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Arcade › Tiny Plot
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Tiny Plot yet. Play it, then tell Oleg Sidorkin what you would add next.
Tiny Plot was built by Oleg Sidorkin 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 Tiny Plot 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 responsive browser gardening game titled “Tiny Plot,” rendered as crisp pixel art on a full-screen 2D canvas with a fixed HTML HUD overlay. Use a top-down view of a cozy square 5x5 soil plot centered on a tiled green grass background. The grass should be made from visible 28px block-like squares in several greens. Surround the plot with a dark brown outer border and a thick warm tan/orange frame, then lay out 25 evenly spaced brown soil tiles inside it. Each tile has a darker brown rim, a lighter/darker inner soil rectangle depending on whether it is watered, and a few small pixel marks suggesting dirt. Keep the image pixelated with hard-edged rectangles and a monospace pixel-game aesthetic. The player has three tools in a bottom-center toolbar: Seed, Water, and Harvest, each a large rectangular pixel-styled button with an emoji/icon above its label. Seed is selected initially and should have a green active state. Clicking a toolbar button changes the selected tool and updates the instruction text below the plot. Show a top HUD with two brown panels: “Harvest: 0 / 8” on the left and “Day: 90s” on the right, updating throughout play. Use cream text with a dark brown shadow. Core interaction: with Seed selected, clicking an empty soil tile plants a seed. A planted tile progresses through three stages: seed, sprout, and mature. Seeds and sprouts must be watered separately to advance them. With Water selected, clicking a seed or sprout sets it watered; a watered tile visibly becomes darker and shows small blue water marks. While watered, a seed grows to a sprout after 5.5 seconds, then becomes unwatered and requires watering again; a watered sprout grows to a mature crop after 8 seconds, then also becomes unwatered. Clicking occupied soil with Seed displays floating “occupied”; watering an empty tile displays “plant first”; watering a mature crop displays “ready!”. Draw the seed as a small pixel seed in the center. Draw sprouts as a central green stem with blocky green leaves. Mature plants should be colorful pixel vegetables, determined by the tile’s crop: orange carrot, red tomato, pale white/purple turnip, or yellow/red pepper, each with green leaves. Use the deterministic crop variety pattern from the 5x5 grid, while newly planted crops may be selected based on the current row/column, harvest count, and remaining time. Give plants a subtle bobbing animation. Show brief floating outlined feedback text over clicked tiles, including “planted!”, “watered”, “sprout!”, “mature!”, “+1 crop”, “not ripe”, and the messages above, with matching green, blue, yellow, or cream colors. Newly planted, watered, or advanced tiles can briefly show cream pixel sparkles. A hovered tile should have a colored outline cursor: green for Seed, blue for Water, and yellow for Harvest. With Harvest selected, clicking a mature colorful crop collects one vegetable, increments the harvest counter, and clears that tile back to empty soil. Clicking anything not mature shows “not ripe.” The goal is to harvest 8 vegetables. Win immediately when the counter reaches 8, or lose if the 90-second day timer reaches zero first. On either result, freeze gameplay and show a centered brown panel with a result such as “You won!” and “8 vegetables harvested before sunset.” or “Time’s up!” and “Harvested X of 8 vegetables.” Include a “Play Again” button and a small hint saying to pick a tool and click soil tiles. The restart button resets the board, harvest count, timer, selected tool, and result overlay. Make the game work with mouse and touch/pointer input, prevent page scrolling, resize the canvas to the viewport, and scale the board to fit between the top HUD and bottom toolbar while keeping the 5x5 plot centered. Use a 90-second countdown, update the HUD in real time, and cap frame delta for stable animation. Do not add enemies, characters, inventory, multiple levels, or mechanics not described here.