Arcade › Highgate Explorer
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Craig built it with Cinevva, so it works on a phone or a tablet too.
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Highgate Explorer was built by Craig 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 Highgate Explorer 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 3D third-person heritage exploration game titled “Highgate Explorer,” set in a connected Victorian Gothic cemetery inspired by Highgate Cemetery. The player is an unseen/mostly hidden explorer represented by a controllable rig, starting at the main entrance, moving through a free-roaming cemetery with WASD or arrow keys, mouse-look, Shift sprint, and Space jump; use a responsive mobile joystick and drag-look scheme as well. Camera should follow behind the player at an approximately 4.8-unit third-person distance with a 60-degree perspective view. Include a P key and on-screen button for photo mode. Build a bounded cemetery landscape on a large grassy, mottled procedural ground plane, with soft atmospheric fog, directional sunlight or moonlight, shadows, and a dark Victorian mood. The connected layout should include: a masonry-and-iron Main Entrance and Gatehouses at the southern starting area; a modest Visitor Centre meadow with pavilion and benches; Egyptian Avenue in the west/central area, formed as a processional passage with paired rows of dark obelisks and repeated horizontal stone caps; the Circle of Lebanon at the center, with a large cedar-like central tree, circular ring path, central depressed planting bed, surrounding trees, graves, and a ring of memorials; a Terrace Catacombs area to the east made from repeated masonry bays, recessed arched openings, plinths, and a long terrace; a dense East Cemetery grid of graves and obelisks among trees; a Woodland Ecology zone in the southwest with irregular oak/cedar trees and scattered graves; and a Preservation Outlook platform at the southern/western end with a raised polygonal deck and simple railing. Use Kenney-style graveyard and nature assets where available: graves, iron gate/fence segments, obelisks, oak trees, conifer/cedar trees, and path stones. Supplement them with procedural boxes, cylinders, arches, walls, paths, platforms, benches, fences, and masonry. Arrange winding main paths to connect the districts. Use a muted green, stone gray, brown, and iron palette, with rough weathered materials and strong silhouettes. The cemetery should read as an explorable outdoor museum rather than an action game. Place nine interactive brass plaque/marker points of interest that can be approached, highlighted, clicked, searched, or selected from a landmark list: Main Entrance & Gatehouses, Visitor Centre Meadow, Egyptian Avenue, Circle of Lebanon, Terrace Catacombs, Karl Marx Memorial Area, George Eliot Memorial Path, Woodland Ecology Walk, and Preservation Outlook Platform. When a landmark is opened, show an educational information panel containing its title, date/category, pronunciation and reading time where applicable, biography, historical significance, architecture/landscape description, longer story text, facts, related locations, and a symbol guide. Include interactive funerary-symbol entries such as ivy, angel, obelisk, broken column, oak leaves, urn, dove, and laurel, each opening explanatory text. Discovering landmarks should update visited status and collectible-style badges; support favorites saved in local storage and saved photo/view positions. Provide a full museum-style HUD/UI over the 3D view. It should include search with result list, landmark selector and Teleport button, lighting selector, timeline controls, Photo Mode, pace/quiet-walk toggle, Haunting Mode toggle, Field/AR-style mode toggle, Narrate button, Share button, map button, guided-tour selector and start/next controls, a compact minimap, compass/location readout, badge and favorites rows, toast notifications, and an information panel. The full illustrated map should show the cemetery layout and POI locations, support map-style cycling between simplified, historical, accessibility, and night styles, and allow clicking locations. Field/AR-style mode is an in-game nearby-plaque/highlight mode, not actual device geolocation. Guided tours should include Introduction, Victorian Architecture, Famous Burials, Nature Walk, Women of Highgate, Religious Symbolism, and Haunted Lore, stepping through their configured landmark stops. Implement six timeline eras selectable by dropdown and slider: 1839 Opening, 1845 Expansion, Victorian Peak, World War I, 1970s Overgrowth, and Modern Preservation. Changing era should visibly adjust fog, exposure, tree canopy/vegetation, and monument wear/tint; the 1970s era should look notably more neglected. Include lighting presets Dawn, Morning, Afternoon, Sunset, Twilight, and Moonlit, changing sky, fog color, ambient/hemi light, sun position/intensity, ground color, and exposure. The game starts in a dark supernatural/haunting presentation by default: deep blue-black background, darker green ground, stronger fog, reduced lighting, heavy weeds and ivy, low ground mist, rain streaks, occasional lightning flashes and thunder, scattered ruined/tilted memorials with debris, and translucent additive-glowing ghost apparitions positioned around major areas. Ghost activity should be subtle and atmospheric rather than combat-focused. Include an EVP meter with rising spectral activity, synthetic anomaly ticks/chirps, and occasional speech-synthesis whispers using short phrases such as “turn back,” “below the stones,” “hear us,” “stay in the avenue,” “not alone,” and “watch the circle.” Add haunted-lore overlays for the major POIs, with titles, legends, and observable signs, and make Haunted Lore a dedicated guided tour. Allow the player to turn haunting mode off to return to a lighter museum presentation with clouds, drifting leaves, butterflies, birds, and a more natural daylight palette; retain optional rain/ghost/overgrowth effects according to the mode and timeline. Add ambient sound after first user interaction: wind, bell, bird chirps, gravel footsteps, thunder, EVP ticks, and speech-synthesis whispers. Animate clouds, leaves, butterflies, birds, mist, rain, ghosts, and lightning, but provide a reduced-motion accessibility option. Include accessibility controls for font size, high contrast, dark UI, dyslexic-friendly type toggle, and reduced motion. Ensure the UI is responsive for desktop and mobile, with dark museum-panel styling, readable typography, brass/stone accents, and a restrained illustrated-map aesthetic. Cache the shell offline with a service worker.