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Arcade › Whisper House
Click the game above and it runs right here in your browser. No download, no installer, no account needed. shoto built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Whisper House yet. Play it, then tell shoto what you would add next.
Whisper House was built by shoto 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 Whisper 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.
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 dark first-person 3D horror exploration game titled “Whisper House.” Begin with a full-screen nearly black intro overlay with a subtle radial glow, large spaced uppercase title WHISPER HOUSE, and this premise text: “The house has been empty for years. Something inside still remembers how to hunt. Find all three talismans, then get back to the front door.” Place an ENTER THE HOUSE button in the center. Once started, hide the intro, lock the mouse for FPS look, and show a small central circular crosshair. Build a compact abandoned two-room rectangular house in a 12-by-12 unit layout, viewed from a first-person camera. Use a very dark blue-black environment with fog, muted gray-brown walls and floor, soft moonlike directional light, a warm orange lamp glow in the front/left area, and a dim red light toward the rear/right. The house has an outer shell with north, south, east, and west walls, a central divider with a low section that creates a passage between rooms, and a wooden front door centered on the south/front wall. Add two dark window panels on the rear wall. Furnish it sparsely with a tall wooden wardrobe on the back-left side, a low bed with a gray-blue mattress on the back-right side, a wooden table with four legs in the left/middle area, a wooden shelving unit with gold-colored books on the right/middle area, and several small dark debris pieces on the floor. Keep the visual style low-poly/simple realistic, with strong shadows, subdued materials, fog, and horror-game darkness. The player starts just inside the front door at approximately the south-center of the house. Implement WASD or arrow-key movement, mouse click/FPS camera look, Shift to run, and Space to jump. The player is a survivor, but the visible survivor model is hidden, so gameplay is experienced entirely through the first-person camera. Use ordinary movement collision with the house geometry so the player cannot walk through walls or furniture. Place exactly three collectible talismans around the house: glowing gold octahedral crystals surrounded by thin gold torus rings, hovering and slowly rotating with a slight vertical bob. Put one in the left/rear area near (-4.2, -1.7), one in the right/front area near (4.3, 4.5), and one in the right/rear area near (2.8, -4.3). The player collects a talisman simply by coming within roughly 1.15 units; make it disappear, increment the counter, and show a brief bottom-center message. Before all three are collected, the HUD objective reads “Find the three talismans. Don’t let it see you.” After collection, change it to “Return to the front door. It knows you are here.” The top-left HUD must show “TALISMANS 0 / 3” and update through 3 / 3. Use dark translucent HUD boxes with thin pale borders and uppercase, widely spaced text. Add one hostile floating ghost enemy called the Whisperer, loaded/represented as a simple low-poly pale ghost monster. It starts in the right/middle of the house around (4.4, -1.8), floats slightly up and down, and has a flying idle animation if available. It normally drifts slowly back toward its starting point, but if it can see the player within about 6.2 units, it becomes alerted and pursues the player at a faster speed. Also pursue when very close. The ghost’s vision should be directional rather than omnidirectional: determine whether the player is in front of its facing direction, and do not detect the player when hidden. Give the ghost a threatening presence with the dark lighting and a brief message such as “A cold breath touches your neck.” when it sees the player; reduce the scene exposure while alert. Provide hiding mechanics based on the wardrobe and bed: the player is considered hidden when within about 1.25 units of the wardrobe or 1.35 units of the bed. While hidden, the ghost cannot see or catch the player. If the ghost reaches within about 0.85 units of the visible, non-hidden player, end the game with the message “It found you.” and show a TRY AGAIN button. If all three talismans have been collected and the player returns to the centered front-door area (z greater than about 5.1 and x within about 1.5), win the game and show “You made it out alive.” plus the TRY AGAIN button. Use brief bottom-center dark message panels for events: on starting, “The house is listening.”; after ordinary talisman pickup, “You found something warm.”; after the final pickup, “Now run to the front door.”; on detection, “A cold breath touches your neck.”; on loss, “It found you.”; and on victory, “You made it out alive.” Messages should fade for ordinary events but remain for win/loss. At the bottom of the screen display the controls hint: “WASD / ARROWS MOVE · SHIFT RUN · SPACE JUMP · CLICK TO LOOK,” hiding this hint on touch/coarse-pointer devices. Keep the camera and renderer cinematic: perspective around 72 degrees, soft shadows, ACES-style tone mapping, dark fog beginning around 7 units and fading by 24 units, and a nearly black background. Make the game playable and restartable from the restart button after either outcome.