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Turşu Diyarı

  • 3d
  • top-down
  • adventure
  • exploration
  • story
  • low-poly
  • turkish
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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. Ömer Karani Özgökçe built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Turşu Diyarı was built by Ömer Karani Özgökçe 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 Turşu Diyarı 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 Turşu Diyarı

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.

Recreate a browser-based 3D top-down adventure game titled "Turşu Diyarı: Elmanın Kaçışı". The game is set in a stylized pickle-themed town viewed from a high, slightly angled third-person/top-down camera that follows the player. Use Three.js-style rendering with a muted green world, atmospheric fog, soft shadows, simple low-poly/procedural geometry, and a dark green UI overlay. The ground is a large 42x42 green field with a grid of narrow dark-green streets: horizontal and vertical roads repeat across the town. Place several simple pickle houses around the roads (green rectangular buildings with low olive-colored flat roofs), green cylindrical pickle citizens with tiny dark eyes, a police car near the northern part of town, and a larger hotel/building farther north. The playable character is a fallen red apple: use a rounded red apple model if available, otherwise a red slightly vertically stretched sphere, positioned near the southern edge at the start. There is also a clearly recognizable orange motorcycle in the town, made from two dark wheels, an orange frame, and a dark seat. On the east side is a gray jail block with a row of dark vertical bars, a brown escape door, and three small yellow keys placed nearby inside/around the jail area.

The game begins with a full-screen intro overlay. Center a dark translucent green panel with a thin lime border, rounded corners, the heading "Turşu Diyarı", Turkish story text reading approximately "Bir elma gökyüzünden tuhaf bir ülkeye düşer. Gözlerini açtığında herkes turşudur… ve başına gelenler daha yeni başlar.", and a bright lime pill-shaped button labeled "Hikâyeyi Başlat". Behind it, show the dimmed 3D town. Once the button is pressed, hide the intro and show a fixed HUD card at the top with the title "Turşu Diyarı: Elmanın Kaçışı", a rounded progress badge showing the current chapter out of 6, an objective line, and a smaller gold hint line. At the bottom left show the control legend: "WASD / oklar: hareket · Space: zıpla · E: etkileşim". Support keyboard movement with WASD and arrow keys, Space for jumping, and E for contextual interaction. Movement is free over the town in the top-down camera view.

Implement exactly six sequential story phases with the following progression and Turkish HUD text:
1. Phase badge 1/6. Objective: "Düşüş: Yere çakıldın. Ayağa kalkmak için Space’e bas." Hint: "Space’e basınca gözlerin açılacak." The player starts fallen/asleep at the southern edge; pressing Space advances the story.
2. Phase 2/6. Objective: "Turşu Diyarı: Ara sokaklarda ilerle ve etraftaki turşuları gör." Hint: "WASD/oklarla hareket et. Yeşil vatandaşların yanından geç." Let the player explore. When the apple reaches the central town area (roughly within the central road region, around z=0 and x between -7 and 7), automatically advance.
3. Phase 3/6. Objective: "Polis Takibi: Bir turşu polisi aradı! Motoru çalmak için turuncu motora git ve E’ye bas." Hint: "Motora yaklaşınca E’ye bas." The player must approach the orange motorcycle and press E within interaction range. On success, advance to phase 4 and place the motorcycle alongside/just beside the apple. The police car should visibly follow/chase the player by updating its position toward the player's x position and staying offset toward the north, rather than remaining entirely static.
4. Phase 4/6. Objective: "Kaçış: Polis peşinde. Otele ulaş ve kapıda E’ye bas." Hint: "Otelden kaçış rotası kuzeydeki büyük binaya gidiyor." The player must travel to the large hotel at the north end, approximately around world position (0, 0, 15), and press E within about five units. On success, teleport the apple to the jail entrance on the east side, around (12, -5), and advance.
5. Phase 5/6. Objective: "Baskın: Otel odan basıldı. Hapishanedesin. Anahtarları topla." Initially guide the player to collect three yellow keys around the jail. When the player comes within close range of a key, hide/remove that key and increment the key count. Update the hint to "Anahtarlar: 0/3 — sarı anahtarları topla." (and the corresponding count as keys are collected). After all three keys are collected, reaching the brown jail door at the front of the bars (roughly around (12, -2.5)) completes the escape.
6. Phase 6/6. Objective: "Kaçış Başardı: Parmaklıkların ötesindesin!" Hint: "Devamını sonraki bölümde anlatacaksın…". Keep the player in the jail/escape area and present the completed story state; no extra systems or combat are needed.

Use contextual E interaction only for the motorcycle, hotel entrance, and final jail door; Space is specifically needed for the initial wake-up and remains the jump control afterward. Include collision/scene geometry that makes the roads, buildings, jail, bars, and props visually readable, but keep the experience a compact exploration story rather than adding combat, inventory screens, enemies, scoring, or lives. Use soft green/olive environmental lighting, a pale warm directional light, fog fading in the distance, dark green translucent panels, lime headings and borders, cream text, and gold hint text to match the provided visual style. Make the layout responsive for desktop and mobile-sized browser windows, with the canvas filling the viewport and the HUD remaining legible above it.

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