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Arcade › Wildbound
Click the game above and it runs right here in your browser. No download, no installer, no account needed. NOAH Mikey built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Wildbound yet. Play it, then tell NOAH Mikey what you would add next.
Wildbound was built by NOAH Mikey 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 Wildbound 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 browser-based 3D third-person arena game titled “WILDBOUND.” It is a nonsexual predator-versus-prey survival run in a dark stylized forest clearing. Use Three.js or an equivalent WebGL engine with a perspective camera, soft shadows, fog, and an elevated follow camera positioned behind and above the player (roughly 9–10 units high and 9 units behind), smoothly tracking the player and looking down at the arena. The scene should have a large circular dark green ground plane, a faint glowing mint-green circular ring on the ground, scattered low-poly trees around the perimeter and several rocks, a deep blue-green background, warm directional sunlight, cool fill light, and atmospheric fog. The visual style is clean low-poly/game-asset 3D with a dark teal HUD and bright pastel action buttons. Begin with a centered translucent dark menu panel near the top of the screen, with a thin muted-green border, rounded corners, and shadow. Show the large uppercase title “WILDBOUND,” explanatory text such as “Choose your role and customize your predator before entering the arena,” a “Predator style” dropdown with exactly three choices—“Casual Runner,” “Street Punk,” and “Forest Kimono”—and two buttons: green “Play as Predator” and light blue “Play as Prey.” Disable the role buttons and style selector while the 3D character assets load, then enable them. The arena contains two animated humanoid/animal characters selected according to the mode. In Predator mode, spawn a customizable female human character on the left side of the arena and a stylized wolf prey character on the right. In Prey mode, control the wolf and place the female character as the pursuing predator. Use animated low-poly character models with idle, walk/run/interact/hit/roll/gallop animations. Keep the roles nonsexual and gameplay-focused. Predator mode: control the human predator with the arrow keys (up/down/left/right) and optionally hold F to run faster. The human walks at about 3.2 speed and gets a 1.65x run boost while F is held. Six small animated “running burgers” are scattered around the arena; each is visibly modeled as a tiny stacked burger made from tan bun cylinders, a dark patty, and a yellow cheese square. They bob, rotate, and flee away from the predator when approached. Move close to one and press Space, click, or tap the mobile action button to eat it; eating takes about 0.85 seconds, plays an interaction animation, removes the burger, increments an “Eaten” count, and makes a visible peach-colored fullness belly on the human grow slightly with each eaten burger. The HUD should identify “PREDATOR MODE,” show “Eaten: N,” and explain “Chase the running burgers, click or press Space” plus “Hold F to run — mobile buttons below.” Once close to the wolf (within roughly 1.65 units), press Space or the action button to capture it; increment the score, play an interaction animation on the predator and a hit reaction on the wolf, and show a prominent bottom-center pill reading “CAPTURED — press Space to break free.” Prey mode: control the wolf with the same arrow keys, moving faster at about 4.1 speed, with a gallop animation while moving. The human predator autonomously chases the wolf when within roughly 7 units. The HUD should identify “PREY MODE.” Before capture, tell the player “Stay outside the ring.” If the predator catches the wolf, set the captured state, show the red/pink bottom-center “CAPTURED — press Space to break free” banner, and make the wolf follow/lerp toward the predator while bobbing slightly. Press Space or tap the action button to evade, clear the captured state, and play the wolf’s roll animation. In either mode, the controlled character stops moving while captured or while the predator is eating. Clamp player movement to approximately -16..16 on both horizontal arena axes. Add a fixed HUD overlay above the canvas. During play, put a dark translucent rounded status panel at the upper left with a subtle light border and readable white text; put a smaller dark hint panel at upper right saying “Arrow keys: walk” and “Space: capture / evade” (hide this keyboard hint on coarse/mobile pointers). On touch devices, show bottom controls: a four-button directional pad with ▲, ◀, ▼, and ▶, plus an EAT/action button and a RUN button. The directional buttons should behave like held arrow keys, RUN should behave like held F, and EAT should perform the same context-sensitive action as Space: eat/capture in Predator mode or evade in Prey mode. Clicking the 3D canvas in Predator mode should also attempt to eat a nearby burger. Use smooth animation updates, character turning in the movement direction, shadows on models and props, a circular ground extending beyond the playable area, and a renderer that fills the viewport and responds to resize. Preserve the dark navy/teal palette, mint ring and green predator button, powder-blue prey button, warm sun, and the clean rounded sans-serif interface shown in the reference menu. Do not add weapons, combat systems, inventory, sexual content, extra enemies, timers, or features beyond this predator/prey chase, burger-eating, capture, and evade loop.