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Ashen Hollow was built by Jackson Adams 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 Ashen Hollow 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 low-poly action RPG titled “Ashen Hollow,” using a dark atmospheric third-person/isometric-like camera looking down at a small humanoid player from behind and above. The world is a connected but clearly separated collection of districts laid out across a large rectangular map, with narrow roads, walls, archways, doors/gates, stairs/elevator-like transitions, shrines, lanterns, flowers, and distinct floor materials. Use a muted night palette of charcoal, deep blue, teal, violet, rose, moss green, pale stone, and warm ember lights. Geometry should be simple stylized primitives: humanoid characters made from faceted cloak/body, head, accent, and weapon pieces; rats, golems, winged drakes, and bosses built from simple low-poly meshes. Add fog, soft moonlike directional lighting, glowing flowers, lantern orbs, shrine flames, water pools, and small particle bursts when attacks or damage occur. The attached visual style is a somber fantasy title/cutscene presentation with large serif/Cinzel-like cream typography over nearly black translucent panels; preserve that restrained cinematic look in the UI. Start on a title overlay reading “Ashen Hollow” with a subtitle explaining that this is a longer chaptered action RPG with distinct regions, gated progression, inventory, and boss arenas. Clicking or pressing any key begins a manually advanced two-card intro cutscene. The intro cards are titled “Ashen Hollow” and “Your Purpose” and explain that the kingdom tried to trap grief in stone, bloom, rot, and sky, and that the player is the Last Ember who must speak to Mara and descend through the districts. The player can advance cutscenes with E or click, or skip with C. Core gameplay: the player moves freely over the ground with WASD or arrow keys, aims toward the mouse cursor, and faces that direction. Click or Enter performs a stamina-cost melee attack, creating a short-lived glowing circular attack arc that damages nearby enemies. Space or either Shift performs a dodge roll with brief invulnerability and consumes stamina. Q consumes an Ember Flask to heal. E interacts with nearby NPCs, shrines, elevators, and the ending; E also advances cutscenes. Number keys 1-3 select dialogue choices, Escape closes ordinary dialogue, and P pauses. Display health and stamina as prominent horizontal bars, plus a Boss bar that fills when any boss is active. Show weapon, armor/defense, Ember Flask count, level and next ash cost, checkpoint, region, objective marker, story text, and a visible inventory in the HUD. Use these player systems and values: begin with 100 health, 100 stamina, three of three Ember Flasks, level 1, Ashen Wraps with zero defense, and the Ash Blade. Include three weapons selectable through the smith dialogue: Ash Blade (28 damage, 16 stamina, balanced), Grave Greatblade (44 damage, 28 stamina, slower), and Thorn Twinfangs (20 damage, 10 stamina, fast). Include armor visuals and defense for Ashen Wraps (+0), Archive Mail (+3), and Crown Plate (+6). Defeated enemies award ash; automatically level up whenever enough ash is available, increasing maximum health and stamina and raising the next ash cost. Shrines fully restore health, stamina, and flasks and become checkpoints. On death, show a “You Fell” notification and return the player to the last shrine with resources restored. Build the six chaptered regions as distinct spaces in this order, with walls and progression gates: 1. Hollow Gate: a dark circular/rectangular entrance area with moonlit flowers, warm lanterns, the Gate Shrine, Mara the Hearthkeeper near the center, and Orin the Smith. The first boss arena is here: the Petal Warden. Mara explains that the gate holds the living, the archive holds memory, the garden holds the lie, and the player must defeat the Petal Warden. Defeating it removes the gate into the archive. 