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EchoFall

  • 3d
  • third-person
  • exploration
  • collection
  • survival
  • low-poly
  • fantasy
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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. Nisha R Krishnan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about EchoFall yet. Play it, then tell Nisha R Krishnan what you would add next.

Make your own game

EchoFall was built by Nisha R Krishnan 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 EchoFall 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 EchoFall

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 exploration/collection game titled “EchoFall: Shadows of the Wild.” The player controls a ranger character in a dark stylized low-poly forest clearing at night. Use a fixed-follow third-person camera positioned about 7 units behind the player, with a perspective view and a subtle atmospheric fog. The player begins near the center/southern side of a circular forest arena and moves across the ground using WASD on desktop or an on-screen virtual stick on touch devices; Space makes the character jump. Movement should feel like a standard third-person controller with gravity, approximately 5.3 movement speed, and jumping. Animate the ranger with Idle while standing and Run while moving, turning the character toward movement direction.

Build the environment as a moonlit wilderness: a large dark green circular ground plane, a ring-shaped lighter green clearing/path, dense low-poly trees around the perimeter, several dead/bare trees within the clearing, and scattered low-poly rocks. Light the scene with cool pale-green moonlight, soft shadows, subtle teal/green and blue glow sources, a very dark blue-green background, and exponential fog. The visual style should be moody, minimal, low-poly fantasy with luminous mint-green accents. Use a low-poly RPG ranger model, cube-world-style trees, dead trees, rocks, and wolf models if available.

The core goal is to collect all six glowing echo shards scattered around the arena. Place six floating mint/green emissive faceted diamond/octagonal crystals at distinct positions around the clearing, including roughly (-8,-1), (-2,-8), (7,-8), (11,5), (-10,10), and (2,12) relative to the arena center. Each shard should rotate continuously, bob gently up and down, and have a faint translucent spherical halo. When the player comes within about 1.35 units, collect the shard, hide it, increment the counter, and show a short notification. The win condition is collecting all six shards; then end the run and display a completion message such as “ECHOFALL COMPLETE — the memory is yours.”

Add three animated shadow wolves as roaming enemies, initially positioned around the outer clearing (approximately (-8,-8), (9,-5), and (-10,5)). They should use a Run animation, wander around their starting area when far away, and chase the player when within about 11 units at a speed around 0.65–0.93. Wolves face their travel direction. On contact within about 1.4 units, a wolf damages the player for 16 vitality, with a one-second hit cooldown to prevent repeated instant damage, and displays “A shadow wolf struck you. Keep moving.” If vitality reaches zero, end the game with “The shadows caught you. Tap ENTER THE WILD to return.”

Create a clean glassy HUD over the game. In the upper-left, show a rounded translucent dark panel with mint title text “ECHOFALL” and subtitle “SHADOWS OF THE WILD.” In the upper-right, show “Echo shards: 0 / 6” (updating as shards are collected), a “Vitality” label, and a horizontal vitality bar that begins full and uses a warm orange/yellow to pale-green gradient. At the bottom center, show a rounded translucent notification pill initially reading “Find the glowing echoes.” Notifications should fade toward partial opacity after a few seconds. Before play begins, show a centered rounded translucent intro panel with the heading “The forest remembers.” and instructions: “Gather the six echo shards before the shadow wolves close in. Move with WASD or the on-screen stick. Space jumps.” Place a prominent mint button below/over the intro reading “ENTER THE WILD.” Clicking/tapping it hides the intro and button and starts the game. On mobile, keep HUD panels readable and move the bottom message high enough to avoid the virtual controls.

Use a dark teal/blue-black interface with pale mint text, thin translucent green borders, rounded corners, blur/glass effects, and restrained shadowing. On shard collection, briefly brighten the world with a green pulse. After victory or defeat, reveal the start button again labeled “PLAY AGAIN” for victory or “RESTART” for defeat; restarting may reload/reset the scene. The game should be a single self-contained playable arena rather than an endless level, with no combat attack mechanic: survival, movement, jumping, and shard collection are the only player actions.

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