Appearance
Arcade › Evermere
Click the game above and it runs right here in your browser. No download, no installer, no account needed. gaja.poceviciute built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Evermere yet. Play it, then tell gaja.poceviciute what you would add next.
Evermere was built by gaja.poceviciute 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 Evermere 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 playable low-poly third-person 3D exploration/adventure game titled “Evermere,” subtitled “THE MEADOWS KEEP SECRETS.” Use a bright stylized meadow under a clear cyan-blue sky with soft fog, warm sunlight, ambient shadows, and a wide over-the-shoulder camera following the player at roughly 9 units distance. The player is a human adventurer in dark olive/brown modular fantasy clothing, seen from behind, starting in the southwest/west side of a very large grassy meadow. Use simple colorful Quaternius-like low-poly environment models: rounded oversized green hills, scattered trees, bushes, rocks, clusters of tall yellow flowers, and small floating butterflies with alternating pale yellow and pink wings. Keep the scene spacious and calm but make the far northeast corner feel like a destination. Build the terrain as two large walkable green meadow sections separated by a narrow diagonal river running roughly north-south through the full map. The river is a recessed strip of translucent blue water below grass level and is not walkable. Provide the only practical crossing as a gently curved wooden plank bridge near the center: about eleven offset brown planks with dark brown side rails. Add a long narrow gravel path on the western meadow. Place multiple very large rounded hills around the perimeter, including a prominent high hill in the far northeast corner. Put a dark cave entrance into that hill, with a small dark cave chamber/floor and rear wall inside. The core objective is: explore the meadow, find the cave in the high hill, defeat the witch, and claim the golden key. Place an animated witch character inside the cave, facing toward the player. The witch has 3 health/strength points and an idle animation. The player attacks with the E key on desktop or a large on-screen ATTACK button on touch devices; attacks have a short cooldown of about half a second and only damage the witch when the player is within about 6 units. Each successful hit reduces the witch strength by one and updates a status message such as “The witch recoils — strength 2/3.” After three close-range attacks, hide the witch, mark her defeated, spawn a rotating glowing golden key at the cave location, and show “The witch is defeated. Take the golden key.” When the player comes within about 3 units of the key, hide it and display “Golden key claimed — Evermere remembers your victory.” The key should be a simple luminous gold ring-and-shaft object that slowly rotates and bobs. Use third-person movement with WASD or arrow keys and gravity/jumping/collision against the meadow slabs, bridge planks/rails, cave floor/back, and other configured solid surfaces. Support dragging to look around and mobile controls with a left virtual stick for movement; on mobile place the ATTACK button above the lower-right area. Prevent walking through the recessed river except by using the bridge. Keep the player model and witch casting soft shadows, and use a perspective camera, fog, warm directional sun, cool fill light, and bright hemisphere lighting to match the cheerful but mysterious visual style. Overlay a clean fixed HUD over the game. At top left show large bold white “EVERMERE” with a subtle dark shadow and the smaller spaced subtitle “THE MEADOWS KEEP SECRETS.” At top right show a dark translucent rounded badge reading “MAP 01 / 03.” Along the bottom-left/bottom area show a dark green translucent rounded panel with a yellow bold status line and white objective text: “Find the cave in the high hill, defeat the witch, and claim the golden key.” Include pill-shaped control hints: desktop “WASD / arrows move” and “E attacks”; mobile “Left stick moves” and “Tap ATTACK near the witch.” Put a clearly visible circular ATTACK button at lower right, styled in dark reddish translucent colors with a gold border. Start with a status message directing the player to explore the bigger meadow and find the cave in the high hill. Do not add inventories, ranged weapons, extra enemies, additional maps, or mechanics beyond this exploration, witch encounter, and key collection.