2. Sunken Archive: a deep teal district with a broad water pool, blue-green lanterns, drowned flowers, Archive Shrine, and Iris the Last Archivist. Place two collectible glowing pages, “Flooded Chronicle” and “Drowned Ledger.” Collecting both opens the road to the Crown Garden and changes the objective to confront the Bloom King. 3. Crown Garden: a violet/rose garden district with many glowing pink flowers, rose lanterns, Crown Shrine, archways, and the Bloom King boss arena. Place the glowing Crown Petal Relic and a Sewer Key here. The key also opens the route to the Black Sewers. The Bloom King is a large pale blossom-themed boss. 4. Black Sewers: a brown/olive underground district with greenish water channels, side walls, Sewer Shrine, Toma, and rats. Include the Rot Rat enemies and the Rat Monarch boss in a bounded arena. Defeating the Rat Monarch unlocks the Lift of Chains in a side chamber; the lift visually consists of a circular platform and hanging chain and transports the player to the Ruined Castle. Track the Sewer Key and Castle Seal in the inventory. 5. Ruined Castle: a gray stone district with pale walls, scattered columns/pillars, cool blue-violet lanterns, Castle Shrine, Stone Golem enemies, and the Stone Warden boss in a bounded arena. Place Crown Plate armor as a collectible and one or more Castle Seal/Dawn Sigil progression items. Defeating the Stone Warden removes the gate to Heaven’s Rise and enables the heavenly boss. 6. Heaven’s Rise: a pale ivory/blue elevated district with reflective blue water, pale flowers, golden lanterns, Heaven Shrine, and the final Seraph Drake boss arena. Place two Dawn Sigils in the castle/heaven route; when both are collected, unlock the heaven gate and reveal the Seraph Drake. After defeating it, activate a final throne/ending interaction in the heavenly district. Use explicit chapter objectives and a glowing rotating beacon/crystal at the current objective target. The HUD should update the objective text, story/journal text, region name, inventory counters for Relics, Pages, Sewer Keys, Castle Seals, Dawn Sigils, and Ash, plus checkpoint. Region notifications should appear when crossing between districts. Keep bosses constrained to their designated circular arenas: Petal Warden at Hollow Gate, Bloom King in Crown Garden, Rat Monarch in Black Sewers, Stone Warden in Ruined Castle, and Seraph Drake in Heaven’s Rise. Bosses should return toward their home position and stay inside their arena boundary rather than chasing across the whole world. Populate combat encounters with simple low-poly enemies: Hollow Husks at the gate, Archive Watchers in the archive, Bloom Archers in the garden, Rot Rats in the sewers, Stone Golems around the castle, and Sky Drakes in the castle/heaven route. Melee enemies create glowing circular impact zones; ranged enemies fire visible glowing projectiles; hybrid bosses can combine melee and projectile attacks. Give bosses much larger health pools and a visible boss health bar. Use colored attack rings and small puff/ember particle effects for sword strikes, hits, rolls, death, and item pickup. Add sparse ambient audio and combat sounds: subdued looping synth/pad music, low bass, and short tones for attacks, hits, healing, and pickups, beginning after the first user interaction. NPC interactions should use the same dark translucent dialogue panel and serif headings as the title/cutscene panels. Mara gives the main lore and first boss objective; Orin offers the Ash Blade choice; Iris explains that the two archive pages open the garden; Toma comments on the sewer rot. Collectible pickups should float and rotate, disappear when collected, update inventory, issue an “Item Acquired” notification, and trigger the relevant gate/objective changes. Include all listed shrines as interactable checkpoint objects. When the Seraph Drake is defeated, change the objective to stand before the final throne and choose the kingdom’s fate. Interacting opens a final cutscene card titled “The Last Choice,” then a dialogue panel with two numbered options: “Grant Mercy” and “Bind the Bloom.” Grant Mercy ends on a screen titled “The Hollow Remembers,” explaining that the kingdom can finally release the faces it preserved forever. Bind the Bloom ends on “Bearer of Bloom,” explaining that the kingdom remains beautiful, obedient, and unfinished. Refreshing starts the pilgrimage again. Ensure the game is genuinely playable rather than a slideshow, with real movement, collisions against walls, gated routes, stamina combat, enemies, collectibles, checkpoints, boss arenas, HUD state, and the two final outcomes.