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Hollow Castle 64

  • 3d
  • horror
  • exploration
  • platformer
  • arcade
  • retro
  • third-person
0
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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. Zarion Washington built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Hollow Castle 64 yet. Play it, then tell Zarion Washington what you would add next.

Make your own game

Hollow Castle 64 was built by Zarion Washington 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 Hollow Castle 64 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 Hollow Castle 64

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 short playable 3D horror exploration/platforming game titled “Hollow Castle 64,” presented in a third-person, over-the-shoulder camera. The setting is a dark, fog-filled ruined castle courtyard at night: use a near-black blue-gray background, exponential heavy fog, cold blue moonlight, soft shadows, and a muted realistic/pseudo-cinematic lighting style reminiscent of a haunted Nintendo 64 platformer. Build a circular dark ground area with a lighter gray circular/ring-like path, enclosed by four blocky stone walls at the north, south, east, and west edges. Add four rough stone pillars at the courtyard corners, a large semicircular stone arch/gate on the back wall, and a bright pale moon high in the distant sky. Include a classic green cylindrical pipe with a wider rim near the right side of the courtyard as atmosphere and a solid collision obstacle. Scatter occasional pairs of tiny blinking red eyes around the outer ruins as environmental horror details.

The player is a stylized Mario-like plumber, but do not depend on an external asset: provide a fallback low-poly character made from primitives, with a blue capsule-like body/overalls, peach spherical head, red cap and brim, and small white eyes. If a matching rigged Mario 64-style model asset is available, allow it to replace the primitive fallback. The player starts near the center/front of the courtyard and moves relative to the camera. Use a smooth camera positioned above and behind the player, looking toward the character’s upper body; it should follow and softly interpolate as the player moves. Give the character procedural idle bobbing, running bounce/lean, and a tilted airborne jump pose, and rotate the character to face the movement direction.

The core objective is to explore the enclosed courtyard and collect exactly five glowing red shard collectibles. Make each shard a small red emissive octahedron that rotates continuously and gently bobs up and down. Place them approximately at (-8,-7), (7,-5), (-5,8), (8,6), and (0,0) on the ground plane, with the fifth one near the center. When the player comes within roughly 1.1 world units, hide the shard, increment the collection count, add 100 score, briefly reduce fear, and play a bright pickup tone. After all five are collected, the player must reach the back gate/arch area around (0,-10.2) to win.

Add one black shadow stalker enemy, visually a nearly black capsule-shaped humanoid with a very subtle dark-red emissive tint. It begins near the back gate and continuously homes toward the player while the game is active. Its speed starts around 1.25 and increases with each collected shard and with fear. Fear is a 0–100% meter: it rises continuously based on proximity to the stalker and also slowly over time, and reaches maximum when the shadow closes in. If fear reaches 100%, end the run with a “Too Late” message explaining that the shadow closed in, and allow retry. If all five shards are collected and the player reaches the gate before that happens, show a “You Woke Up” win message explaining that the gate opened before the shadow reached the player, and allow restarting. The stalker should not damage the player through a conventional health system; the visible failure condition is the fear meter reaching 100%.

Implement solid arena boundaries and collision: keep the player inside approximately x/z ±10.5, prevent passage through the four walls, and use circular collision around the pillars and pipe. The player can jump with gravity, landing on the ground; jumping is useful for platformer-style movement but there are no elevated platforms. Normal movement speed is about 4.6, Shift-running speed about 7.1, and jump strength about 7.8.

Use the following controls. On desktop, WASD or arrow keys move, Space jumps and also starts/restarts the game, Shift makes the player run faster, and M toggles mute. On mobile, show a translucent circular virtual joystick at bottom-left for movement and a large red-tinted circular “JUMP” button at bottom-right; tapping either starts the game, and the jump button performs the jump. Initialize simple ambient audio after a click, key press, or touch: use a sparse, low BPM dark synth loop plus short synth tones for jumping, landing, shard collection, and winning, and a noise sound when the stalker is very close. Respect the mute toggle.

The initial screen should show a centered translucent dark glass message panel with the title “Hollow Castle 64,” text such as “A quiet courtyard. A wrong version of Mario. Five red shards.”, desktop/mobile controls, and “Tap or press Space to begin.” Once started, hide the panel. Add a fixed top-left HUD in bold widely spaced white lettering: title “HOLLOW CASTLE 64,” “Shards: 0 / 5,” “Fear: 0%,” and status text “Find the red shards.” Update the shard and fear values during play. When all shards are collected, change the status to “Run to the gate.” On win, change the title to “YOU WOKE UP”; on game over, show the retry status. Keep the visual presentation dark, sparse, and atmospheric, with the red glowing shards, blinking red eyes, and red-tinted jump control as the main accent colors. Make the experience responsive for both desktop and mobile, hide mobile controls on large fine-pointer desktop screens, and keep the game as a single compact courtyard run rather than adding extra levels or invented mechanics.

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