Arcade › Turtle Tag
It is tag but turtles
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Maura McVey built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Turtle Tag yet. Play it, then tell Maura McVey what you would add next.
Turtle Tag was built by Maura McVey 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 Turtle Tag 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 playable 3D arcade game titled “Turtle Tag.” The player controls a small low-poly green turtle in a sunny, circular park arena and must tag as many other turtles as possible in 90 seconds. Use Three.js-style 3D graphics with a bright sky-blue background and light fog, soft shadows, warm directional sunlight, and a follow camera positioned above and behind the player, looking down at the arena. The ground is a large flat circular green lawn with a thin tan/sand-colored ring boundary; keep all turtles inside the circle. Decorate the perimeter and park with stylized low-poly nature props: trees, bushes, and many small yellow flowers. The turtle characters should be procedural, rounded and friendly: each has a flattened oval colored shell, pale green head and four flippers, a light cream belly, tiny dark eyes, and a small visible backpack item mounted on its back. Give the player a teal/green shell and give seven AI fake-player turtles distinct shell colors. The fake players should wander around the arena, changing random destinations every roughly 1–3 seconds; they should avoid the player when nearby, while the currently tagged turtle should flee more strongly when within about 7 units. Add subtle bobbing/animation and make backpack items gently sway. At game start place the player near the center and seven fake turtles around the park. Select one fake turtle as the target and show it with a rotating, pulsing glowing halo above/around its shell. The HUD should state “Tag [name], the glowing turtle!” The player tags by getting within 2.0 world units of the glowing turtle and pressing Space on keyboard or the large red circular TAG button on touch devices. If successful, increase the score by 1, briefly flash the background pale yellow, and immediately choose a different fake turtle as the new target. If too far away, display a message such as “Too far! Get close to [name].” Include a short 0.45-second tag cooldown. The game runs until the 90-second countdown reaches zero, then stop gameplay and show a centered overlay card reading “Time!”, “You tagged N turtles.” and a “Play again” button. Restart resets score/time, hides the overlay, returns the player to center, scatters the NPCs again, and selects a new target. Implement keyboard movement with WASD and arrow keys, normalized diagonal movement, and keep the player constrained to the circular arena. The player moves at about 7.2 units/second. Also support mobile/touch movement with a large translucent circular virtual joystick at bottom-left and a draggable dark center nub. Put the red TAG button at bottom-right. Provide a Q-key/keyboard power control and a purple POWER button for touch users. Above the game, create a rounded, soft-shadow HUD in a friendly bold rounded font. Across the top show a large translucent white card with title “Turtle Tag,” target/status text, and current backpack power info; separate cards show “Score” with a large number and “Time” with a large countdown. Beneath it place a rounded “Thing on your back” panel with selectable pill buttons for Flag, Flower, Rocket, Gem, Crown, Balloon, Star, and Umbrella. The selected item should be highlighted orange while other buttons are teal/green. The player visibly changes its backpack model when a selection is made. Include a small help card stating “WASD / Arrows move • Space tags • Q uses your backpack power • Pick a backpack thing.” The selected backpack power has a 9-second cooldown and should be reflected in the power info and POWER button, which displays the remaining cooldown while unavailable. Implement these exact powers: Flag temporarily increases tag range from 2.0 to 3.4 units for 5 seconds; Flower freezes all fake-player movement for 3.5 seconds; Rocket dashes the player 5.2 units in the direction it is facing while respecting the arena boundary; Gem adds 5 seconds to the timer, capped at 120 seconds; Crown makes successful tags worth 2 points for 6 seconds; Balloon increases player movement speed by 1.75x for 6 seconds; Star pulls the current target 45% of the vector toward the player and keeps it in the arena; Umbrella slows the current target to 35% speed for 5 seconds. Show brief status messages for each power and show active effect text/countdowns in the HUD. A purple glowing ring around the player should appear for active visual power effects and pulse/rotate. Keep the visual style colorful, simple, polished, low-poly, and child-friendly, with no combat or hazards beyond the tag chase.