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Treasure Tides

  • 3d
  • arcade
  • pirate
  • naval-combat
  • collectathon
  • low-poly
0
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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. Arjun H V built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Treasure Tides yet. Play it, then tell Arjun H V what you would add next.

Make your own game

Treasure Tides was built by Arjun H V 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 Treasure Tides 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 Treasure Tides

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-playable third-person 3D arcade pirate ship game titled “Treasure Tides.” Use a bright, stylized low-poly ocean scene viewed from a smooth trailing chase camera: the camera follows behind and above the player boat, looking forward over the ship and water. The world is a bounded square ocean area with a saturated cyan/blue background and fog, dynamic gently undulating low-poly water, bright daylight, soft shadows, and a clean colorful pirate-adventure aesthetic. Populate the sea with five small circular sandy shoals surrounded by translucent turquoise reefs, each decorated with a low-poly cliff formation, three palm trees, and shoreline rocks. Use low-poly pirate-kit-style assets for the ships, gold treasure chests, cannonballs, cliffs, rocks, and palms; use simple fallback geometric boats if assets fail.

The player controls a small pirate ship starting near the southern part of the map. The boat moves in the direction of its heading: W or ArrowUp accelerates, S or ArrowDown brakes/reverses, and A/D or ArrowLeft/ArrowRight steer left/right. Include mobile/touch controls that mirror these actions: a four-button directional cluster at bottom-left and a large FIRE SPACE button at bottom-right. The ship has inertia, speed limits, slight bobbing with the waves, and subtle banking while turning. Keep the player inside the world bounds and prevent sailing through islands; colliding with an island pushes the ship away, reverses its speed, and damages the hull.

Place exactly six floating gold treasure chests at scattered map positions. Make each chest bob on the water and slowly rotate, with a glowing yellow ring/halo around it. When the player sails within collection range, hide the chest and increment the collection count. The objective is to collect all six chests before the countdown ends. Place exactly three enemy pirate ships around the map. Enemies autonomously steer toward the player, maneuver around islands, bob with the waves, and periodically fire cannonballs when within range. Enemy ships can collide with the player and cause ongoing hull damage at close range. Player cannonballs damage enemies; each enemy takes two successful hits to destroy, then sinks downward and rotates before disappearing. Cannonballs should visibly travel across the water, bob slightly, rotate, expire after a short lifetime, and disappear on impact with ships, islands, or the edge of the world. The player fires a paired broadside volley—one cannonball on each side of the ship—when Space is pressed, with a short firing cooldown and simple synthesized firing/hit/damage/collection sounds.

The game begins in the playing state with Hull: 100, Treasure: 0 / 6, Enemies: 3, and Time: 02:30. The fixed HUD should show four dark translucent blue rounded panels with white bold text across the top: “Hull: [current health]”, “Treasure: [collected] / 6”, “Enemies: [living enemies]”, and “Time: [MM:SS]”. On desktop, show a small bottom-left help panel reading “W/S accelerate & brake · A/D or ←/→ steer · Space fires broadside cannons · Collect all treasure chests before your hull breaks.” On touch-sized screens, hide this help and show the on-screen controls instead. If all six treasures are collected, show a large centered translucent dark message panel near the top saying “Treasure secured! You win! Press R to sail again.” If hull reaches zero, show “Your ship sank! Press R to restart.” If the 2:30 timer reaches zero, show “Time ran out! Press R to restart.” Stop normal gameplay after win/loss, but allow R to reload/restart. Keep the overall presentation faithful to a bright ocean, blue sky-like background, low-poly islands, readable rounded HUD, and arcade naval combat/collection loop.

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