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Lost Horizons

  • 3d
  • action-adventure
  • third-person
  • open-world
  • fantasy
  • exploration
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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. nico.harris built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Lost Horizons yet. Play it, then tell nico.harris what you would add next.

Make your own game

Lost Horizons was built by nico.harris 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 Lost Horizons 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 Lost Horizons

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 browser-based 3D third-person action-adventure game titled “Gavin: Lost Horizons.” Use Three.js or an equivalent WebGL engine, with a behind-the-player camera following a controllable humanoid hero named Gavin. The game should open with a full-screen dark translucent overlay and centered rounded introduction card. The card has the large title “Lost Horizons,” this premise text: “Gavin wakes beneath the old trees with no memory of the vanished kingdom. Explore the wilds, find the village, unlock powers, then face Clop at the sealed ruin.” Include a prominent light-cyan button labeled “Begin Gavin’s adventure,” plus the small note “A playable open-world slice — more regions, secrets, and gear can grow from here.” Do not begin gameplay until the button is clicked or Enter is pressed.

Build a bright stylized low-poly open-world slice on a large square grassy ground plane. Set the sky/background and distant fog to pale blue-cyan, with warm directional sunlight, cool fill/rim lighting, soft shadows, and an atmospheric fantasy-game presentation. The player starts near the southern end of a broad straight old road at approximately the center of the world, facing along the road. The road is a long, narrow brown rectangular strip running north/south through the grass. Scatter stylized low-poly trees, bushes, and rocks around the road and landmarks. Use a third-person camera with a moderate field of view and a follow distance of roughly nine world units; movement should support WASD and arrow keys, running with Shift, jumping with Space, and a mobile-friendly touch interface. Gavin should be represented by an animated modular low-poly adventurer/humanoid model, with idle, walk, run, and sword-slash animation states. Turn him to face his movement direction.

Place these visible landmarks and exploration targets in the world: a small village around z=25 on a brown square, containing four simple tan block houses with dark reddish roofs arranged around the square and a central dark beacon with a glowing cyan top; a blue moonlit lake to the east around (28, 8), with a small stone bridge; a sealed ruin at the northern end around (0, -30), consisting of a wide dark-purple gate/wall and two tall side pillars; glowing colored secret rune blocks at approximately (-9,2), (10,-2), (-20,30), and (20,38); several gray cliff blocks; distant faceted mountain/cone silhouettes at the far edges; a dark cave entrance beneath the western cliffs around (-28,-42); and a bright translucent cyan waterfall and blue pool to the east around (34,-18). Keep these as environmental landmarks rather than adding unshown systems.

The objective progression is explicit and should be represented through a quest/status HUD. Start with the status “Find the forgotten village and uncover the first secret.” The ordered objectives are: “Echoes of the Village — Reach the village beacon”; “The Blue Rune — Touch the blue rune beside the old road”; “Waterfall Oath — Find the waterfall and recover the sky-shard”; “The Hollow Cave — Enter the cave beneath the western cliffs”; “Mountain Signal — Climb toward the mountain signal”; and finally “Clop, the Hollow Tyrant — Face Clop at the sealed ruin.” Advance an objective when Gavin comes within roughly eight world units of its target, and display a “Quest complete” message followed by the next objective. When Gavin reaches the village, mark it found, set the first power/unlock state, and show: “The village remembers Gavin. Power unlocked: Ember Strike. Follow the road north to the sealed ruin.”

When the player approaches the sealed ruin within roughly eleven units after finding the village, awaken Clop and display a boss health bar centered at the top labeled “CLOP — THE HOLLOW TYRANT.” Clop is a large animated low-poly demon/monster, scaled larger than Gavin, positioned in front of the ruin. Show the contextual hint “E to strike Clop · keep moving to survive” when Gavin is within five units. The player can attack with E, or a mobile STRIKE button, only when the boss is active and Gavin is within six units. Each successful Ember Strike reduces Clop’s 100-point health by 12, updates a horizontal gradient health bar from pink/red to orange, plays Gavin’s sword-slash animation and Clop’s hit reaction, and displays “Ember Strike hits Clop. Keep pressing E!” Until health reaches zero. On the final hit, display “Clop falls. Gavin has reclaimed the lost horizon.”, hide the boss bar, play Clop’s death animation, and mark the game defeated with the power state increased. After victory, show the hint “The world is open — wander, discover, and return to the village.” Do not add combat attacks, enemies, inventory, gear, or narrative systems beyond this single close-range strike encounter.

Use a clean fixed HUD over the 3D scene: top-left gold/cream uppercase title “GAVIN: LOST HORIZONS,” beneath it a translucent dark rounded status panel with white text, the conditional centered boss bar at the top, and a bottom-center pill-shaped hint panel. On small screens, show circular translucent buttons at bottom-right labeled “STRIKE” and “JUMP”; on desktop these touch buttons may be hidden while keyboard controls remain visible in the hint. Style the interface with dark navy/purple glass panels, thin translucent borders, rounded corners, soft shadows, and cyan/light-blue action accents. Ensure the scene is immediately playable after starting, remains open-world and explorable, and has no loading screen or debug overlay in the final presentation.

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