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Abandoned Garden

  • 3d
  • first-person
  • horror
  • exploration
  • adventure
  • collectathon
  • mobile-friendly
0
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How to play

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

Discussion

Nobody has said anything about Abandoned Garden yet. Play it, then tell apollo l what you would add next.

Make your own game

Abandoned Garden was built by apollo l 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 Abandoned Garden 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 Abandoned Garden

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 first-person 3D exploration horror game titled "Abandoned Garden". The player is an old factory worker returning to a neglected garden at night, starting at an Old Gate near position zero. Use a low-poly, stylized Three.js-like presentation: a large overgrown green garden floor with a mottled grass texture, broad brown dirt paths forming a central loop and crossways, dark green-black fog, cool moonlight, soft shadows, moss-capped gray stone perimeter walls, scattered trees, dead trees, rocks, mushrooms, hanging vines, industrial pipes, and occasional dim warm/cool moisture lights. Keep the atmosphere quiet, abandoned, and eerie rather than gory. The camera is first person at about head height, with a small glowing star/cross reticle in the center. The screenshot should feel like a dark garden seen from the path, with the player’s simple capsule-like yellow-helmet worker body not visible because it is first person.

The core loop is to talk to Willi, explore six visibly marked areas, collect three keys, find a flashlight, collect two portable levers, and then activate the sewage pump panel. At the top-left show the current area in large text and a changing objective. At the top/right or beneath it show an inventory HUD exactly indicating counts such as "Keys 0/3 · Levers 0/2 · Flashlight ✕ · Nerves 100%". Begin with area name "Old Gate" and objective "Find Willi near the abandoned garden gate." Display a centered translucent dark message panel for introductory text, area descriptions, conversations, pickups, and warnings. The opening message should explain that the player is returning to the abandoned garden, must talk to Willi at the gate, and then explore the six marked areas.

Place glowing circular ring markers and wooden signboards with readable names for these six areas: 1) "Tigger's Forest" at the northwest, with trees and a giant orange tiger entity; 2) "Cutie's Bedroom" to the west/northwest, with a simple vine-swallowed nursery/bedroom structure, a purple bed frame and pale pillow, and a small pink entity; 3) "Nightmera's Cave" to the east, with a dark cave-mouth structure, rocks, a black-red entity, floating red eyes, tendrils, shadow shards, and a red aura; 4) "Willi's Office" to the southeast, with a small brown cabin and desk; 5) "Underground Sewage" to the south, with a low teal retaining/entrance structure, green water ambience, pipes, and the final pump panel; 6) "Attendant Greenhouse" to the north, with a simple green greenhouse frame, mushrooms and vines, and a green Attendant entity. When the player enters a marker radius, update the area name and show a short contextual note, for example that Tigger’s forest has orange paw marks or Nightmera’s air becomes heavy.

Place Willi near the starting gate as a softly glowing gray-green humanoid capsule figure. Interacting with him says that the garden kept the names Tigger, Cutie, Nightmera, and the Attendant, and instructs the player to find three keys, the flashlight, and two portable levers before meeting him at the office. Talking to him changes the objective from finding Willi to exploring all six areas. Place four simple stylized entities that face the player when nearby: Tigger should be a large orange tiger-like figure with black stripes and prominent pale claw cones; Cutie a small pink figure in the bedroom; Nightmera a tall nearly black figure surrounded by a blood-red point light, eight floating red eyes, black tendrils and drifting dark shards; and the Attendant a green figure who points toward the sewage and says that two portable levers restart the old pumps. Use animated low-poly tiger/ghost models if available, but retain simple capsule figures as visible fallbacks.

Add six collectible interactable objects that float/bob and rotate slightly with a warm glow: a brass key in Tigger’s Forest, a tiny bedroom key in Cutie’s Bedroom, a black cave key behind Nightmera, a portable flashlight in an old-shed-like location near the center-left path, one portable lever in the greenhouse, and one portable lever at the sewage entrance. Each pickup disappears, increments the appropriate inventory count, and displays a message. The flashlight is automatically switched on when picked up and can subsequently be toggled with F. Before it is found, pressing F should say that it must be found first. The flashlight should create a strong warm spotlight beam from the player forward into the dark garden and suppress Nightmera’s fear effects while it is on.

Nightmera is the main hazard but should not freely chase the player. As the player approaches her cave without the flashlight switched on, gradually increase a fear value: intensify a dark red vignette around the screen, increase fog density, add subtle camera shake, and reduce the HUD Nerves percentage over time while close. At very close range without light, trigger a one-time jump scare: briefly cover the screen with a large stylized black/red face with glowing red eyes, a black mouth with pale teeth, red glow, and the text "NIGHTMERA", accompanied by a harsh synthesized scare sound. Show a warning that Nightmera lunged and the player should find the flashlight before approaching again. Do not kill the player; clamp nerves/health to a minimum of 1. With the flashlight on, fear should return to zero and interacting with Nightmera is allowed, with a message that she backs away or that the flashlight matters.

At the southern Underground Sewage location, place a clearly visible dark teal pump panel with an interaction prompt. It must refuse activation until the player has all 3 keys and both portable levers, explaining the missing requirement and current counts. Once requirements are met, interacting changes the ending state and displays: "You slot in the keys and portable levers. The sewage pumps cough awake. Willi's voice crackles over the office speaker: 'The garden can sleep now.'" Change the objective to "The pumps are on. Follow Willi out of the garden." There is no combat system, score, or lives system beyond the Nerves percentage/fear hazard.

Implement collision against the perimeter walls, area structures, trees and dead trees, and keep movement within the garden bounds. Use WASD or arrow keys for movement, mouse/pointer drag or pointer lock to rotate the first-person camera, E to inspect/talk/pick up/activate, and F to toggle the flashlight. Provide mobile controls: a translucent circular virtual joystick in the bottom-left and a bottom-right action button whose label changes between Inspect, Talk, Pick up, and Activate based on the nearest interactable. The action button and joystick must be touch-friendly. Include a small bottom help line on desktop reading approximately "First person · WASD / arrows move · Drag or click canvas to look · E inspects". Make interactables respond based on proximity, with a default interaction distance around three world units, and show "Nothing close enough to inspect" when the action is pressed away from objects. Use low-poly geometry, readable glowing text/signs, dark green/brown/purple/teal color accents, moonlit shadows, and restrained UI panels with cream/yellow borders to match the provided abandoned-night-garden visual style.

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