removes that tree or ore node: trees give 3 wood, ore nodes give 2 stone. Use Q or ATACAR to strike a nearby crawler within about 3.8 units; creatures take three hits to defeat and a defeated creature grants 1 stone. Four mossy, round-bodied crawlers with glowing orange eyes roam/chase the player when within roughly 12 units and hurt the player at close range, dealing 4 health about every 2.4 seconds. Use C or CONSTRUIR to build a campfire, costing 4 wood and 2 stone. Place it a short distance in front of the survivor; show a low stone ring, crossed logs, and a flickering orange flame. Standing within 5 units of a fire slowly restores health. There is no food collection or hunger-restoration action: hunger steadily drains, and when empty health begins to drain too. Health and hunger both cap at 100; at zero health the run ends with a brief Portuguese survival-failure message. Time advances through days, with the day counter increasing every 90 seconds.

Overlay a Portuguese HUD in translucent dark forest-green rounded cards. Upper left: bold title “THE FLOREST” and subtitle “Sobreviva. Minere. Construa.” Upper right: labeled VIDA and FOME horizontal bars (health green, hunger amber) and a DIA counter beginning at DIA 1. Near the upper center display the concise controls hint “WASD para andar · Espaço para pular · E coletar · Q atacar · C construir”. Bottom left show a compact resource count for 🪵 Madeira, 🪨 Pedra, and 🔥 Fogueiras, all initially zero. Bottom right show three prominent touch-friendly buttons: COLETAR, ATACAR, CONSTRUIR. Brief centered Portuguese toast messages confirm gathering, attacking, building, missing resources, or being hit. Make buttons usable alongside keyboard controls. Keep the art simple, toy-like, low-poly and readable, with no extra systems, weapons, food, quests, or buildings beyond the described campfire.

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