Arcade › Echoes of Hollowmere
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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 third-person 3D mystery-adventure game titled “Echoes of Hollowmere,” using a dark, atmospheric low-poly/stylized town-and-forest setting. The camera should follow the player from behind at a moderate distance (about 6 units), with a perspective view, fog, and a muted teal/green nighttime palette accented by warm sunlight and cool moonlight. Build a large flat grassy ground plane with an old tan road/path running lengthwise through the scene. Place a couple of simple low-poly commercial-style buildings in the old town, plus sparse trees, a dead tree, and rocks around the abandoned forest. Use soft shadows, directional warm light, cool blue fill/moon light, and atmospheric fog fading into the distance. The player is a simple pale gray-green rectangular humanoid avatar, starting near the southern end of the road at approximately (0, 0, 16). Provide third-person movement with WASD or an equivalent touch joystick, a movement speed around 4.6, sprinting with Shift that consumes stamina, jumping with Space, gravity, and collision/slope handling. The player can interact with nearby characters and objects using E, and attack using F. Show an interaction prompt at the bottom center only when within roughly 3 units of an interactable. The game begins paused behind a full-screen introductory overlay; clicking “Begynd historien” starts play and displays a toast explaining the controls: WASD / joystick to move, Shift to sprint, Space to jump, E to interact, and F to attack. Create two important interactables. First, place an NPC named Maja near the southern town area, represented by a simple golden/tan rectangular humanoid at about (0, 0, 9). Initially the quest is “En klokke uden lyd” and the objective reads “Tal med Maja ved byens sydlige port.” Pressing E near Maja opens a dark translucent dialogue panel at the bottom with the speaker name and narrative text in Danish: “Du vågnede endelig. Hør efter: klokketårnet slog tretten slag i nat. Ingen andre husker det.” Offer two choices: “Hvorfor ved du det?” and “Jeg leder bare efter en vej ud.” Choosing the first advances the quest to “Sporene i skoven,” changes the objective to “Undersøg den hviskende helligdom i skoven.”, awards 35 XP, adds one “Majas mærke” to inventory, and shows a toast such as “Ny opgave: Sporene i skoven”. Choosing the second records an escape choice and shows a toast that Maja remembers the answer. After the first conversation, Maja should respond on later interactions with “Skoven vil vise dig sandheden, men den vil også huske dig.” and offer “Hvad mener du?” or “Jeg klarer mig selv.” with small corresponding toast responses. Second, place a glowing/emissive blue-gray block shrine called “Den hviskende helligdom” in the forest around (5, 0.65, 5). When the player is close and presses E, open the dialogue: “En stemme kommer fra stenen: ‘Du er ikke den første, der vågner.’” Offer “Rør ved stenen” and “Træk dig tilbage.” Choosing to touch it sets the quest to complete, sets XP to 80, adds one “Sort splint” to the inventory, makes a hidden enemy appear back in town, and shows “En fjende vågner i byen.” Choosing retreat records a fear choice and shows “Noget følger efter dig.” The hidden enemy is a dark red/purple emissive block humanoid called “hollowStalker,” initially invisible and positioned around (3, 0, -6). Once the shrine is touched, it becomes visible, continuously turns toward the player, and slowly pursues them. If it gets within about 1.8 units it drains player health at roughly 8 points per second. While it is visible and within 3 units, pressing F defeats it: hide the enemy, mark it defeated, set XP to 100, advance the player to level 2, add “Hollowmere-klinge” to inventory, and show “Stalker besejret · Level 2 · nyt våben fundet.” Do not add extra enemy types, weapons, combat systems, or story branches beyond these interactions. Implement the following persistent game state: started, paused, health 100/100, stamina 100/100, XP initially 0, level 1, inventory initially containing one “Rusted Key,” quest state initially wake, quest completion/choice flags, and enemy defeated/secret flags. While moving, stamina drains around 7 per second, and while not moving it regenerates around 4 per second, capped at 100. Health is capped at 100 and can fall from the stalker. Include save/load using browser local storage: a “Gem” button and K key save the complete state and player position; the pause menu includes “Fortsæt” and “Indlæs gemt spil.” If no save exists, show “Ingen gemt fil endnu”; otherwise restore state, position, quest, inventory, level, enemy visibility, and resume gameplay with a “Gemt spil indlæst” toast. Escape and the Pause button toggle a pause overlay that stops movement and simulation. Use a clean responsive HUD styled as dark translucent glass panels with thin muted teal borders, rounded corners, and subtle shadows. Place a top-left stats panel showing Danish labels: “Vitalitet” with “100/100” and a red health bar, “Udholdenhed” with a gold stamina bar, and “Erfaring · level 1” with a blue XP bar. Put Pause and Gem buttons at the top right. Put an “Aktiv opgave” panel on the upper right listing the current quest title and objective. Put an Inventory panel at the lower left showing item names and quantities, initially “Rusted Key 1.” Put a centered bottom interaction pill reading “E · Interagér” only near Maja or the shrine, and temporary centered toast notifications for quest, save, combat, and choice feedback. The opening overlay should match the visual tone in the reference: nearly black teal backdrop dimming the 3D world, a wide centered rounded dark card with a subtle teal border, small uppercase text “ET ORIGINALT MYSTERY-ADVENTURE,” large white title “Echoes of Hollowmere,” and Danish intro copy: “Du vågner i en by, der burde være helt normal. Men klokketårnet slår en time, som ingen andre kan høre — og alle ser ud til at vide noget, du har glemt.” Include a prominent button labeled “Begynd historien.” Dialogue overlays should use the same dark glass style, sit near the bottom, show a small gold uppercase speaker label, large readable dialogue text, and choice buttons. Ensure the overall result is a playable, atmospheric exploration game with the exact simple geometry, quest progression, HUD terminology, controls, and interaction flow described above.