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Arcade › Wild Shelter
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Wild Shelter was built by Kxf876 Талиева 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 Wild Shelter 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.
Rebuild a mobile-friendly first-person 3D low-poly survival game titled “Wild Shelter.” Use Three.js-style rendering with a 72-degree perspective camera at about eye height (y=1.62), initially facing a simple forest clearing. The player is an invisible/hidden capsule-like avatar moved through a large flat square grassy forest, bounded to roughly +/-27 on X and Z. Use a muted stylized palette: pale mint-green sky/background with matching fog, dark green grass ground, and a large brown circular dirt camp path centered near the starting area. Light the scene with bright warm sunlight, cool sky fill, soft shadows, and fog that obscures the far forest. Populate the world with low-poly Kenney-like nature assets: several large stylized trees around the perimeter, angular rocks, and bushes that function as berry plants. Place four simple hostile creatures around the clearing; each is visibly a purple/maroon capsule body with a pinkish spherical head and two small glowing yellow eyes. They chase the player when within 14 units, move slowly, face the player, and attack at close range about every 1.1 seconds for 7 health damage. The core loop is to explore, aim with the center crosshair, gather resources, eat berries, drink near the starting camp/stream area, fight enemies, and keep hunger, thirst, and health from reaching zero. Start with health 100, hunger 86, thirst 82, wood 0, stone 0, berries 2, and kills 0. Hunger drains at 0.65 per second and thirst at 0.9 per second; once either reaches zero, health drains at 2.2 per second. If health reaches zero, stop gameplay and show a dark overlay with “ТЫ ПОГИБ,” the total collected resources, and a restart button labeled “НАЧАТЬ ЗАНОВО.” There is no separate victory state; survival and resource accumulation are the goal. Scatter 9 trees and 6 rocks in the forest. A tree supplies 2 wood and a rock supplies 3 stone, with one unit gained per gather action; when depleted, hide it and respawn it after 6.5 seconds. Scatter 6 berry bushes; each gathering action gives one berry, hides the bush, and respawns it after 10 seconds. Gathering only works when the target is close (roughly 3–3.5 units) and lies in the camera’s forward aiming direction. If no valid target is aimed at, display a message telling the player to move closer to a tree, rock, or bush. Attacking similarly requires an enemy within about 2.7 units and in front of the camera; each hit removes one of its 3 health points. On death, increment kills and award one wood, hide the enemy, then respawn it after 7 seconds at a random location within the playable area. Add an optional shelter construction mechanic: if the player has at least 8 wood and 4 stone, the Build action consumes those resources, sets the shelter as built, and creates a simple square camp from a floor plus four walls around the central area. If already built, show “База уже построена”; if lacking materials show “Нужно 8 дерева и 4 камня.” Display “База построена” after successful construction. Eating consumes one berry and restores 18 hunger plus 4 thirst, capped at 100; if none remain, show “Нет ягод.” Drinking restores 28 thirst, capped at 100, only when the player is within 7 units of the origin/camp; otherwise show “Ищи ручей у лагеря.” Support desktop controls: WASD or arrow keys to move, Shift to sprint (speed 4.1 rather than 2.7), E to gather, F to attack, B to build, Q to eat, and R to reload/restart after death. Support touch controls matching the reference: a virtual analog stick in the lower-left for movement, dragging on the right half of the screen to look around, and five lower-screen buttons for “СОБРАТЬ” (blue outline), “УДАР” (red outline), “СТРОИТЬ” (brown outline), “ЕСТЬ” (green outline), and “ПИТЬ” (blue outline). Keep a white plus-shaped crosshair at the center. Make the interface Russian and overlay it directly on the game. The HUD should be a translucent dark panel in the upper-left, approximately 218x120 pixels, containing three horizontal status bars labeled “Здоровье” in red, “Голод” in ochre/yellow, and “Жажда” in blue, with dark empty portions. Beneath them show “Дерево [number] Камень [number]” and “Ягоды [number] Убийства [number].” At the top center, show the current white status message in a translucent dark rectangular strip, initially “Собирай ресурсы и выживи.” Use a very simple, uncluttered low-poly aesthetic with large flat color shapes, minimal textures, a broad open clearing, and mobile portrait composition. Include the small instruction text along the bottom: “Левый круг — движение · правая половина — обзор.”