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Bu bir taslak oyunu, ilerleyen zamanlarda farklı programda ilk sürümü yayınlanacak.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ömer Cihangir Acar built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about The Forest Taslak Oyunu yet. Play it, then tell Ömer Cihangir Acar what you would add next.
The Forest Taslak Oyunu was built by Ömer Cihangir Acar 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 Forest Taslak Oyunu 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 survival-investigation horror game titled "The Forest Taslak Oyunu". Include the author blurb "Bu bir taslak oyunu, ilerleyen zamanlarda farklı programda ilk sürümü yayınlanacak." as project/about text, while the in-game title screen reads "CHAPTER 1: THE SKINWALKER" with the subtitle "AN INVESTIGATION IN FOUR AREAS" and the note "Headphones recommended". Use a very dark Black Pine Forest setting at night: near-black green background, dense exponential green fog, dim cool moonlight, soft shadows, sparse low-poly trees, bushes and rocks, and a muted cinematic survival-horror palette of deep green, brown wood, pale gray-white, and desaturated red. The camera is an immersive first-person FPS camera with a small pale center reticle. The player carries a cone-shaped pale flashlight that follows the camera and illuminates roughly 22 units ahead; allow it to be turned on/off. Add an optional subtle green night-vision overlay. Build one connected outdoor forest map with four named areas shown in the HUD: CABIN, FOREST, CAMP, and CABINS. Start the player inside a small wooden starting cabin at approximately the center of the map, facing its open doorway. The cabin should have brown plank-like walls, a dark roof, a wood floor, a bed, and a table. Create a research shelter/research camp to the east (around x=32,z=-12), and two abandoned wooden cabins beyond the creek to the west (around x=-32,z=-20 and x=-25,z=-28). Add simple dark forest paths and signs reading "BLACK PINE FOREST", "RESEARCH CAMP →", and "OLD CABINS". Scatter low-poly trees, bushes, and rocks across the broad terrain. The core goal is to investigate disappearances by finding and reading eight interactable evidence objects in sequence. Objects are small physical meshes placed in the world and can be examined when centered in the reticle within about 3 units; show an "E — [item name]" prompt on desktop and a tap/interact button on mobile. On interaction, collect the evidence, hide it from the world, play a short confirmation tone, show a message, and open a document modal containing its title and narrative text. The evidence sequence and locations are: 1. Inside the starting cabin on the table at approximately (0,1.15,2.7): "Detective assignment", titled "Assignment — Case 14". Text: "Three people vanished around Black Pine Forest in the last six weeks. No vehicles. No footprints beyond the tree line. Find the missing persons’ belongings, document anything unusual, and report before dawn. Do not pursue sounds that imitate a person. — Detective Mara Voss". Initial objective: "Find the journal in the cabin." 2. Beside it at approximately (-1.2,1.0,2.7): "Forest map", titled "Hand-drawn forest map". Text: "A rough map marks the cabin, a research camp to the east, and a cluster of abandoned cabins beyond the creek. A note reads: ‘The old service trail is safer after midnight.’" After this, objective: leave the cabin and investigate the forest trail; set the cabin checkpoint. 3. In the forest at (10,0.35,-10): a red sphere representing a child’s scarf, titled "Evidence 01 — Red scarf". Text: "Mud has dried into the fibers. The scarf is folded as if someone placed it here carefully. A single pine needle is tucked inside the knot." Then objective: find the abandoned research camp. 4. In the forest at (18,0.5,-4): a dark metal sphere representing a bloodstained compass, titled "Evidence 02 — Compass". Text: "The needle spins without settling. A tiny engraving reads: ‘Elias R. / 1998’. The casing is warm despite the cold air." 5. In the research camp shelter at (29,1.1,-12): a paper, titled "Evidence 03 — Field note". Text: "Night 9. We hear movement circling the tents. It does not approach when we call. It approaches when we stop talking. If you find this, do not answer the woods." Then objective: search the research shelter for more evidence. 6. In the shelter at (35,1.2,-11): a dark rectangular photograph, titled "Evidence 04 — Photograph". Text: "Four researchers stand in front of the shelter. A fifth silhouette is visible between the trees. The face is washed out, but the hands hang too low." Then objective: reach the abandoned cabins beyond the creek. 7. In an abandoned cabin at (-29,1.15,-18): paper titled "Evidence 05 — Diary". Text: "It learned our routes. It waits near doors. It never crosses the creek unless invited. The old stories called it a skinwalker, but the word feels too small." Then objective: find the final case file. 8. Near the western abandoned cabins at (-35,1.0,-23): paper titled "Evidence 06 — Final case file". Text: "Detective Voss, if you are reading this, the disappearances are not random. Someone is bringing people here. The next name on the list is yours." Collecting it completes the case and begins the ending sequence. Add a hand-drawn-looking forest map modal opened with M, showing approximate labels CABIN, RESEARCH CAMP, OLD CABINS, a YOU marker and a route line; explicitly state that it does not show the creature. Add a journal/evidence modal opened with J listing all collected clue cards, and allow Escape/close to return to play. Reading documents pauses the game. Implement a pale, unnaturally long-limbed low-poly creature called the skinwalker: a white capsule-like body, oversized pale head, black mouth, black eyes, and elongated pale arms. It begins roaming from the distant forest around (23,0,-24), chooses random roam destinations, and is not always visible through the fog. The creature must react to the player’s movement noise: normal movement has a larger sound radius, crouched movement a smaller radius, and the creature only investigates if it has a clear line of sight/path using world colliders. Give it roam, investigate, and chase states. In investigate it moves toward the last heard location and searches briefly; in chase it moves much faster, with a subtle body shake. Show a small HUD danger dot that changes from green to amber when the creature is chasing or close. Play a low warning tone when it is nearby. If it reaches the player, add a brief static/noise visual effect and reset the creature to its roam start position, returning the player to the most recent safe checkpoint with the message "The forest forgets nothing. You wake at the last safe place." The research camp should become a checkpoint when entered. After the final case file, display "The case is complete. Something is waiting outside.", move the creature to the western cabin area, force a final chase/stalker sequence for several seconds with heavy static, then show an ending modal titled "CHAPTER 1" with this text: "The tape ends before the door opens. In the final frame, Detective Voss is standing among the trees — facing the camera. A second file is marked: ‘THE VOICE UNDER THE FLOOR.’" Add the footer "A CASE FILE REMAINS OPEN" and a RETURN TO MENU button. The main menu should be a centered dark translucent panel with a thin muted border and subtle shadow, serif/typewriter-like spaced title, buttons PLAY, SETTINGS, and EXIT, and the headphones recommendation. Settings should include master/music/SFX volume sliders, mouse sensitivity, and a Medium/Low graphics selector that toggles shadows. EXIT should explain that exiting is unavailable in a browser. The HUD should show the current objective in a bordered panel at top left, current area and danger dot at top right, temporary narrative messages, the center dot, and mobile circular controls for INTERACT, NV, and LAMP on narrow screens. Support keyboard/mouse FPS movement, WASD movement, mouse look, jumping, E to interact, Q for night vision, F for flashlight, C to crouch (slower movement and reduced sound), J for journal, M for map, and Escape for document/map/pause handling. Include touch-friendly interaction for mobile. Use restrained synthesized tones for interactions, toggles, proximity, death, and the final scare; no bright action-game UI, weapons, score, ammo, or combat.