Arcade › Hollow Kingdom
Click the game above and it runs right here in your browser. No download, no installer, no account needed. 24_Muhammad Nafis Dzulfahmi built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Hollow Kingdom yet. Play it, then tell 24_Muhammad Nafis Dzulfahmi what you would add next.
Hollow Kingdom was built by 24_Muhammad Nafis Dzulfahmi 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 Kingdom 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 3D side-view action-platformer titled “Hollow Kingdom,” subtitled “Forgotten Caverns.” Use Three.js or an equivalent engine with an orthographic camera looking across a wide horizontal platforming world; keep the player and gameplay on the x/y plane with depth used for layered scenery. The visual style is dark, atmospheric fantasy: near-black violet sky/background, fog, moonlit blue-violet lighting, muted stone ruins, moss, glowing cyan crystals, occasional warm pink light, drifting square dust particles, and sparse distant stars. Use simple stylized low-poly geometry rather than realistic detailed characters. The player is a small masked wanderer at the far-left start, a dark cloaked humanoid with an ivory spherical mask, a narrow red eye slit, and a pale void blade. Give the character horizontal movement with A/D or left/right arrows, jump with Space/W/up, and allow a second jump while airborne. Let Shift perform a fast directional dash costing 25 Veil energy; normal movement is slower and energy regenerates over time. Face the character in the movement direction. Prevent falling permanently by returning the player to the lower ground when they drop below the level. Build a long connected platforming route from x approximately -31 to 54. Include a broad lower ground, an upper balcony in the left caverns, a middle bridge, elevated forest ledges, a temple ledge, and a broad boss floor at the right. Add layered background slabs, silhouetted ruin walls, pillars, moss ledges, crystals, and distant fantasy props/ruins: a tower-like house at the left, a temple toward the right, whispering trees around the forest ledges, and a rock formation. The camera should smoothly follow the player horizontally and vertically, keeping a side-on view. Divide the route into displayed regions based on progress: “FORGOTTEN CAVERNS” at the left, “WHISPERING FOREST” in the middle, and “ANCIENT TEMPLE” to the right. Combat is close-range and real-time. Hold/click the left mouse button for a quick Void Blade strike on nearby enemies, and use the right mouse button for a stronger short-range “Veil Burst” arc; prevent the actions from firing continuously faster than their cooldowns. Attacks damage nearby enemies within roughly 1.6 units, with the special having slightly greater reach. Place small mossy crawler enemies in the lower cavern, on the middle route, and on an upper forest ledge; include a tougher red elite stalker near the temple approach. Enemies have health, move toward the player when within about seven units, hurt the player on contact, briefly react to hits, and disappear into ash when defeated. Award 7 currency for normal creatures and 18 for the elite. Place Sable the Cartographer, a small violet-clad NPC, on the upper-left balcony. Press E nearby to speak with Sable: initially change the quest from “Find Sable in the ruined gallery” to “Reach the Warden’s sealed gate,” and show an on-screen hint that Sable says the Warden guards the ascent. After the quest is completed, E near Sable opens a shop panel. The shop should contain a “MARKED MAP — 20 ✦” purchase that reveals the map to 100%, and a “VEIL TONIC — 12 ✦” purchase that restores energy and up to 20 vitality. Start the player with 36 gold-like star currency. When standing at the far-right gate before the boss is defeated, E should show a sealed passage message; after victory, show that the ascent is open and new regions await. At the right end, when the player enters x > 38, reveal and activate the boss “THE ROOTBOUND WARDEN.” Make it a larger low-poly moss-green root/stone-like figure with a red crown and a glowing cyan orb, standing on the boss floor. Display a centered boss name and pink-red health bar at the top only while active. Give it 260 HP. It should float subtly and periodically fire a red projectile toward the player; the projectile damages the player on contact and vanishes if it travels too far. The player’s normal and special attacks can damage it. When its health reaches zero, hide it, mark the boss defeated, complete the quest, award 80 currency, and display a message that the Warden falls and a key blooms from its roots. The HUD must be fixed over the game. In the upper-left show a red “VITALITY” bar, a cyan “VEIL” bar, and the star currency count. Center the top title as “HOLLOW KINGDOM” with “FORGOTTEN CAVERNS” or the current region beneath it. In the upper-right show the exact keyboard/mouse legend: WASD / ARROWS move, SPACE jump, SHIFT dash, LMB strike, RMB veil burst, E interact, M map, TAB inventory, ESC pause. Show contextual hints centered near the bottom, such as interaction prompts, combat messages, and quest guidance. On mobile/coarse pointers, provide two translucent circular touch pads for movement/dash and a circular STRIKE button. Implement keyboard shortcuts: M opens a map overlay, Tab opens an inventory/reliquary overlay, and Escape opens a pause overlay. These panels pause gameplay. The map panel is titled “MAP OF THE LOWER KINGDOM,” reports the revealed percentage, and visually shows connected horizontal/vertical routes labeled “FORGOTTEN CAVERNS,” “WHISPERING FOREST,” and “ASHEN FORTRESS,” with a player marker. The inventory panel is titled “TRAVELER’S RELIQUARY” and includes cards for “VOID BLADE,” “VEIL BURST,” and “RELIC SLOTS,” explaining the blade, right-mouse burst, and one open slot. The pause panel is titled “PAUSED IN THE VEIL,” includes a resume button, controls/progress cards, and explains that the Rootbound Warden bars the ascent until defeated. Close panels with their close/resume controls or the corresponding shortcut. Use health and energy bars that update continuously. If vitality reaches zero, stop normal movement, show “The wanderer fades. Press R to return to the last shrine,” and let R revive the player at the initial left shrine/start position with full vitality. Include subtle fog, cold moon directional light, violet ambient fill, pink ruin glow, emissive crystals and UI accents, and restrained motion in particles and floating boss/enemy effects. Keep the tone lonely, mysterious, and ruined, matching the dark screenshot: the character should be small against a broad shadowy cavern/kingdom landscape, with restrained purple, blue, cyan, red, and gold highlights.