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The Great Flood

  • 3d
  • third-person
  • survival
  • adventure
  • flood
  • story-driven
  • low-poly
  • browser-game
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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. Karthikraj built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about The Great Flood yet. Play it, then tell Karthikraj what you would add next.

Make your own game

The Great Flood was built by Karthikraj 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 Great Flood 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 Great Flood

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 browser-based 3D third-person survival adventure titled “The Last Survivor: The Great Flood” (the game concept/title is The Great Flood). Use a dark, cinematic, Kerala-inspired flood setting and a deliberately blocky low-poly visual style. The opening menu should fill the screen with a deep navy/teal radial-gradient background and a centered translucent dark card with a thin cyan border. Show the eyebrow text “AN ORIGINAL KERALA-INSPIRED BROWSER ADVENTURE,” the large two-line title “THE LAST SURVIVOR / THE GREAT FLOOD” with the second line cyan, and the description: “A playable third-person survival chapter: wake in a riverside home, cross the high bridge, witness the dam failure, recover supplies and rescue stranded villagers.” Provide a character-name input defaulting to Anaya, a gender selector with Blocky male and Blocky female, a difficulty selector with Easy, Medium, Hard, and Extreme (Medium selected), and buttons for New Game, Continue, Multiplayer, Join with Group Code, Settings, and Credits. Multiplayer should visibly explain that it is unavailable without a real WebSocket/backend and must not fabricate online players; the auxiliary buttons can show brief toast messages.

When New Game starts, hide the menu and launch a Three.js-style 3D scene with a foggy storm atmosphere, a blue-gray sky, wet dark roads, green ground, soft cinematic lighting, and a third-person camera following the player from behind at about 7 units. The world is a long linear valley route running along the Z axis, with a road/path extending from roughly z=5 toward z=-175. Populate it with simple blocky Kerala-style homes on both sides of the road: beige rectangular walls, dark reddish-brown pyramidal roofs, and wooden doors. Add low-poly imported-looking coconut trees around the route, wandering blocky NPCs, a high bridge crossing the valley around z=-40, a railway station and tracks around z=-92, a concrete dam around z=-155, and a repairable wooden motorboat near x=10,z=-72. The bridge should have a raised dark road deck, metal supports and rails; the railway should have two metal rails, repeated wooden sleepers, a platform, roof, and sign; the dam should be a broad pale concrete wall with several dark metal gates. Add a large transparent blue-green flood plane covering the valley; its surface should subtly ripple and visibly rise over time.

The player is a small blocky humanoid with a cube head, rectangular torso, separate arms and legs, and contrasting clothes. Use a skin tone, a blue shirt and dark navy pants for the male option, and a warmer/magenta shirt variation for the female option. Place the player at the home end of the route. Support WASD movement, Shift sprint, Space jump, E interact, F flashlight toggle, B inventory, M map, and Escape pause. The camera is third-person and movement should feel like a basic character controller with gravity and jumping.

Begin with a cinematic text sequence that the player advances by clicking or pressing Space: “Anaya sleeps through a peaceful morning.”, “A distant sound rolls across the hills. Rain begins.”, “The power dies. Water slips under the door.”, and “Reach the bridge before the valley disappears.” Replace Anaya with the chosen character name. Then show a toast instructing the player to use WASD and E. The game is an eight-stage linear survival chapter. The HUD objective and mission number must update as the player progresses: 1) “Escape the house and reach the high bridge.” 2) “Cross the bridge and witness the dam break.” 3) “Search the flooded village for supplies and survivors.” 4) “Find and repair the abandoned motorboat.” 5) “Swim between safe locations after the boat fails.” 6) “Collect the radio, map, medicine, rope and fuel.” 7) “Rescue families and contact emergency services.” 8) “Reach the evacuation centre for the final rescue.”

Use E at story locations, based on forward Z progress, to advance the chapters. Near the initial home/bridge route, finding the radio advances to chapter 2 and displays “Radio found. Emergency message: take the bridge uphill.” Once the player reaches beyond about z=-30, trigger a full-screen cinematic with: “The rain becomes a wall.”, “Across the valley, the dam gates buckle.”, and “A brown surge tears through the river basin.” Then toast that the flood is spreading and survivors/supplies must be found. Beyond about z=-55, find a toolbox and advance to the boat objective. Near z=-65, repair the abandoned motorboat and toast “Motorboat repaired. E to board or continue swimming.” Near the railway station at z=-95, recover medicine and a paper map. Near the dam at z=-125, rescue three villagers, set the condition to Recovering and health to 72, and report that the radio reached emergency services. Near z=-145, reach the evacuation centre/final rescue, set rescued villagers to 8, restore health to 100 and condition to Healthy, and announce that the final rescue operation begins. Include the visible NPC population along the route as simple wandering blocky villagers, police, and doctor figures; the narrative progression is primarily proximity plus E interaction rather than combat.

Create a fixed HUD over gameplay. At top left show the player name in uppercase, Health bar, Stamina bar, and “Condition: Healthy” (which can become Injured, Seriously injured, or Recovering). At top right show “MISSION N”, the current objective, “Rescued 0” and “Collectibles 0.” At bottom left show the controls: “WASD move · Shift sprint · Space jump · E interact · F flashlight · B inventory · M map · Esc pause.” At bottom right show “Water 0.0m” and the selected difficulty. Add a left-side survival panel with Hunger, Thirst, and a clock beginning at 07:00 plus “Storm.” Hunger and thirst gradually drain; if either drops below 20, health drains and the condition becomes Seriously injured. Stamina falls while moving and regenerates while standing. After chapter 1, the rising flood increases according to difficulty: approximately 0.12m/s Easy, 0.18 Medium, 0.28 Hard, and 0.38 Extreme; cap the displayed water near 6m, raise the flood surface, and when it becomes high enough cause a minor debris injury (health 82, condition Injured). At very high water, continue damaging health slowly. The storm should have changing ambient lighting over a 24-hour clock, with darker lighting at night and stormy gray-blue fog during daytime.

Implement the B inventory overlay as a centered dark panel listing the initial inventory “family photo” and “small radio,” with “Press B to close.” Implement M as a centered WORLD MAP panel displaying the route text “HOME → HIGH BRIDGE → FLOODED VILLAGE → RAILWAY STATION → DAM → EVACUATION CENTRE” and “Press M to close.” Include contextual toast notifications for discoveries and state changes. F should toggle a flashlight state and toast “Flashlight on/off”; H may use a medkit if present, restoring health, and Q may consume clean water if present, restoring thirst. Escape should pause/resume. Save the core survivor state to local storage for Continue, including name, difficulty, chapter, health, survival meters, rescued count, collectibles, condition, inventory, boat state, and boat fuel/damage. Keep the presentation atmospheric and cinematic, with cyan/teal interface accents, translucent dark HUD boxes, cyan borders, pale text, storm fog, low-poly geometry, and no combat-focused systems.

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