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The Forgotten House

  • 3d
  • third-person
  • exploration
  • mystery
  • horror
  • adventure
  • night
  • mobile
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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. Khadija built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about The Forgotten House yet. Play it, then tell Khadija what you would add next.

Make your own game

The Forgotten House was built by Khadija 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 The Forgotten House 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 The Forgotten House

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.

Rebuild a third-person 3D exploration game titled “The Forgotten House,” set at night. Use a dark blue-black sky with a large glowing moon, sparse stars, cool fog, moonlight and warm amber lights from the house porch/interior. The player is a casual male character viewed from behind at a follow-camera distance of roughly 6–7 units, beginning outside the property at the far end of a stone walkway. The player walks toward a two-story abandoned-looking house through an old rectangular boundary wall and simple iron gate. Add trees, bushes, and tall grass around the grounds. The house should be a block-built, weathered structure with gray plaster/walls, dark roof, an open front entrance, upper-story windows with brass-colored mullions, a small balcony, and visible furnished rooms inside. Include a red-brown front door with a brass knob that rotates open when interacted with.

Make the game a linear, objective-driven exploration sequence with the following exact progression and dependencies. Initially show Mission 1, “Reach the entrance,” with these checklist objectives: “Reach the main entrance,” “Open the front door,” “Find the old key in a bedroom,” “Collect the glowing object,” “Unlock the storage room,” and “Discover the photograph and note.” As the player approaches the entrance, advance to Mission 2 and show a hint telling them to interact. Pressing INTERACT or E near the front door opens it, advances to the key mission, and displays a temporary message that the door groans open. The old key is in the left bedroom near a bed, around the back-left interior of the ground floor; interacting nearby collects it and advances the mission, showing “You found the old brass key.” Place beds, cabinets, sofas, a table, fireplace, kitchen counter, sink, pot, bath tub, mirror, and other simple furniture inside the open house so the interior is clearly explorable. Put a glowing pale-blue object near the central hall/living-room table; interacting with it after collecting the key advances the mission and displays “The glowing object hums in your hand.” Put a storage-room door on the right/rear side of the ground floor; interacting near it while carrying the key unlocks the storage room, advances the mission, and displays “The storage room unlocks. Search the desk.” Finally, near the storage-room desk/object around the right-rear interior, interacting after unlocking completes the level, marks the photograph/note objective complete, and shows a full-screen completion overlay titled “Level 1 Complete” with the text “You found the photograph, the note and the forgotten glow.” Include a “Continue to Level 2” button; it only dismisses the overlay and displays a small “Level 2 is ready to build.” hint, with no implemented second level.

Use floating in-world labels for the interactable points reading OPEN above the front door, KEY above the bedroom key, GLOW above the glowing object, STORAGE above the storage door, and PHOTO above the final photograph/note location. Use proximity-based interaction, with a short on-screen hint near the bottom when the player reaches the entrance or when an interaction succeeds. Completed objectives should be struck through and green, while incomplete objectives are pale cream. The HUD should be a translucent dark blue rounded panel in the upper-left with the title in uppercase, current mission/status text in cool light blue, and the checklist below. Put a gear settings button in the upper-right that opens a dark translucent settings panel containing Sensitivity (Low/Medium/High), a look-sensitivity slider, move-speed slider, sound-volume slider, and Graphics (Low/Medium/High). 

Provide touch-friendly controls in the lower-right as a 3-by-2 grid of rounded dark-blue buttons labeled WALK, RUN, JUMP, CROUCH, INTERACT, and FLASHLIGHT. Also support keyboard E for interact, Shift for run, Control for crouch, and F for toggling the flashlight. WALK is the normal movement state; RUN increases movement speed to about 1.65x; CROUCH reduces it to about 0.55x. JUMP uses gravity and a jump impulse. The flashlight is a cool blue-white spotlight attached to the player and is off initially. Animate the player with idle, walk, run, jump, pickup, and standing/opening-style animation clips when available. Keep the camera and lighting atmospheric but readable: cool moonlight and fog outside, warm porch/interior pools of light, soft shadows, dark navy UI, muted gray-brown house materials, and a small bright cyan emissive glow as the main supernatural accent. Use responsive full-screen presentation optimized for both desktop and mobile touch screens; hide overflow and preserve the third-person view behind the HUD.

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