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The Hollow

  • 3d
  • first-person
  • horror
  • exploration
  • survival-horror
  • atmospheric
  • puzzle
0
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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. ChessMeemer built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about The Hollow yet. Play it, then tell ChessMeemer what you would add next.

Make your own game

The Hollow was built by ChessMeemer 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 Hollow 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 Hollow

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 first-person 3D atmospheric horror exploration game titled “THE HOLLOW // SECTOR 07.” Use a dark industrial underground district as the setting: a large concrete/metal facility with a charcoal floor, tall perimeter walls, evenly spaced industrial pillars, overhead roof beams, suspended dust, warning lights glowing dull red, pipe stacks, office partitions, residential-looking doors, barrels and pipe bundles. Add a flooded section on the right side with dark teal water, narrow raised walkway planks, and a darker deep-water decal. At the far end, build a barred transit gate with the visible label “TRANSIT // POWER REQUIRED.”

Begin with a full-screen title overlay on a nearly black background. Show the title “THE HOLLOW,” the text “You wake beneath a town that should not have a basement this large.” and “Explore the industrial district. The facility is quiet — but it is listening.” Include an “ENTER THE FACILITY” button and the control hint “WASD / ARROWS MOVE · MOUSE LOOK · F FLASHLIGHT · E INTERACT · SPACE JUMP.” Once started, hide this overlay and enter the first-person facility.

Use a slow, tense FPS controller: WASD or arrow keys move, mouse looks around, Space jumps, F toggles the flashlight, and E interacts with nearby objects. Show a small center crosshair, a dark radial vignette, and a minimal HUD. At the upper left display “THE HOLLOW // SECTOR 07.” At the upper right display three status lines: “SIGNAL: QUIET” (which can change to “MOVEMENT” or “UNSTABLE”), “LIGHT: ON/OFF,” and “ACCESS: NONE/CARD.” At the lower left show the current objective, initially “Find the access card. Restore power to the transit gate.” Display contextual interaction text near the lower center, such as “[E] TAKE ACCESS CARD,” “[E] RESTORE POWER,” and “POWER ONLINE.”

Place an access card on the floor in the office/partition area toward the left side of the district. It is a small gold-colored card and initially can be collected when the player is close enough. When collected, hide it, change ACCESS to “CARD,” show the message “The card is warm. It has your name on it.” and update the objective to “Find the three power controls.” Place exactly three power-control switches around the district: one near the left/rear area, one near the middle/right area, and one near the flooded section. Each is a short metal control box with a small red indicator lamp. When the player interacts with an inactive switch, turn its indicator green and show a brief narrative message. Count the three activated switches. After all three are active, change the objective to “The gate is open. Go deeper.”, remove/open the barred transit gate, and show “All three systems hum awake. The transit gate unlocks.” followed by “The gate opens by itself. Something on the other side was waiting.” Do not add combat, weapons, inventory beyond the access-card status, or additional puzzle steps.

Include a distant humanoid horror called “the Tall One,” represented by a tall, zombie-like animated silhouette at the far end near the transit gate. It should slowly approach the player only when it is not being observed; determine observation from whether the player’s camera is facing it. It must stop advancing while looked at, and remain at a distance rather than openly attacking. Update the HUD signal based on proximity: QUIET when far away, MOVEMENT at medium distance, and UNSTABLE when close. If it gets close while outside the player’s view, trigger a brief jumpscare: rapidly flash a red-and-black full-screen overlay with a stark pale face/silhouette, shake the camera, show the message “IT WAS WAITING FOR YOU TO TURN AROUND.” and play a short descending harsh electronic/saw sound. After the scare, reposition the Tall One farther behind/away from the player and allow the stalking sequence to continue after a cooldown.

The player always has a forward-facing cool white-blue spotlight flashlight attached to the camera, with a strong but limited range and soft falloff. F toggles it off and on and updates the LIGHT HUD status. Keep the ambient scene dim, with cool gray-blue lighting, subtle warm/brown tones in the architecture, red warning lamps, fog, and strong shadows. Use a slightly cinematic perspective camera, soft shadows, exponential dark fog, restrained desaturated colors, and a quiet survival-horror presentation. Show brief atmospheric messages near the top center after starting, such as “The air tastes metallic. Somewhere ahead, a phone begins to ring.” The intended experience is exploration, collecting the card, restoring the three systems, opening the transit gate, and enduring the Tall One’s observation-based stalking rather than fighting enemies.

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