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Hollow Pines

  • 3d
  • first-person
  • horror
  • exploration
  • atmospheric
  • low-poly
  • collectathon
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. Waylen Whitmire built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Hollow Pines yet. Play it, then tell Waylen Whitmire what you would add next.

Make your own game

Hollow Pines was built by Waylen Whitmire 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 Pines 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 Pines

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 first-person atmospheric horror exploration demo titled “Hollow Pines.” Use a dark nighttime low-poly 3D forest viewed through a first-person camera with a 72-degree perspective, heavy blue-black exponential fog, and very low visibility. The player starts on a muddy brown trail at approximately (0, 1.5, 18), facing north toward a cabin at the far end around z=-27. Surround the trail with a broad dark green ground plane, scattered pine and dead trees, bushes, rocks, a few barrels, a wooden trail sign near the starting end, and a short fence line near the cabin. Use low-poly/cute-asset-pack-style geometry but light it ominously: cool blue moon directional light and ambient fill, deep shadows, a warm portable flashlight attached to the camera, and a warm porch lantern at the cabin. Keep the world bounded by invisible walls so the player remains in the forest area.

The core loop is: walk down the trail, find and automatically collect three glowing torn field-note pages, survive intermittent watcher sightings, then reach the cabin doorway. Place the collectible pages off the path at approximately (-9, 1.15, 8), (11, 1.15, -2), and (-6, 1.15, -16). Each page should be a small upright parchment rectangle with faded horizontal writing marks, a faint warm emissive material and point-light glow, bobbing gently and turning toward the camera. Walking within about 2 world units collects a page automatically; within about 5.2 units show a bottom-center prompt saying “A torn page rustles nearby. Walk into it to collect.” Collected pages disappear and increment a 0/3 counter. Show these exact story messages as pages are found: “Page 1: The trees around the old cabin lean inward, like they are listening.” “Page 2: I saw someone by the fence line. No footsteps. No face in the light.” “Page 3: If the lantern still burns, go inside before the whispering starts again.”

The cabin should be a simple closed low-poly wooden structure at the end of the trail, approximately 8 by 8 units, with brown walls, a dark pitched roof, porch, central framed door, warm porch point light, and barrels/fence outside. Before all three notes are found, block the doorway with an invisible collision barrier. After the third page, change the objective to “The path is open — reach the cabin door.”, increase the porch light, and make the door subtly move/pulse. When the player enters within about 2.4 units of the doorway, end the demo and show a centered dark translucent modal: subtitle “End of Demo,” heading “You reached the cabin.”, text “Three pages. One lit cabin. The whispering stops at the threshold — for now.”, and a button “Walk the Trail Again” that resets the run.

Add a watcher tension event, not a combat enemy. Create a very dark featureless humanoid silhouette made from a cylinder body and sphere head, with two tiny glowing red eyes. Keep it invisible most of the time; after an initial delay of roughly 4.5 seconds, spawn it intermittently every 7.5–12.5 seconds at one of several positions to the left or right of the player, clamped within the forest, facing the player. It remains visible for about 1.9 seconds and then vanishes. If it comes within 6 units, show the story message “It moved when you looked straight at it.” Do not add attacks, health, weapons, or combat.

Implement movement with WASD/arrow keys and first-person mouse drag/look, gravity, jumping with Space, and mobile virtual joystick/look controls supplied by the runtime. Add mobile jump support if available. The player move speed should feel like about 5.2 units/second, jump speed about 8.6, gravity about -22. Add a flashlight toggle on F and an on-screen button; the button label must switch between “Flashlight: On” and “Flashlight: Off.” The flashlight is a warm point light near the camera and should visibly disappear when off. Play subtle generated toggle chirps and periodic footstep audio while grounded and moving, with footsteps roughly every 430 ms.

Build a restrained serif horror interface over the game. At the top-left show a dark translucent rounded panel labeled “OBJECTIVE” and the current objective, initially “Find the 3 missing field notes in the woods.” At the top-right show a matching panel labeled “FIELD NOTES” with initial text “Fog sits low on the trail. Keep moving.” Put the flashlight pill button at the top-right below the panels on desktop and near the lower-right on mobile. Show contextual prompts in a rounded translucent pill at the bottom center. On launch, show a full-screen nearly black overlay with a centered bordered card: gold uppercase subtitle “CHAPTER 1 INSPIRED ORIGINAL,” title “Hollow Pines,” description “A short atmospheric forest demo with your own setup — find the torn field notes, keep moving when something watches from the trees, and make it to the cabin before the woods close in.” Include four control tiles: Move—WASD / Arrows or mobile joystick; Look—Mouse drag / tap screen; Jump—Space or mobile jump; Flashlight—F or the button. Include a gold “Enter the Woods” button. Starting the game hides this overlay and enables audio. The visual style should remain dark navy/black, foggy, cinematic, low-poly and atmospheric, with parchment-gold accents and no extra mechanics beyond those described.

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