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WildAdventure

  • 3d
  • adventure
  • exploration
  • collectathon
  • third-person
  • fantasy
  • low-poly
  • browser
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. romelomayberry15 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about WildAdventure yet. Play it, then tell romelomayberry15 what you would add next.

Make your own game

WildAdventure was built by romelomayberry15 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 WildAdventure 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 WildAdventure

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 3D third-person adventure game titled “WildAdventure,” set on the “Whispering Isles · Forest Shore.” Use a polished, colorful low-poly fantasy/island style with soft shadows, a pale cyan sky, atmospheric fog, warm sunlight, and a large circular forest island surrounded by blue water. The player controls an animated humanoid adventurer in an over-the-shoulder third-person camera. Support keyboard/controller-style movement through the runtime controls: WASD or arrow keys to move, Shift to sprint, Space to jump, mouse-look, and mobile touch controls with an on-screen joystick and action button. The movement speed should feel like a walk/run adventure game, with gravity and jumping.

Build the environment as a broad circular island with a green inner forest, a sandy beach ring, rolling low-poly grassy hills around the interior, scattered rocks, many stylized trees, and a bright blue river inlet cutting in from one side. Include an ancient ruin landmark made from four stone pillars and a stone arch on the rear/left portion of the island. Include a raised hatching sanctuary on the opposite side: a circular stone pedestal with a glowing cyan ring. Place an animated dragon guardian hovering above a ridge/cliff landmark in the distance, and an animated fox companion near the player that continuously follows them with a gentle idle/wandering motion. Use animated, low-poly adventurer, fox, tree, rock, and dragon assets in the same general style; the player, fox, and dragon should cast shadows.

The core quest is shown as “The First Discovery”: find three mystical eggs hidden around the forest shore. Place exactly three collectible, softly glowing, slowly rotating egg objects around the island: a green Forest Egg near (-8, 0.8, 7), a cyan Crystal Egg near (8, 0.8, -8), and a pink/purple Mythic Egg near (-17, 0.8, -12). Eggs should be visibly distinct, with a colored shell, contrasting luminous stripe/ring, and a subtle glow. When the player is close enough (within roughly 3 world units), pressing E or the “Collect nearby egg” action button collects the nearest visible egg, hides it, updates quest progress, and displays a temporary toast message. Award 5 gems for the Forest Egg, 10 for the Crystal Egg, and 25 for the Mythic Egg. After all three are found, mark the discovery quest complete and show a completion toast indicating that the sanctuary is awake.

The player can bring a collected egg to the hatching sanctuary. A “Hatch egg” button should be available when there is at least one collected egg, and H should also hatch. Hatching only works within about 7 world units of the sanctuary; otherwise show a toast telling the player to bring an egg to the Hatching Sanctuary. Hatching consumes one collected egg, increments a hatched count, adds a companion/pet to the pet collection (Crystal produces a Dragon, all other egg IDs produce a Fox), awards 15 additional gems, and shows a toast that a new companion joined the collection. Track collected egg IDs, gems, hatched count, pets, quest completion, and player position.

Overlay the 3D scene with a responsive glassmorphism HUD that remains readable over gameplay. At the top, show the uppercase title “WILDADVENTURE,” subtitle “Whispering Isles · Forest Shore,” pill counters “Eggs 0/3” and “Gems 0,” and a “Save” button. On the upper left below the header, show a dark translucent rounded quest card with the eyebrow “ACTIVE QUEST,” title “The First Discovery,” and text such as “Find the three mystical eggs hidden around the forest shore. 0/3 found.” Once complete, change it to “Quest complete — visit the sanctuary and hatch your discovery.” On desktop, show an upper-right help card explaining WASD movement, Shift sprint, Space jump, E collect nearby eggs, and mobile joystick/action controls; hide or reduce this help on narrow mobile screens. At the lower right show the primary “Collect nearby egg” button and a secondary “Hatch egg” button, with the hatch button hidden until an egg has been collected. Show centered temporary toast notifications for collection, invalid proximity, quest completion, hatching, and save confirmation.

Add local browser save/load using localStorage under a WildAdventure save key. The Save button and F5 should save player position and progression and show “Progress saved.” On startup, load saved gems, eggs, pets, hatched count, quest completion, and player position when available. Make the layout responsive for mobile with compact panels and touch-sized controls. The experience should be a real playable exploration slice rather than a menu or slideshow, with animated player idle/walk/run, rotating bobbing eggs, animated fox follower, hovering dragon, third-person camera, collection quest, sanctuary hatching, and persistent progression.

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