Arcade › Ravenwood
this is a game about... i don't know i thank you need to get in the game and see for yourself
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.
Nobody has said anything about Ravenwood yet. Play it, then tell Waylen Whitmire what you would add next.
Ravenwood 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 Ravenwood 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 playable third-person 3D horror exploration game titled “Ravenwood.” The player starts at the south end of a roughly circular, bounded moonlit graveyard and must explore the cemetery, collect exactly five glowing moon-shard pickups, then reach the northern crypt entrance to escape. Use a dark low-poly graveyard aesthetic: nearly black-blue background and fog, blue moonlight and shadows, a visible glowing moon high in the sky, scattered pine and crooked pine trees around the perimeter, many simple grave markers in rows, a central circular ritual path around a glowing altar stone, a northern main crypt, and two additional broken crypt structures to the west/east. Add a few low translucent blue mist patches on the ground. The ground is dark and enclosed by invisible collision boundaries on all four sides. The player is a small stylized low-poly humanoid viewed from behind in an orbiting third-person camera. Give the character a dark blue-gray capsule-like body, pale head, and a bright cyan-blue glowing lantern held at the front/right side; the lantern should cast a small local blue light. Movement should support WASD and arrow keys, with mouse drag/right-side touch dragging for camera look, Shift to run, and Space to jump. On mobile, provide a runtime touch joystick and automatic jump button. The character turns to face movement direction, has gravity and grounded jumping, and produces occasional soft footstep sounds while moving on the ground. Place five emissive, rotating octahedral moon shards at these approximate cemetery positions relative to the central altar: southwest/far west (-7.6,-9.6), northeast/right (- or x=8.8,z=-6.6), west/south (-9.8,6.4), southeast (7.0,9.2), and directly north in front of the crypt (0,-12). Each shard floats around waist height, pulses/bobs slightly, has its own colored blue-violet glow, and disappears when collected within about 1.1 world units. Collection increments the shard count and reduces fear by 16. After all five are collected, unlock the northern crypt and change its nearby altar/exit glow to a brighter pale blue. Before that, approaching the crypt should show that it is sealed. Reaching within about 1.8 units of the unlocked northern crypt wins the game and displays a centered “You Escaped” overlay with the text “The crypt answered the shards. The warden lost your trail — for now.” and a “Play again” button. Add exactly two animated ghost wardens. They should be pale/ghostly low-poly graveyard characters with a subtle cyan point glow, floating/bobbing as they move. One begins around (-6.5,-4.5) and patrols waypoints near (-7,-4), (-3,5), and (-9,9); the other begins around (7.2,5.5) and patrols waypoints near (7,5), (3,-6), and (11,-2). Give them walking and sprinting animations. When the player is farther than about 6.8 units, ghosts patrol their waypoint loops at slow speed around 1.25. When the player enters that radius, they chase the player at about 2.45 speed and switch to sprint animation. Nearby ghosts raise the fear meter continuously: faster when within 3.5 units, slower but still rising during the outer chase range. Fear slowly decays when not threatened. Display fear as a 0–100% horizontal bar, colored from cyan/blue through orange to red. If fear reaches 100%, reset the player to the southern spawn point, set fear to 45%, and restore one previously collected shard, decrementing the shard count by one; the run continues. The HUD should match a minimal cinematic horror interface. At the upper left, show a translucent near-black rounded panel with a thin blue-gray border, the uppercase heading “RAVENWOOD,” objective text that initially says “Wake the old crypt — collect 5 moon shards and escape before the warden finds you.” and a FEAR label with the current percentage and a rounded progress bar. Dynamically change the objective to show how many shards remain, then “All shards found — reach the crypt door.” Once won, show “The crypt is open. You made it out of Ravenwood.” Add a centered start panel over the scene while loading, with the title Ravenwood, the description that the player is trapped in a moonlit graveyard with one way out, a “The gate is open.” status after loading, and a rounded glowing pale-blue “Enter Ravenwood” button. Hide the start panel when the game begins. Put a translucent instruction panel at bottom right (on narrow/mobile layouts, spanning the bottom) reading: “Desktop: WASD / arrows, mouse drag, Shift run, Space jump. Mobile: left thumb to move, right side to look, jump button appears automatically.” Use dark translucent glass-like panels, pale lavender text, rounded corners, and a dark blue-black overall palette. Include restart flow after winning and play subtle footstep and bell-like shard collection sounds.