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Arcade › Harvest Hollow
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Adam Bacci Serralheiro built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Harvest Hollow yet. Play it, then tell Adam Bacci Serralheiro what you would add next.
Harvest Hollow was built by Adam Bacci Serralheiro 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 Harvest 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 third-person 3D exploration game titled “Harvest Hollow.” Use a colorful low-poly/cozy village setting viewed through a perspective camera that follows the player at about 8 units behind them. The player is a farmer character loaded from a stylized low-poly modular farmer model, placed initially at the south end of a long central path. The environment is a broad green meadow with a tan north-south path, a larger tan market square at the north end, two simple buildings (a cream/yellow Rose Cottage on the left and a blue-named barn on the right, both with red roofs, brown doors, and glowing yellow windows), a line of wooden fence posts along the southern edge, several stylized trees around the perimeter, and a market cart near the market square. Add a farmer merchant NPC standing beside the cart. Use soft shadows, bright daylight, blue sky, atmospheric fog, warm cream/red/green/brown colors, and a friendly low-poly fantasy-town visual style. The core interaction is free walking and exploration. Support WASD or arrow keys to walk, mouse or right-drag to look around, and Space to jump. On touch devices, show a four-button directional pad. The player model should idle with an animation and rotate to face its movement direction. Press E while within about 5 units of the merchant at the market stall to open a centered “Market Stall” panel. The panel says “The merchant smiles too warmly” and offers one-time purchases: Turnip Seeds for 10 coins, Iron Hoe for 25 coins, and Lantern for 30 coins. Start with 100 coins. Buying an item subtracts its price and changes its button to “Bought” and disables it. Provide a Close button and allow Escape to close the shop; when closed, restore the normal movement hint. Display a fixed dark translucent HUD over the game. At upper left, show “HARVEST HOLLOW” and “Day 1 · Village”; at upper right, show a digital clock beginning at 06:00 and “Coins: 100” in yellow. Advance the in-game clock as village time passes, with the displayed day increasing as elapsed time reaches later days (capped at Day 7). At the bottom center, show the normal hint: “WASD / arrows to walk · mouse or right-drag to look · Space to jump · E to interact”. Use rounded panels, subtle borders/shadows, white text, cream title text, and gold accent colors. After 7 minutes of village time, trigger a dramatic transition: show a full-screen black cutscene with intermittent white flashing and slight shaking text, titled “THE HOLLOW OPENS,” with the subtitle “The seventh day ends. Something beneath the village is awake.” After roughly five seconds, switch to a second playable mode called “Backrooms.” Hide the village and daylight; place the farmer in a huge dim maze-like interior with a brown carpet floor, repeating mustard-yellow wall segments forming corridors, and regularly spaced glowing fluorescent light strips overhead. Use a nearly black/brown background, short dark fog, warm ambient lighting, and a glowing exit door at approximately the far corner. Change the HUD status to “Day 7 · Backrooms,” change the hint to “Find the exit. The walls are not where you left them.”, and let the player explore using the same movement/jump/look controls. When the player comes within about 2.5 units of the glowing exit door, display “A door opens into white light…” at the bottom. Preserve the same farmer avatar and coin count across the transition. Include a subtle low drone audio effect that begins quietly and becomes ominous during the cutscene/backrooms after user interaction enables audio.