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Moonfall Forest

  • 3d
  • first-person
  • exploration
  • walking-simulator
  • atmospheric
  • night-forest
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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. Jazib built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Moonfall Forest yet. Play it, then tell Jazib what you would add next.

Make your own game

Moonfall Forest was built by Jazib 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 Moonfall Forest 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 Moonfall Forest

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 first-person 3D exploration game titled “Moonfall Forest.” The player begins at position approximately (0, 1.05, 10) in a dark forest and looks through a 72-degree perspective camera. Use mouse-look after the player clicks the game view, with WASD movement, Shift to run, and Space to jump. Implement gravity and a grounded jump: movement speed is about 4.4, jump speed about 7.2, and gravity about -22. There is no combat, inventory, score, enemy, or explicit win condition; the core experience is freely exploring the low-visibility nighttime woods.

Build the scene with a nearly black navy night background (#020611) and exponential blue-black fog, dense enough that distant trees fade into silhouettes. Add cool moonlight: a pale blue directional key light from high left/front with soft shadows, plus a dim blue hemisphere fill and very dark ground fill. Place a subtle field of roughly 260 small pale-blue stars high above the forest canopy, with extremely slow rotation over time. The ground is a large 180-by-180 dark, wet-looking forest floor with rough material, and a slightly raised 5.5-by-170 central moonlit trail running into the distance. Scatter around the trail dark low-poly forest props: approximately 34 leafy trees along both sides from z=-112 to z=8, 16 dead trees/trunks, 38 bushes, and 24 rocks, all distributed procedurally in side bands roughly x=3.4 to 32, with varied rotations and scales. Use simple stylized low-poly/cube-world-looking assets, darkened by the moonlight. Add about 12 flattened, slightly raised blue-gray reflective puddles near the trail at positions spread down the path, with low roughness and some metallic reflection.

The camera should be first-person and the player avatar itself should not be visible. Keep a small centered crosshair made from a thin pale horizontal and vertical line, with a faint blue glow. Overlay a minimalist HUD that does not block play: top-left text “MOONFALL FOREST” in uppercase with wide letter spacing, top-right text on two lines “MIDNIGHT // 02:17” and “VISIBILITY: LOW,” and a bottom-center rounded translucent dark pill with a thin muted-blue border reading “Click to look · WASD to move · Shift to run · Space to jump.” Use a dark navy/black translucent UI, cool pale-blue text, subtle text shadows, and a restrained atmospheric presentation. The UI is fixed to the viewport, while the camera moves through the forest. Include responsive resizing and preserve the low-light, foggy midnight mood; the time/status text remains static at 02:17 and VISIBILITY: LOW unless explicitly changed by the game state.

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