Arcade › Wildwood Quest
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Enock Toussaint built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Wildwood Quest yet. Play it, then tell Enock Toussaint what you would add next.
Wildwood Quest was built by Enock Toussaint 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 Wildwood Quest 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 exploration game titled “Wildwood Quest.” Use Three.js or an equivalent real-time 3D engine with a bright stylized low-poly/fantasy look, soft shadows, and a calm outdoor meadow. The camera should follow behind and slightly above the player in a third-person view, with a perspective field of view around 60 degrees and smooth camera distance of roughly 6 units. World and visuals: Make a large square green meadow ground with a long brown dirt adventure path running down the center from the starting area toward the far end. Use a pale blue sky/background with matching atmospheric fog, warm directional sunlight, and soft ambient lighting. Scatter stylized low-poly trees around the meadow edges and several low-poly rocks near and alongside the path. Place an ancient gate at the far end of the path, centered around x=0 and z=-27: it consists of two chunky purple-gray stone pillars, a rounded stone arch, and a bright translucent cyan/blue circular portal inside the arch. The playable area should extend roughly from the player’s starting position at z=18 toward the gate at z=-27. Player and controls: Load or create a stylized adventurer character, positioned at the start around (0, 0, 18), facing toward the gate. The player can move with WASD or the arrow keys, jump with Space, and on touch/mobile devices movement must be available through a virtual joystick. Use third-person movement with a move speed around 5.2, jump speed around 8, and gravity around -22. Play an idle character animation when standing. The game begins paused behind a full-screen start overlay; clicking the large “Begin Adventure” button hides the overlay, starts gameplay, and shows a notification saying “Collect the three moon crystals.” Objective and collectibles: Add exactly three floating moon crystals along the route: one around (-4, 0.6, 8), one around (4, 0.6, -3), and one around (-2, 0.6, -13). Each crystal is a glowing cyan/light-blue faceted octahedron with a small pale ring around it. Make them slowly rotate and bob vertically. When the player comes within about 1.6 units, remove the crystal, increment the collection counter, and show a temporary bottom-center toast reading “Moon crystal collected.” The HUD must display “Crystals: 0 / 3” initially and update through “3 / 3.” After all three are collected, the player must reach the ancient gate: trigger success when the player is beyond z=-24 and within about 3 units horizontally of the center (absolute x less than 3). On success show “The ancient gate opens — you made it!” and append “— Quest complete!” to the crystal HUD. There is no attack, health, score, timer, or inventory system. Creatures: Place two stylized animated cyclops monsters as environmental hazards/characters, one around (-5, 0, 2) and one around (5, 0, -10). Face them toward the path/player and play their idle animation. Each monster should gently sway side-to-side on the x axis around its starting location (about 0.8-unit sinusoidal movement). They do not attack, damage, block, or otherwise alter the objective; they are visual animated inhabitants only. HUD and menus: Overlay a fixed dark translucent, softly rounded panel in the upper-left, with a subtle border, blur, and shadow. It should contain the title “Wildwood Quest,” the instructions “Move with WASD / arrows. Space jumps. On mobile, use the joystick.”, the highlighted gold quest text “Find 3 moon crystals and reach the ancient gate.”, and the live counter “Crystals: 0 / 3.” Use a dark blue-black full-screen start veil with a centered warm gold rounded button labeled “Begin Adventure.” Toast messages should appear centered near the bottom in a dark translucent pill and fade out after a short delay. Make the layout responsive: on narrow/touch screens reduce the HUD panel margins/width while keeping the game full-screen.