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Operation Hollowground

  • 3d
  • third-person
  • action-adventure
  • horror
  • low-poly
  • story-driven
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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. It was built with Cinevva, so it works on a phone or a tablet too.

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Nobody has said anything about Operation Hollowground yet. Play it, then tell the creator what you would add next.

Make your own game

Operation Hollowground was built 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 Operation Hollowground 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 Operation Hollowground

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-playable third-person 3D action-adventure game titled “Operation Hollowground.” Use Three.js or an equivalent real-time 3D engine, with a dark cinematic presentation, fog, shadows, and a fixed HUD overlay. The scene is an abandoned, industrial-looking underground facility: a large square dark gray floor, perimeter walls made from repeated concrete/metal wall sections, regularly spaced pillars, scattered dark metal crate clusters, and a sealed cure machine at the far end. The facility should feel nearly empty, ominous, and low-lit, with a cool blue accent light and a glowing cyan rectangular machine core. Use simple low-poly geometry and restrained colors: near-black blue-gray surroundings, gray metal walls and floors, red/burgundy cables or warning pieces around the machine, cyan glow, and yellow mission accents.

The player is Andrew Jones, represented by a simple low-poly human officer: a dark nearly black body/coat, a small tan spherical head, and no detailed facial features. Place him initially near the south entrance at approximately the opposite end of the room from the machine. Use a third-person camera following the player at a moderate distance and elevated perspective, with fog obscuring the far edges. The camera should support mouse/touch look and follow the avatar as he explores. Enable shadows, ambient hemispheric light, a warm directional light, and a moving blue point light around the machine/central area.

Begin with a brief fade-in cinematic and an on-screen mission briefing dialogue. Show the title “OPERATION HOLLOWGROUND” in large yellow uppercase lettering at the upper left, with “Loading mission…” initially beneath it, and “TEAM STATUS: READY” at the upper right. The first briefing text must be: “Several weeks after Rebecca and Michelle disappeared, Andrew Jones uncovers a document pointing to an abandoned building — and a secret facility beneath it.” Present it in a dark translucent dialogue panel near the bottom with the speaker label “MISSION BRIEFING” in yellow and a CONTINUE button. After continuing, show Susan Miller saying: “We go together. Rebecca, Michelle, Frank… we bring them all home.” After that, begin exploration and show the objective: “Reach the sealed inner door. Search the abandoned facility.” Display a temporary chapter banner, “CHAPTER 1 · THE DESCENT.”

Movement must support WASD and arrow keys, sprint with Shift, jump with Space, and mouse click/drag camera look. Include a mobile-friendly virtual joystick, drag-look area, and jump control when appropriate. Keep a small circular crosshair centered on the screen. The controls hint at the bottom right should read: “WASD / arrows move · Shift sprint · Space jump · click to look” and “Mobile: joystick + drag look + jump.”

Structure progression around proximity, with no inventory or complex weapon UI. When Andrew crosses from the entrance toward the inner half of the facility (roughly the center line), change the objective to “Find the rescue chamber. Press E or click to use your weapon.” Show the banner “CHAPTER 2 · THE RESCUE CHAMBER,” and display Rebecca’s dialogue: “Andrew? If you can hear me, the machine is behind the blast door!” When Andrew approaches the cure machine at the far end, trigger the final encounter.

The cure machine should be a large dark metal rectangular structure approximately 8 units wide, 4.4 units tall, and 3 units deep, with a smaller bright cyan glowing rectangular core on its front and a dark top cap. Surround it with eight short burgundy/red cable-like box pieces arranged radially. At the final encounter, change the objective to “Defeat Mr. Meat and rescue the captives. Destroy the cure machine.” Show the temporary banner “FINAL ENCOUNTER · HOLLOWGROUND.” Create Mr. Meat as a large dark red/burgundy blocky humanoid monster near the machine, roughly 3.5 units wide and 6 units tall, wearing a bright yellow winter hat and holding a long spiked bone-like weapon. Add four animated cute low-poly pig creatures as captives around the facility; later, during the boss encounter, add hostile pig creatures around the arena. The pig creatures should use a cute animated monster/pig appearance, with walk animations for enemies and idle animation for the captive/rescue pig. Captive pigs do not attack; hostile pigs slowly pursue Andrew.

Combat is deliberately simple. Clicking on the game canvas or pressing E performs an attack only during the boss phase. If a hostile pig is within about 5 world units, damage the nearest one, reduce its health, and visibly shrink it slightly; hostile pigs require three hits in the final encounter and then stop animating/fall or tilt over. If no hostile pig is close and Mr. Meat is within about 8 units, damage the boss and shrink him slightly. Continue attacking until the boss has visibly reduced to less than roughly 55% of his original scale, then complete the mission. Hostile pigs should move toward Andrew at a slow-to-moderate speed, stopping when close, while the boss slowly rotates. Do not add guns, ammunition, health bars, score, or invented systems; the existing HUD only shows “TEAM STATUS: READY,” the current objective, chapter banners, dialogue, and the crosshair.

On completion, set the objective to “Mission complete.” Fade to black and show this sequence of dialogue panels, each advanced with CONTINUE: Andrew: “The machine is down. The pigs are free.”; Dr. White: “Rebecca, Michelle, Frank, Pig 38 — the cure worked. You are human again.”; Susan: “Frank… after all these years.”; Narrator: “Mr. Meat and Terry are arrested. Later, Mr. Meat is sentenced and executed. The rescue team returns home — together, safe, and finally free.” Finish with the banner “EPILOGUE · A NEW MORNING” and the objective “Rebecca, Michelle, Frank, and Pig 38 are cured. The team lives on.” Use translucent charcoal dialogue panels with thin pale blue-gray borders, yellow speaker names, white text, yellow chapter/banner accents, responsive layout, and smooth fade transitions. The overall visual style should remain sparse, dark, low-poly, atmospheric, and cinematic rather than photorealistic.

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