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The Forgotten House

  • 3d
  • exploration
  • mystery
  • adventure
  • third-person
  • mobile-friendly
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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.

Recreate a playable 3D third-person exploration game titled “The Forgotten House.” Use a bright, stylized low-poly/cartoon presentation with a blue sky, soft fog, strong warm sunlight and soft shadows. The player is a human explorer represented by an animated humanoid character, starting at (0, 0, 19) in a large grassy front garden. Place a large abandoned-looking two-story house centered around (0, 0, -8), enlarged so it is the main hero landmark, with its front facing the garden. Make the approach readable with a pale rectangular garden path leading to the porch, a wooden front porch, a simple metal gate across the approach, scattered stepping stones, trees around the perimeter, flower assets and colorful flower beds, plus a few clouds and small stylized birds in the sky. Use a third-person follow camera with a moderately wide perspective, approximately 6 units behind the player, and a small center crosshair.

The core game is a strictly sequential six-step mystery mission shown in a fixed upper-left HUD panel. The panel has a dark translucent blue rounded rectangle with the title “The Forgotten House,” subtitle “Level 1 · Explore the house,” and this numbered objective list: 1. “Walk to the main entrance” 2. “Open the front door” 3. “Search the living room for a key” 4. “Find the glowing object” 5. “Unlock the upstairs room” 6. “Discover the photograph and note.” The current item is highlighted warm yellow, completed items turn pale green and are struck through. The game begins with step 1 active. Show brief bottom-center dark translucent hint messages when appropriate.

Build a visible interior glimpse/room behind the front facade: a brown floor, light beige rear and side walls, a bed on the left, a decorated cabinet on the right, and a chair. Add a dark wooden front door at the main entrance and a purple-dark locked-room door farther inside/right. Interaction is proximity-based and uses a single USE action (keyboard E or an on-screen button): when close enough to the entrance, the first USE advances step 1 and says “Press USE again to open the front door”; a second USE opens the front door by rotating it inward/aside, advances to step 2, and reveals a floating brass-yellow key marker inside. The player must approach and USE the key; hide the key, record possession, advance to step 3, and reveal a floating mint/teal glowing-object marker deeper in the room. On using that glowing object, hide it, advance to step 4, reveal the locked-room door, and show a hint that the glow revealed a locked room. Near that door, if the player has the key, USE rotates/opens it, advances to step 5, and reveals two floating markers in the room: a warm cream photograph and a pale blue note. Approaching either and using it hides both, completes the final step, and displays the hint “You found a photograph and a note. The house remembers.” Do not add combat, enemies, inventory UI, scoring, timers, lives, or other objectives.

Make the interactive key, glow, photograph and note visually obvious as small emissive floating spheres/orbs with a torus ring around each, but only show each marker when its mission step calls for it. The doors and objects should only respond when the player is within roughly 4 units; if the player is nearby but not performing the correct sequential interaction, show a hint such as “Press USE to interact.” Keep state for hasKey, glowFound, roomUnlocked and photoFound, and update the mission list after every progression.

Support keyboard controls through the third-person controller: movement, mouse/drag camera look, E to USE, R held for RUN, Space for JUMP, and a crouch mode. Include animated idle, walk, run, crouch and jump states on the humanoid when available. Provide touch controls for coarse/mobile screens: a left circular movement pad, a right circular look pad, and white rounded buttons labeled RUN, JUMP, CROUCH and USE along the bottom. Add a top/right dark translucent Camera setting with a select menu offering Low, Medium and High sensitivity, defaulting to Medium. Keep the visual UI clean and translucent with rounded corners, white/navy typography, and a centered small white crosshair. The scene should feel like a sunny, slightly mysterious abandoned-house exploration tutorial rather than a horror action game.

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