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Hill Bloom

  • 3d
  • exploration
  • third-person
  • low-poly
  • psx
  • walking-sim
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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. A TROLL built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Hill Bloom yet. Play it, then tell A TROLL what you would add next.

Make your own game

Hill Bloom was built by A TROLL 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 Hill Bloom 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 Hill Bloom

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 small third-person 3D exploration game titled “Hill Bloom.” The player controls a simple low-poly humanoid walking around a single broad, undulating grassy hill in an open muted outdoor field. Use a fixed third-person follow camera about 5.2 units behind the player, with mouse dragging to orbit/look around. The camera should be perspective-based with a relatively wide 65-degree field of view, and the game should work in a tall portrait viewport as well as desktop.

Environment: build a 44 by 44 subdivided square terrain, deformed into a rounded central hill with subtle sinusoidal bumps and lower outer edges. Make the hill’s surface dark desaturated olive green, rough and visibly faceted/flat-shaded. Add a darker brown cylindrical cutaway/underside beneath the hill so the terrain has a chunky low-poly floating/island-like edge when viewed from outside. Scatter thousands of individual stylized grass blades across the hill: use crossed billboard-like planes, varying green shades, random scale and rotation, and slightly bend/sway their tips over time. The grass should have a simple animated wind motion. Place only a few low-poly gray/brown rock props around the hill (roughly five, distributed across the terrain), with small variations in scale and rotation; they should cast and receive shadows.

Player: use a very simple faceted low-poly character with a dark blue-gray capsule-shaped body and a tan/beige faceted icosahedron head, no facial features, clothing details, weapons, or animations beyond a subtle body tilt/bob while moving. Start the character near the center/top of the hill, standing on the terrain. Movement should follow the terrain and support WASD walking, Shift to run, and Space to jump, with gravity and a slope limit around 48 degrees. Allow mouse drag to rotate the third-person view. There are no enemies, collectibles, combat, score, health, timer, win condition, or level transitions: this is a quiet free-roaming field-test environment.

Rendering and mood: evoke a 1990s PSX-era field-test scene with intentionally low-poly geometry, flat shading, minimal textures, no anti-aliased/polished look, and pixelated presentation. Use a pale gray-green sky/background with matching atmospheric fog that obscures distant terrain, warm cream sunlight from above/front-left, soft simple shadows, and subdued olive, brown, slate-blue, and tan colors. Use a hemisphere fill light plus a strong warm directional sun. Keep the composition sparse and atmospheric.

Overlay HUD: draw a non-interactive full-screen HUD in a pale yellow-green monospace font with dark shadow. At the upper left show “HILL BLOOM” in bold spaced lettering. At the upper right show a thin outlined badge reading “PSX FIELD TEST // 1998.” Along the bottom left show the exact controls text “WASD move · SHIFT run · SPACE jump · mouse drag to look”; hide this hint on coarse/touch pointers. Do not add other HUD elements or menus.

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