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Arcade › Wildhaven

Wildhaven

  • 3d
  • exploration
  • open-world
  • third-person
  • low-poly
  • mobile-friendly
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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. Urudidxi Icicicic built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wildhaven yet. Play it, then tell Urudidxi Icicicic what you would add next.

Make your own game

Wildhaven was built by Urudidxi Icicicic 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 Wildhaven 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 Wildhaven

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 third-person 3D exploration game titled "Wildhaven." The player controls a stylized blocky humanoid character in a small open-world slice, viewed from a trailing over-the-shoulder camera about 8 units behind the character. The world should feel like a simple low-poly town surrounded by open grassy terrain, roads, scattered trees, rocks, and hills/landmarks. There is no combat, inventory, scoring, health, timer, or quest system: the core goal is simply to roam and explore.

Build the environment on a large square green grass ground plane, approximately 180 by 180 units. Add two broad, flat tan roads crossing at the center: one running north-south and one east-west, each about 9 units wide, forming a cross-road/plaza layout. Place eight simple rectangular houses around the town, arranged in two rows of four. Each house should have a colored rectangular wall block roughly 11 wide, 6 high, and 9 deep, with varied muted wall colors such as terracotta, brown, ochre, and blue-gray. Give each a dark brown low-poly roof made from a rotated rectangular block and a small dark door on the front. Surround the outer area with about 18 scattered gray low-poly boulders of varied sizes, plus a dead-tree landmark and multiple stylized cube-world trees placed around the perimeter and beyond town. Use simple geometry and low-poly Quaternius/cube-world-like 3D assets, with shadows enabled.

The avatar is a chunky toy-like male character model: blond/yellow blocky hair, pale square face, teal eyes, red short-sleeved shirt, blue pants, and light hands/feet. Start the character at approximately (0, 0, 15), on or near the main road, facing into the town. Support keyboard movement with WASD and arrow keys, Space to jump, and Shift to run. Movement should be third-person character locomotion with walking/running, jumping, gravity, falling, landing, and idle animations; use a movement speed around 7, jump speed around 10, and gravity around -22. Also support touch/mobile movement through the third-person controls, visibly represented as a translucent circular joystick at the lower-right in the mobile presentation. Keep the camera following the player and allow the player to navigate freely through the open world.

Use a bright stylized presentation: pale blue sky background with atmospheric fog fading in the distance, warm directional sunlight from above/front-left, soft shadows cast by the character, houses, trees, and rocks, and ambient hemisphere lighting. Use an orthographic-looking low-poly aesthetic while retaining a perspective camera (about 60-degree field of view), with muted natural colors and simple rough materials.

Overlay a fixed HUD over the game. In the upper-left, show a dark translucent rounded panel with the title "WILDHAVEN" in large uppercase spaced lettering, the subtitle "Explore the little open world.", the yellow control hint "WASD / arrows · Space jump · Shift run", and a status line that initially says "Loading the world…" and changes to "Ready — roam the town, roads, and hills." once the character and controls load. In the upper-right, show a dark translucent rounded badge reading "3D MODELS · OPEN WORLD SLICE." The HUD should be non-blocking except for touch controls, and should scale to portrait mobile screens like the reference view.

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