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Arcade › Wolf Pack Hunt
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Rio built it with Cinevva, so it works on a phone or a tablet too.
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Wolf Pack Hunt was built by Rio 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 Wolf Pack Hunt 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 single-page browser game titled “Wolf Pack Hunt” using stylized low-poly 3D rendered with Three.js. It is an arcade top-down timed hunting game with two states: HUNT and RESULTS. World and camera: Use a dark blue-black 80x80 ground plane with subtle blue grid lines, fog, soft shadows, ambient light, and a faint circular arena boundary ring at approximately 18 world units from the center. During hunting, use a perspective camera above and slightly behind/following the player: roughly height 16 with a forward offset, looking at the player, so the arena and moving creatures are visible. During results, switch to a calmer centered cinematic view, showing the wolf pack lined up across the arena and the player wolf in front. Player: The player is one stylized wolf made from simple geometric parts: a capsule-shaped gray-blue body, a small spherical head, and a dark cone snout. Place it at the arena center at the start of every hunt. Move it with WASD or arrow keys; on touch devices provide a bottom-left virtual joystick. The wolf faces its movement direction. Keep it inside the arena bounds. Base movement speed is 6.2, reduced by accumulated fat using a soft slowdown formula so the wolf remains usable. Display the current speed in the HUD. Hunt loop: Each hunt lasts exactly 45 seconds. Start with 12 active wandering animals distributed randomly inside the circular arena. Animals are small colorful low-poly creatures built from a sphere-like body and two little cone ears; use varied colors such as gold, orange, teal, lavender, and green. They wander continuously with slight steering changes, have individual speeds around 1.2–2.8, and bounce off the arena edges. When the player touches an animal, collect its meat value (values cycle 1, 2, and 3), immediately respawn that animal elsewhere, play a short pickup sound, and give a small stamina bump. The goal is to collect as much meat as possible before the timer reaches zero. Sprint: Hold Shift on desktop or hold a large bottom-right “SPRINT” touch button on mobile to sprint. Sprint multiplies movement speed by 1.55 while moving, but drains stamina; stamina regenerates when not sprinting or not moving. The drain becomes harsher as fat increases, and sprint stops when stamina is nearly empty. There is no separate stamina HUD field, but the behavior should be implemented. HUD: Overlay the game in a dark translucent, blue-outlined interface at the top-left/top area. Show six readable status pills: “STATE” with HUNT or RESULTS, “TIME” with one decimal place, “MEAT (RUN)”, “MEAT (TOTAL)”, “FAT” with two decimals, and “SPEED” with two decimals. Under them, show instructions: “Move: WASD / Arrows (or left joystick)” and “Sprint: Shift (or SPRINT)”. During a hunt show that the goal is to touch animals before time runs out; on touch devices mention using the joystick and holding SPRINT. Results: When time reaches zero, enter RESULTS, add the run’s meat to cumulative total meat, and calculate pack fat from total meat with a logarithmic/soft curve. The player also becomes fatter based on this total and is slower in later hunts. Show a centered dark translucent results card with the title “Results” and text for “Run meat”, “Total meat fed”, and “Pack fat” followed by “(bigger is fatter)”. Include buttons “Next Hunt (Space)” and “Restart (R)”. Space or the next button begins another 45-second hunt; R or Restart resets total meat, fat, and stamina and starts a fresh hunt. Also support tapping the on-screen buttons. Results visuals: Display a pack of six gray-blue geometric wolves lined up across the scene. Scale their bodies larger as cumulative total meat and pack fat increase, with slight individual size variation. Show the player wolf in front of the pack and scale it up too as it gets fatter. Keep the pack visible only in RESULTS and hide it during HUNT. In results, gently sway/rotate the pack for a calm presentation. Visual and UI style: Minimal dark sci-fi/arcade presentation, nearly black navy background, blue-violet borders and highlights, pale blue-white text, rounded translucent HUD pills and modal card, and large rounded blue touch controls. Hide the touch controls on mouse/keyboard devices and show the joystick and SPRINT button on coarse-pointer phones/tablets. Use simple Tone.js synthesized sounds if available: a short high note for collecting an animal and a lower note when the hunt ends, enabled after the first click/key press. There are no combat attacks, lives, weapons, or obstacles beyond the arena boundary and wandering collectible animals.