Arcade › Willowmere Village
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Muhammad Matchonov built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Willowmere Village yet. Play it, then tell Muhammad Matchonov what you would add next.
Willowmere Village was built by Muhammad Matchonov 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 Willowmere Village 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 cozy village exploration game titled “Willowmere Village.” Use Three.js with a soft, stylized low-poly look, warm evening lighting, gentle shadows, atmospheric pale blue-gray background and fog. The camera should follow behind and slightly above the player in a third-person view, with a moderate perspective field of view and about 6 units of follow distance. Make the game fill the browser window and render with antialiasing, soft shadows, filmic tone mapping, and a calm pastoral color palette. World layout: build a broad green village ground plane, with a warm tan dirt path approximately 10 units wide running through the village. Place a calm translucent blue-green river on the right side of the playable area as a long north-south strip, with repeated blocky green bank/stepping sections along its left edge. Put a large whimsical cottage on the left side near the path: pale walls, prominent bright red/orange roof, chimney, teal front door, windows, and rounded stylized architectural details. Scatter stylized low-poly trees around the outer edges and several small rounded green bushes near the path. Add a simple wooden bench near the riverside, positioned as the fishing interaction spot. Add a small herb/plant patch near the center-left of the path, represented by four small raised green plants. Use loaded stylized GLB assets where available: a homely house, park trees, bushes, a bench, a farmer character, and a simple animated villager character. All props and characters should cast and receive soft shadows. Include a warm directional evening sun, softer sky/hemisphere light, and a subtle cool fill light. The scene should feel sparse, peaceful, and readable rather than crowded. Player and movement: start the player on the path around the lower/central village area. Represent the player with the animated base villager character, scaled close to the NPC size, with a temporary capsule-like placeholder only until the model loads. Support WASD and arrow keys for walking, Shift for faster jogging, and Space for a hop/jump with gravity. The character should face the movement direction and use a third-person follow camera. Include touch-friendly browser UI controls for interaction, while keyboard E should also activate the current interaction. Characters and interactions: place a farmer NPC named Mara near the house/path at approximately (-5, 1), facing toward the village. When the player comes within roughly 2.3 world units, show a rounded gold “Talk” action button near the bottom center. Activating it opens a centered dark translucent dialogue panel with a gold speaker name, one line of dialogue, and a “Next” button. Mara’s two dialogue lines are: “The wheat is growing well this year.” and “If you have a spare moment, the herb bed could use some water.” Place a second simple villager NPC named Old Tom around (0, -4), also interactable at close range, with the lines: “The river is calm tonight.” and “Fish bite best just before the sun slips behind the trees.” Add two non-NPC activities detected by proximity. Near the riverside bench/fishing point around (2.2, 8), show a “Fish” action button. Activating it increments a fish-caught counter and displays a temporary bottom hint reading “You cast a line into the river…” followed by bold “Fish caught: [count]”. Near the herb bed around (-0.5, 2), show a “Water plants” action button. Activating it increments a chores-today counter and displays “You watered the herb bed. Chores today: [count]” temporarily. There is no combat, inventory, health, timer, or win/lose system; the game is a small explorable interaction vignette. HUD: overlay UI without blocking the view. At top left show uppercase spaced title “WILLOWMERE VILLAGE” in cream with a subtle shadow. At top right show “Evening · Day 1.” At the bottom center show a dark teal translucent rounded hint panel with a thin warm border and the default text: “WASD / arrows to walk · Shift to jog · Space to hop” and “Walk near someone or the riverside to interact.” Only display the gold pill-shaped action button above the hint when the player is close enough to an NPC, the fishing point, or the herb bed. Dialogue should appear near the upper center in a dark teal translucent rounded rectangle with warm border, cream text, gold speaker label, and a gold Next button; hide the normal hint while dialogue is open and restore it after the final line. Keep the title and status legible over the scene with subtle shadows. Ensure the result is an immediately playable, calm third-person village walk with the visible house, river, plants, NPCs, proximity interactions, dialogue, fishing count, and watering count matching these rules.