Skip to content

Arcade › The Forgotten House

The Forgotten House

  • 3d
  • third-person
  • adventure
  • exploration
  • puzzle
  • cartoon-horror
  • low-poly
0
Remix it Discord

0 plays

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 “The Forgotten House 1” as a third-person, low-poly cartoon horror exploration adventure titled “THE FORGOTTEN HOUSE 1,” with the subtitle “A cartoon horror adventure” and the menu tagline “Explore. Unlock. Remember.” Build it as a browser game with a stylized 3D garden surrounding a mansion, using simple colorful geometric meshes, soft shadows, blue-gray atmospheric fog, and a muted cartoon-horror palette.

Camera and world: Use a perspective third-person camera that follows behind and above the player at roughly 7 units distance, smoothly tracking the avatar and looking toward its upper body. Allow the player to drag on the 3D scene to orbit the camera horizontally and adjust vertical pitch. The scene has a pale blue-gray background and fog, bright cool hemisphere lighting plus warm directional sunlight and soft shadows. Make a large square green garden ground, a tan/brown central path running toward the mansion, and a fenced rectangular property. Place a large dark mauve/purple mansion at the far end: a broad main rectangular block with a smaller right-side wing, golden-tan roof slabs/trim, several evenly spaced tan window frames with dim blue-green glowing panes, and broad stone entrance steps. Add simple low-poly trees around the garden, with brown cylindrical trunks and faceted green crowns. Scatter simple furnishing-like shapes in the garden/house area: a wooden living-room platform, library platform, kitchen table, and bed. Include a coffin-like prop near the mansion and a stationary cartoon ghost character near the right side of the mansion; the ghost has an idle animation but does not attack or create a separate combat system.

Player: Spawn a cartoon keeper/explorer character at the garden entrance near the front fence, facing toward the property. Use a low-poly animated humanoid with idle, walk, sprint, crouch, and sit animations, casting shadows. The character selection screen should offer 20 labeled cosmetic choices in a grid: “MALE 1” through “MALE 10” and “FEMALE 1” through “FEMALE 10,” with colored rectangular portrait-like tiles and one selected tile highlighted. It is sufficient for the selected character to function as the chosen explorer presentation; the core gameplay is the same for all choices.

Core objective and progression: Make the game a linear six-step exploration puzzle with a mission HUD and a small inventory. Start with the mission “Find the main gate.” The main gate is a tan/dark iron-style gate at the rear/start boundary of the garden. When the player is close and presses Interact, rotate/open the gate, show the message “The iron gate creaks open.”, and advance to “Open the gate and enter the mansion.” When close to the mansion’s main entrance and interacting, open/rotate the mansion door and show “The mansion door opens into a dusty hall.”, then advance to “Search the garden for a hidden key.” Place a glowing yellow-orange hidden key near a garden stone around the right-center area; interacting nearby adds “hidden key” to the inventory, hides the key, and says “You found a hidden key beneath the garden stone.” Advance to “Read the mysterious note.” Place a pale mysterious note on the ground/table around the left-center garden area; interacting nearby hides it and displays exactly: “The note says: ‘A room without a window remembers the light.’” Advance to “Unlock the secret room.” Require the hidden key and another interaction at the mansion door to rotate/open the hidden lock/door and display “The hidden lock yields. Something glows inside.” Advance to “Find the glowing magical object.” Place a floating/glowing golden-yellow orb near the entrance/front of the mansion. Interacting close to it adds “memory orb” to the inventory, hides the orb, advances to “Level complete.”, displays “The house has given up its secret.”, and shows a completion screen reading “LEVEL COMPLETED,” “The house remembered your name.”, and a “NEXT LEVEL” button. The NEXT LEVEL button may reload/reset the game.

HUD and controls: Before play, show a full-screen menu over the 3D backdrop with large centered white spaced title text “THE FORGOTTEN HOUSE 1,” subtitle “A cartoon horror adventure,” and three large stacked buttons: gold “PLAY,” dark “SETTINGS,” and dark “CHOOSE CHARACTER.” Use rounded buttons with visible darker drop shadows. The settings panel should include Sound with an ON/OFF toggle, Music volume slider, Graphics quality selector with High/Medium/Low, Camera sensitivity slider, Control sensitivity slider, and BACK. The character panel should have the 20-choice grid, BACK, and PLAY AS SELECTED.

During gameplay, show a translucent dark rounded mission card at upper left with a gold “LEVEL 1” badge and the current mission, and an upper-right card reading “Inventory: empty” or listing collected items. Show the hint “Drag on the scene to look.” Use a virtual joystick at bottom left: dark circular base with a gold knob, supporting touch movement. At bottom right provide an action grid of buttons labeled WALK, RUN, JUMP, SIT, CROUCH, and a wide INTERACT button. WALK and RUN select movement speed; JUMP performs a simple vertical jump; SIT triggers the sitting animation; CROUCH toggles crouching and reduces movement speed while playing the crouch animation; INTERACT performs the proximity-based puzzle actions. Support keyboard controls as well: WASD or arrow keys move, E interacts, and Space jumps. Movement should be smooth, with walk speed about 2.2 and run speed about 4.6, crouch slower, and avatar rotation should face travel direction. Keep the game focused on exploration and interaction rather than combat, health, score, or enemies.

More free browser games

Browse the whole Arcade →