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The Forgotten House

  • 3d
  • stealth
  • exploration
  • third-person
  • low-poly
  • mission-based
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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.

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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.

Create a browser-based 3D third-person stealth/exploration game titled “The Forgotten House.” Use Three.js-style real-time 3D rendering with a perspective camera following a controllable female player character from behind at about 5 units distance. The environment is a bright, stylized low-poly suburban house and garden: a large square grass yard enclosed by a simple brown fence, four blocky trees around the perimeter, a peach/tan open house shell with brown trim, a front porch, wooden floors, and a blue rectangular pool on the right/back side. Build the house as a navigable interior with solid outer walls and partitions forming a living room on the left/front, kitchen on the right/front, bedroom area toward the rear-left, and a study/secret area toward the rear center. Include simple blocky furniture visible as appropriate: a blue sofa and coffee table in the living room, a pink bed in the bedroom, a wooden desk in the study, and a tall brown cupboard in the right/rear area. Add floating room labels reading LIVING ROOM, KITCHEN, STUDY, and BACKYARD in warm yellow text.

The player starts outside at the front of the property, around the porch, and must progress through a sequence of mission zones. Display these exact mission objectives in order: “Mission 1: Enter the house quietly”; “Mission 2: Explore the living room and kitchen”; “Mission 3: Find the hidden key in the bedroom drawer”; “Mission 4: Discover the secret object in the study”; “Mission 5: Complete the harmless kitchen prank”; “Mission 6: Hide when the teacher arrives”; “Mission 7: Escape detection and reach the secret room”; and “Mission 8: Read the mysterious letter — Level 1 complete!”. Implement the actual progression primarily by player position and interaction: entering beyond the front of the house advances mission 1; reaching the right/front kitchen zone advances mission 2; reaching the bedroom zone on the left/rear sets Key collected and advances; entering/interacting in the rear study zone sets Secret found and advances; reaching the kitchen/right/front zone and interacting sets Prank complete and advances; toggling hide near the cupboard sets the hidden state and allows the hide objective to advance when the teacher has detected the player; finally reaching the rear secret-room/study area with the key and secret completes the final escape step. The interact key/button should also directly grant the key, secret, or prank when the player is in their corresponding zones. There is no combat, inventory UI, weapon, or score.

Add a teacher NPC using a distinct female chef-like character model. Start her in the right/front portion of the house and have her patrol four waypoints around the interior. When the player is within roughly 4.3 units and is not hidden, increase a Teacher alert percentage rapidly toward 100; above roughly 25% make her run animation play, and above roughly 35% have her pursue the player. Otherwise, reduce alert gradually and continue patrolling with a walk animation. At 100% alert, mark the player caught/game over and show “CAUGHT! Hide and press HIDE to retry”. Pressing the interact key after being caught resets the alert and returns the player to the starting position; the HIDE action toggles hiding only when near the cupboard hiding spot (within about 2.4 units). Hiding prevents detection/pursuit while active. Use idle, walk, and run character animations, soft shadows, a light blue sky background, atmospheric fog, bright hemisphere lighting and warm directional sunlight.

Create a prominent fixed HUD over the game. At the upper left, use a dark translucent navy rounded rectangle with the gold title “THE FORGOTTEN HOUSE,” the current mission line, and a blue status line in exactly this style: “Teacher alert: 0% | Key: — | Secret: — | Prank: —”, replacing each dash with a check mark when completed. Beneath it show rounded navy control pills: “WASD / joystick: move”, “Shift: run”, “Space: jump”, and “E: interact”. Put a circular navy “?” help button in the upper right. Its help panel should explain: explore the house, collect the bedroom key, inspect the study, trigger the harmless prank, and hide behind furniture or in the cupboard if the teacher spots the player; also explain desktop WASD/arrows, Shift, Space, E and mobile joystick/drag-look/buttons. Add large touch controls at the lower right: CROUCH, HIDE, INTERACT, RUN, and JUMP, styled as dark blue rounded buttons. Support keyboard controls WASD/arrows for movement, Shift for running, Space for jumping, E for interaction, and H for hiding, plus touch/mobile controls. Crouch should visibly compress the player vertically when toggled; the run button may be a visible control even if movement running is primarily keyboard/control-rig driven. Maintain the clean, minimal, colorful low-poly aesthetic and the exact dark navy/gold/light-blue HUD styling shown.

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