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Umbra Hollow

  • 3d
  • action-platformer
  • side-scroller
  • fantasy
  • low-poly
  • boss-fight
  • dark-fantasy
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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. Mateus Vinicius built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Umbra Hollow yet. Play it, then tell Mateus Vinicius what you would add next.

Make your own game

Umbra Hollow was built by Mateus Vinicius 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 Umbra 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 Umbra 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 3D side-scrolling action-platformer titled “Umbra Hollow,” with the Portuguese subtitle “AS RUÍNAS SOB A LUA.” Use a dark, moody third-person side-view presentation: a perspective camera looks across the level from the front/right, following the hero horizontally while keeping the scene framed around the character. Set the world at night with a nearly black navy background, subtle dark fog, moonlit blue-violet lighting, strong shadows, and a faint purple point-light glow around the player’s area. The environment is a long ruined stone platform stretching roughly from x=-15 to x=28, with a broad dark slate floor, raised rectangular stone ledges at different heights (including platforms around heights 2.8, 4.7, 2.6, and 5.1), scattered low ruin blocks and rocks, tall nearly black obsidian columns in the far background, dead brown branching trees, and slim vertical lavender glowing soul lamps arranged through the ruins. The visual style is low-poly fantasy, with subdued navy, charcoal, brown, violet, and pink highlights.

The playable character is a small armored warrior/knight model, initially positioned toward the left side of the level, facing horizontally. Use an animated humanoid warrior with idle and run animations, casting and receiving shadows. The player can move left and right with A/D or the left/right arrow keys, and with on-screen circular ◀ and ▶ buttons. Apply responsive horizontal movement, gravity, and jumping with Space, the Up arrow, or the ↑ touch button. Allow a double jump (the second jump is available while airborne). Keep the player constrained within the level bounds. The hero can attack with J or the circular ✦ touch button: create a brief bright lavender/pale-pink semicircular “soul blade” slash just in front of the facing direction, with a short cooldown, and damage nearby enemies in the attack direction. Show a small pink-purple burst effect when an enemy is hit.

Place two ordinary mist guardian/demon enemies along the route, one near the lower ground around x=4 and another on a raised ledge around x=16, plus a larger mist guardian boss near x=24 on a high ledge. Use dark fantasy low-poly demon models. Ordinary enemies have 2 hit points, slowly approach the player when within approximately 8 units, and damage the player on close contact. The boss is visibly larger, has a dark purple emissive treatment, floats with a gentle vertical bob, approaches from farther away (within approximately 14 units), has 12 hit points, and damages the player at close range. Enemies should turn to face the player and pause their movement briefly when struck. Defeated normal enemies disappear; defeating the boss completes the encounter. Award internal score for hits and defeats (25 per hit, 100 per normal defeat, and 1,000 plus an additional 500 for the boss), but do not add a visible score counter unless needed for the same behavior.

At the top-left, display “UMBRA HOLLOW” in spaced pale serif lettering and underneath “AS RUÍNAS SOB A LUA” in smaller muted text. At the top-right, show three pink heart icons for the player’s three health points; replace them with an X-like indicator when health reaches zero. When the boss is present, show a centered top boss HUD labeled “GUARDIÃO DA NÉVOA” with a dark framed horizontal health bar filled by a violet-to-pink gradient, shrinking as the boss takes damage. After the boss is defeated, keep the bar area and replace its label with “GUARDIÃO DA NÉVOA DERROTADO.”

Start with a centered dark translucent intro panel bordered in muted gray-purple, titled “UMBRA HOLLOW,” with the message “Desça pelas ruínas, atravesse o bosque morto e enfrente o guardião da névoa.” and a button labeled “ENTRAR NAS RUÍNAS.” Clicking/tapping it or pressing Enter starts the game. If all three health points are lost, stop gameplay and show a centered panel reading “VOCÊ CAIU,” followed by “A escuridão ainda respira.” and a “TENTAR DE NOVO” button that resets the player to the start, restores three health points, and resets the boss. Place the touch controls at the bottom: left/right movement circles at bottom-left, jump and attack circles at bottom-right. On desktop, show the hint “A/D ou ←/→ mover · Espaço pular · J atacar” centered along the bottom; hide this hint on coarse/touch devices. Keep the cinematic dark ruin atmosphere, sparse UI, and side-scrolling combat-platformer feel throughout.

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