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Word Sims Life

  • 3d
  • life-sim
  • third-person
  • cozy
  • mobile
  • sandbox
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About Word Sims Life

**Word Sims Life** agora inclui avatares masculinos e femininos, permitindo a adoção de crianças e a criação de famílias. Experimente uma rotina diária realista, onde cada hora impacta as necessidades e o progresso do seu personagem; gerencie sua vida, forme laços e enfrente desafios enquanto busca

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Joyce built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Word Sims Life yet. Play it, then tell Joyce what you would add next.

Make your own game

Word Sims Life was built by Joyce 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 Word Sims Life 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 Word Sims Life

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 3D third-person life-simulation game titled “Word Sims Life,” with all visible UI text in Brazilian Portuguese. Use a bright, friendly low-poly/stylized aesthetic with soft shadows, rounded capsule-like characters, simple city-kit buildings and a clean blue-sky daytime environment. The player is a small blue-clothed humanoid avatar with a tan spherical head, viewed from behind at a close trailing third-person camera. Support keyboard WASD and an on-screen joystick/touch movement scheme, with movement speed around 5, jumping, gravity, and camera follow. The world is a compact neighborhood on a large green ground plane: a dark paved north-south main road crossing a dark east-west road, a central green park, a blue water/beach area toward the far right/back, four buildings around the roads named Casa Sol, Apartamento Azul, Loja Criativa, and Café Jardim, plus trees and two park benches. Place floating dark rounded labels above/near locations reading CENTRO, PARQUE, and PRAIA. Include three simple wandering NPCs named Lia, Ravi, and Mika, each made from a colored capsule body and tan head; they slowly roam around their home positions. The player begins near the road with 
20, at day 1 and 08:00, emotion “Animado,” and needs values: fome 78, energia 82, higiene 74, diversão 66, social 55. Build a translucent dark glass HUD panel across the top with the bold title WORD SIMS LIFE, a clock line formatted like “Dia 1 • 08:00 • Animado,” and pill-shaped stat readouts for fome, energia, higiene, diversão, social, each with a small horizontal meter, plus money formatted “$ 120.” Keep the HUD and controls especially readable on mobile portrait screens. At lower left show a dark rounded instruction panel: “WASD / joystick para andar” and “Chegue perto de um lugar e toque Interagir.” At lower right stack large touch buttons: green “Interagir,” blue “Construir,” and dark “Menu.” Core loop: walk close to an interactable and press Interagir. Use a proximity radius of about 4 world units. If too far away, show a toast saying “Aproxime-se de uma casa, loja, café, banco ou pessoa.” Talking to Lia, Ravi, or Mika raises that character’s friendship by 10 (maximum 100), raises social by 16 and diversão by 6, and sets emotion to “Curioso” until friendship exceeds 50, then “Conectado”; show a toast like “Você conversou com Lia. Amizade +10.” At Café Jardim, if the player has at least $8, subtract 8, raise fome by 25 and energia by 10, set emotion “Satisfeito,” and toast “Café servido: fome +25, energia +10”; otherwise say “Dinheiro insuficiente para o café.” At Loja Criativa, if the player has at least
0, subtract 20, raise diversão by 20, set emotion “Empolgado,” and toast “Você comprou um look novo. Diversão +20”; otherwise say “Você precisa de
0.” At either home building, raise energia by 30 and higiene by 12, set emotion “Descansado,” and toast “Você descansou em casa. Energia +30.” At a park bench, raise diversão by 12, set emotion “Tranquilo,” and toast “Momento de paz no parque. Diversão +12.” Clamp needs and friendship to 0–100. Implement the Construir button as a toggle. When construction mode is active, change its label to “Sair construção” and toast “Construção ativa: toque Interagir para colocar um banco decorativo.” Pressing Interagir in this mode places a simple handmade bench immediately in front of the player, made from a brown seat and two dark legs, registers it as an interactable bench, subtracts
0 (not below zero), and displays “Banco colocado. -
0.” Pressing Construir again exits mode and displays “Modo construção encerrado.” Include a Menu modal titled “Seu bairro,” with a status sentence such as “Alex está animado. Amizades: Lia 0, Ravi 0, Mika 0.” Add buttons “Salvar agora,” “Fechar,” “Qualidade: alta,” and “Personalizar.” Save the complete state and player x/z position to local storage and show “Progresso salvo neste aparelho.” Load it automatically at startup and show “Progresso carregado” if a save exists. Personalizar should randomly change the avatar body color and toast “Estilo do avatar atualizado.” Quality toggles between alta and reduzida and changes renderer pixel ratio, with a matching toast. Advance in-game time continuously, slowly (about 0.08 game-hours per real second), roll to the next day after 24:00, and update the HUD clock in hours and minutes. Moving slowly drains energia and fome; while standing still, slowly restore energia. If energia falls below 18 set emotion “Cansado”; if fome falls below 20 set emotion “Com fome.” Add a day/night cycle: use a light blue background and strong warm sun by day, and a dark navy background, dimmer lighting, and matching fog at night. Use ambient hemisphere light, directional sunlight, fog, shadows, and soft stylized rendering. Keep the gameplay open-ended: the goal is to care for needs, visit locations, spend money, build benches, and improve friendships rather than complete a linear level.

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