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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. mike rotch 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 mike rotch what you would add next.
Wildbound was built by mike rotch 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 playable low-poly 3D third-person exploration game titled “Wildbound // Creature Trails.” Use a soft mint-green sky/background with matching atmospheric fog, a large flat grassy forest clearing, warm daylight, gentle shadows, and a clean stylized low-poly aesthetic with flat-shaded geometric forms. The camera should follow behind and slightly above the player in a third-person perspective, looking down a straight trail into the forest; keep the player generally near the center of the view and show a small white circular crosshair at screen center. Build the world as follows: a broad green grass plane, with a straight pale tan path made of narrow square/rectangular tiles running along the Z axis from the player’s starting area toward the distant forest. Scatter dark green low-poly cuboid rocks/blocks on both sides of the trail. Populate the clearing with many stylized pine trees in rows and clusters on the left and right, using simple angular evergreen silhouettes with brown trunks. Add repeated flat low-poly trail/ground-rock pieces around the sides of the path. The scene should fade into green fog in the distance. The player is a simple low-poly ranger avatar named “ranger”: a dark green rectangular torso, a faceted peach-colored head, and a small red-orange polygonal cap. Start the player at approximately the near end of the trail, facing toward the forest. Support WASD and arrow-key movement, Shift to run faster, and Space to jump. Use responsive third-person movement with gravity and jumping; the shown controls should be functional. Place exactly three bondable creatures along the trail, spaced progressively farther away: an orange fox called EMBERFOX around the left side of the trail at z approximately -7, a deer called MOSSDEER on the right around z approximately -15, and a small Shiba Inu dog called CLOUDPUP on the left around z approximately -24. Use animated low-poly animal models with idle animation, and let each creature gently wander around its home position while remaining in its general area. When the player comes within roughly 3.2 world units of a living creature, show an interaction prompt reading “PRESS E TO BOND WITH [CREATURE NAME]”. Pressing E bonds with the nearby creature: increment the bond count, hide/remove that creature from view so it cannot be bonded again, and briefly display a green notification near the upper center such as “EMBERFOX BONDED.” Add a fixed HUD overlay in dark forest-green text. At the top left show the widely letter-spaced title “WILDBOUND // CREATURE TRAILS”; next to it show a rounded pale translucent badge reading “BONDS 0 / 3,” updating as creatures are bonded. At the bottom center show a rounded pale translucent instruction panel reading “WASD / ARROWS MOVE · SHIFT RUN · SPACE JUMP · E BOND” (or append “WITH A CREATURE” when no creature is nearby). Keep the center crosshair visible. Use rounded panels, bold heavy sans-serif typography, subtle shadows, and a calm nature-game presentation. There are no weapons, enemies, combat, inventory, timer, or other gameplay systems: the main goal is to walk the trail, approach the three animals, and bond with all three.