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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. Atul Raj 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 Atul Raj what you would add next.
Wildbound was built by Atul Raj 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 browser-based 3D third-person exploration game titled "Wildbound". Use a bright, low-poly/blocky wilderness style with soft shadows, simple geometric props, and a character model viewed from behind. The scene should be a large flat green meadow under a pale blue/teal sky, with atmospheric fog fading the distant terrain. Add a wide tan dirt path running straight through the meadow along the world’s Z axis, beginning near the player’s camp and extending toward the far end of the map. Place the player as a low-poly humanoid adventurer at the camp end of the path, initially around the center of the screen and facing toward the distant shrine. Use a third-person camera that follows behind and slightly above the character, with a perspective view and roughly a 7-unit follow distance. The character should have visible walking, running, idle, jumping, falling, and landing animation states if available. The player can freely move across the meadow, not just along the path: WASD or arrow keys move, Shift makes the character run, Space jumps, and dragging the mouse/touch input rotates the camera/look direction. Use gravity and a responsive jump. Do not add combat, enemies, inventory, health, or collectibles, since none are present in the source game. Build the camp close to the near end of the path: three chunky gray stones arranged around a small stylized orange cone-shaped campfire flame. Animate the flame subtly by rotating it and pulsing its vertical scale. At the far end, around z=-52, make a simple stone shrine: a broad gray rectangular base, two pale gray-green square pillars, and a stone lintel/top slab spanning between them. Scatter low-poly trees and chunky rocks around the meadow on both sides of the route and farther into the distance, leaving the path readable. Use several blocky tree variants with dark trunks and simplified green canopies, and gray rocks of varied placement. Enable soft directional shadows from warm sunlight, with gentle cool fill/rim light. Add a fixed HTML HUD over the game. In the upper-left, show a dark translucent rounded panel with the uppercase title "WILDBOUND", the text "Explore the green frontier. Find the stone shrine and circle back to camp.", and a lime-green pill/tag reading "OPEN WORLD SLICE". In the upper-right show a dark translucent rounded status label that initially says "Loading world…" and, once the character/world is ready, says "Explore freely · shrine at the far end". Along the bottom center show a dark translucent pill with the exact control hint "WASD / arrows to move · Shift to run · Space to jump · drag to look". Make the HUD responsive on narrow screens, with the left panel becoming nearly full-width and the status moving below it. The actual implemented objective is exploration toward the stone shrine at the far end; preserve the displayed wording about circling back to camp, but do not invent a victory screen or objective trigger unless implementing one is required by the creator framework. Use a clean dark sans-serif UI, subtle borders, blur/translucency, and lime accent color.