Arcade › Toprak Çiftliği
Click the game above and it runs right here in your browser. No download, no installer, no account needed. nevabz9595 built it with Cinevva, so it works on a phone or a tablet too.
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Toprak Çiftliği was built by nevabz9595 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 Toprak Çiftliği 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 browser-based 3D farming-and-village simulation titled “Toprak Çiftliği”. Use Three.js with a third-person over-the-shoulder camera by default, plus a toggleable first-person camera. The playable area is a broad rectangular farm enclosed by wooden fences, with a brown soil ground, green grass edging, a dark road with white dashed markings across the property, and a muted blue-gray sky/fog atmosphere. Use soft shadows, hemisphere and warm directional lighting, and a stylized low-poly look with Quaternius/Kenney-like animated character and prop models. The player is an animated farmer starting near the lower-center of the farm. Move with a large virtual joystick at bottom-left; drag on the game canvas to orbit the camera and adjust pitch. Constrain movement inside the fenced area. Support fullscreen and landscape orientation; in portrait mobile view show a rotate-device prompt and hide the HUD. The camera button switches between shoulder view and first-person view, and the action button icon changes accordingly. In the center/back of the property, create 24 circular planting plots arranged in 8 columns by 3 rows. The player selects one of three seed buttons in the bottom-right HUD: tomato (🍅), pepper (🌶️), or lettuce (🥬). Clicking/tapping a plot plants the currently selected crop if it is empty. A plant begins tiny, grows gradually, and becomes larger over time; after more than halfway grown, three colored fruit/vegetable spheres become visible. Normal growth is slow, while rain accelerates it substantially. Clicking an occupied immature plot reports that it is full. When mature, clicking it or pressing the basket/harvest button while within about 3.2 world units removes it and adds one vegetable to the crate inventory. Play the farmer’s pickup animation when harvesting. Start with 500 coins and 0 vegetables in the crate. Show a cream, rounded HUD panel at top-left with the coin amount and a second panel beside it reading “0 sebze” (vegetables), a top-right rain status reading “Yağmur 20 saniyede bir”, and a temporary centered status-message panel for feedback. The bottom-right seed selector contains three rounded cream buttons with icon and Turkish labels, highlighting the active seed green. Above it place action buttons: basket to harvest nearby mature produce, cart to send the crate to market, eye/person camera toggle, and fullscreen. Use Turkish feedback such as “Tohum ekildi”, “Olgun sebzeye yaklaş”, “Sebze elle toplandı ve kasaya kondu”, and selection messages. Rain automatically begins after 20 seconds without rain, lasts 5 seconds, displays blue falling particle streaks over the farm, changes the HUD to “☔ Yağmur yağıyor”, then stops and resets the timer. Crop growth rate is approximately 5.5 per second during rain and 0.7 otherwise. Keep the rain particles visible only while raining. Add a market delivery loop. Place a wooden vegetable crate at approximately (3, 0, 6), a market handcart around (15, 0, 9), and an animated casual male vendor starting around (15, 0, 10.5). Pressing the cart button when the crate has vegetables makes the vendor walk to the crate, hide/pick it up, walk to the cart, sell the entire contents, and award 35 coins per vegetable; then reset the crate and inventory. If already busy or empty, show the appropriate status message. The market area should be visible as part of the farm scene. Include an old tractor parked near the central farm area, with a farmer-riding mode if implementing the existing vehicle interaction: when riding, hide the farmer’s lower body, use a sitting pose, move faster (about 5 units/second), rotate the tractor and animate its wheels, and use a tractor-specific first-person or rear camera. Keep the tractor as a visible environmental/vehicle element even if boarding is handled by the creator’s interaction system. Populate the environment with a wooden barn on the left side around (-28, 0, -2), with a box body, pitched dark roof, large dark door, and hay bales inside/nearby. Place two cows in this left barn/pasture area; they wander within the left side, and after a long hunger timer one cow walks to the rectangular hay box near (-11, 0, -7), plays an eating animation for several seconds, then resumes wandering. Add a small chicken coop around (-5, 0, -8) with a pitched roof and feeder, and a chicken that idles, pecks occasionally, and wanders around the coop. Add a bench near (8, 0, 8.5), a wandering cat beginning on the right side, and several animated casual NPC villagers. Some villagers wander, one remains seated on the bench, and one walks while holding a small blue bottle; wandering villagers can gain a small phone prop when they reach the right side. Place low-poly trees mostly along the left side and several simple houses around the perimeter (left, right, top, and bottom/back edges), creating a populated countryside beyond the crop field. Use smooth animated GLTF characters and animals where available, with castShadow and receiveShadow enabled. Keep the visual language cozy and low-poly: warm wood, dark brown earth, muted green grass, cream UI panels, rounded corners, simple emoji icons, foggy blue background, and no combat or enemies. The main gameplay loop is freely explore the fenced farm, choose seeds, plant plots, wait for natural growth or rain, harvest into the crate, and call the vendor to sell crops for coins.