gamemakerH5 Posted 4 hours ago Share Posted 4 hours ago (edited) I made this game entirely with AI. I tested **Cozy Garden Night**, a browser-based Three.js 3D garden life-sim structured around preparing and serving a nighttime dinner party. URL: https://static.seeles.ai/media/3js/1991fa02-d82b-48fd-a5da-c8c94c99f39a/index.html For the measured reload in this test, the page showed a disabled “Loading…” start control first and changed to the enabled “Enter the Garden” button after about **58 seconds**. That figure is an observation from this single run, not a benchmark or universal load-time claim. Once started, the game presents an elevated view of a compact 3D garden. The playable character remains visible while the camera follows movement across the scene. I tested the displayed keyboard controls—WASD movement and E interaction—and saw the character reposition and the framing shift between the central dinner-party area and the edge of the garden. The game also lists arrow-key movement, mouse-drag look, and Space as an alternate interaction input. The complete objective state stays visible in the HUD: 1. Water flower beds — 0/3 at the start of my test 2. Gather fresh produce — 0/6 3. Cook dishes at the grill — 0/3 4. Serve the dinner guests — 0/3 5. Switch on the garden lights — 0/1 That persistent checklist is a good fit for a multi-station interaction loop. The environment contains visibly separated activity areas, while bright circular markers around objects and guests provide spatial feedback. Even in a short verification session, it was easy to understand that the loop is intended to move from gathering and preparation toward service and the final lighting task. I did not complete the objectives during this check, so I’m deliberately limiting the report to what I directly verified: the loading transition, enabled start control, live 3D scene, movement response, objective HUD, interaction input, and visible interaction markers. I’m not inferring implementation details beyond the game’s stated Three.js format, and I’m not presenting the initial zeroed counters as completed progress. For HTML5 developers, the most interesting design takeaway is the tight correspondence between the on-screen checklist and the navigable scene. The player receives the whole plan up front, but the garden remains visually inviting rather than reading like a menu. The miniature overhead composition also makes a fairly broad set of domestic tasks fit into one coherent space. I attached a screenshot captured directly from the live game canvas after entering the garden. It excludes browser chrome and the surrounding desktop so the image shows only the actual rendered game viewport and HUD. Edited 3 hours ago by gamemakerH5 Quote Link to comment Share on other sites More sharing options...
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