Arcade › The Hollow Town
Click the game above and it runs right here in your browser. No download, no installer, no account needed. maplemoon built it with Cinevva, so it works on a phone or a tablet too.
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The Hollow Town was built by maplemoon 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 Town 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.
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 TOWN.” The player is dropped into a compact abandoned town maze at night and must find the single escape gate at the far southern end. Use a Three.js-like real-time 3D presentation with a 72-degree perspective camera, dark blue-black background, exponential fog, and very low visibility. The player should begin at approximately the north end of the town, facing toward the maze, with a small glowing circular crosshair centered on screen and a flashlight mounted to the camera that illuminates a narrow cone ahead in cold white-blue light. Movement is first-person: click to capture/look with the mouse, WASD or arrow keys to walk, Shift to run, and Space to jump. Keep the player at ground level with gravity and basic collision against the town’s walls and gate barriers. Build the environment as a compact maze of dark roads and block-like building boundaries on a flat ground plane. Make the ground charcoal gray, roads slightly lighter gray ribbons, and maze walls tall rectangular abandoned-building blocks in desaturated blue-gray. Arrange multiple loops, dead ends, narrow connectors, and separated road branches. Place silhouetted abandoned house models around the roads, especially on both sides of the town and toward the southern end. Add sparse black dead trees, dark hanging Halloween pennants/banners, orange pumpkins/jack-o’-lantern props, and post lantern props around intersections. Lanterns should flicker subtly in brightness, while banners sway slightly as if in wind. The overall scene should be nearly black with cold moonlight/rim lighting, subtle fog, and a restrained cinematic horror look; avoid bright general illumination. Include a faint warm/orange tone from the pumpkins/lamps but do not make the town well lit. There is one correct exit at the far south edge: put two blocked side paths near the end, then a centered escape gate around x=0, z=-51, represented by a dark gate/barrier with a narrow pale blue glowing panel/opening and a glowing sign above it. Trigger the win when the player reaches the gate area (roughly z less than -48 and within about 2.4 units of the center). On success, change the HUD objective to “THE TOWN LET YOU GO” and show a full-screen translucent near-black overlay with large spaced pale text “YOU ESCAPED,” fading in with a soft blue glow. Add an unsettling recurring enemy encounter called “The Grinning Stranger”: use a shadow-dark clown/humanoid model with a slightly enlarged scale, muted colors and a faint dark red emissive tint. It should appear intermittently at several fixed locations around the maze for roughly 2.4 seconds, facing the player, then vanish; after a delay of about 8–16 seconds repeat at another location. Occasionally use a pursuit state in which it remains visible and slowly walks toward the player until near enough, while playing idle/walk animation when available. It is a scare presence rather than a combat system: do not add weapons, health, score, inventory, or combat UI. HUD should be minimal and match the screenshot: fixed title in the upper-left reading “THE HOLLOW TOWN” in pale gray uppercase with generous letter spacing; beneath it show “FIND THE WAY OUT” and the smaller atmospheric line “The streets move when you stop watching.” Center a tiny pale circular crosshair with a subtle glow. At the bottom center show a translucent black rectangular instruction panel with a thin dim border and the text “CLICK TO LOOK · WASD / ARROWS TO WALK · SHIFT TO RUN · SPACE TO JUMP.” Keep the screen mostly empty and black around these elements. Use serif/system typography with a worn, eerie, understated presentation, dark blue-black shadows, cold gray-blue highlights, and soft fog rather than gore or jump-scare graphics.