Arcade › Moonveil Hollow
Click the game above and it runs right here in your browser. No download, no installer, no account needed. cirminal Gamer built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Moonveil Hollow yet. Play it, then tell cirminal Gamer what you would add next.
Moonveil Hollow was built by cirminal Gamer 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 Moonveil Hollow 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 browser-based 3D third-person fantasy action exploration game titled "Moonveil Hollow". Use Three.js-style rendering with a dark navy background and atmospheric fog, a 60-degree perspective camera following the player from behind at about 6.5 units distance. The player is a small stylized low-poly hero in an open nighttime forest clearing: a pale capsule-like body, a purple six-sided cone cloak, a peach spherical head, and a glowing light-blue sword held to the right side. The player starts at (0, 0.35, 12) and should be able to explore a large flat dark blue ground plane, with a lighter blue-gray 8-unit-wide path extending toward the dungeon. Place stylized pine trees, broadleaf trees, and rocks around the clearing using low-poly fantasy assets or equivalent simple shapes. Light the scene with cool lavender/blue ambient and rim lighting plus a warm directional light, enable soft shadows and fog so distant objects fade into the dark blue atmosphere. The main objective is shown in the upper-left HUD as "Reach the sealed dungeon". At the far end of the path, around z=-32, build a prominent sealed fantasy gate from two tall purple stone pillars, a purple stone lintel, a dark inset doorway, and a glowing violet rectangular rune on its face. Put five small glowing cyan crystal shards across the gate entrance. Scatter twelve additional floating/glowing cyan octahedral moon shards around the world in a broad ring, including along the approach. When the player comes within roughly 1.3 units of a scattered shard, hide it, increment the shard count, and briefly show the centered gold notification "+1 moon shard". Do not make the gate physically block movement; reaching z < -27 completes the objective once, changes the quest text to "The sealed gate recognizes your light", and displays a centered gold "DUNGEON AWAKENED" banner. Add five floating enemies called dungeon wisps at approximately (-9,1,-18), (8,1,-25), (-12,1,-33), (11,1,-38), and (0,1,-24). Each is a glowing pink orb with a thin horizontal pale-pink torus ring around it. Wisps bob vertically, and when the player comes within 9 units they slowly move toward the player. At distances below 1.35 units they drain player health at about 8 points per second. Give each wisp 2 hit points. Pressing K performs a short approximately 0.32-second sword slash with a broad visible sword swing and temporarily increased sword glow; it damages every nearby wisp within 2.4 units by one hit point. When a wisp reaches zero hit points, hide/remove it. Prevent attacks after the dungeon has awakened. Player movement should use WASD or arrow keys, with third-person movement and mouse/touch dragging to look around, and Space should jump using gravity and a jump speed of about 8.5. Movement speed is about 6.3. Show a fixed, pointer-transparent HUD over the game. In the upper-left, display the letter-spaced lavender title "MOONVEIL HOLLOW" and beneath it the current quest text. In the upper-right, show "LV 1 · 0 shards" initially, updating the shard number, with a rounded horizontal health bar below it: dark purple track, pink-to-gold gradient fill, initially full. Health is 100; if it reaches zero, restore it to 100, return the hero to the starting position, and briefly show "The hollow restored you". Along the bottom center, show a dark translucent rounded rectangle with a thin purple border and the exact instruction "WASD / arrows move · drag to look · Space jump · K slash". Use a clean modern sans-serif UI, white/lavender text with soft shadowing, warm gold notification banners, and responsive sizing for mobile screens. The overall visual style should be dark, atmospheric, low-poly fantasy with neon cyan crystals, violet dungeon magic, pink enemies, and warm/cool cinematic lighting.