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Whisper Ward

  • 3d
  • horror
  • cinematic
  • adventure
  • point-and-click
  • narrative
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. Brother sadra built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Whisper Ward yet. Play it, then tell Brother sadra what you would add next.

Make your own game

Whisper Ward was built by Brother sadra 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 Ward 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 Whisper Ward

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 landscape-only, browser-based 3D cinematic horror adventure titled “Whisper Ward,” with the subtitle “Some messages should never be answered.” Use a dark Three.js-like 3D presentation with a nearly black navy background, heavy fog, soft shadows, restrained low-poly geometry, and a moody palette of charcoal walls, black floors, brown wood, cold blue moonlight, dim red accent lighting, and occasional red/emissive objects. The camera is a fixed third-person/cinematic perspective rather than a free-roaming player camera; the only gameplay input is clicking/tapping or pressing Space/Enter to advance story beats. Do not add combat, enemies that chase, platforming, or free movement.

Start at a lobby/title screen over a dim 3D room: a simple stylized girl stands in the background, with a dark floor, walls, a large blue-gray window crossed by vertical rain bars, and a subtle red light. Overlay a semi-transparent black cinematic panel on the left/center with serif typography: eyebrow “A CINEMATIC HORROR STORY,” large spaced uppercase title “WHISPER WARD,” subtitle “Some messages should never be answered.”, and full-width outlined buttons “Start” and “Settings.” The layout should be responsive but require landscape orientation; in portrait show a full-screen message asking the player to rotate the device to landscape.

When Start is selected, begin Chapter 01 · THE MESSAGE and show a top HUD with that chapter badge and a Pause button. Build the story as a sequence of fixed 3D scenes and caption beats. Scene 1 is a dark bedroom: charcoal walls and floor, a wooden bed with pale mattress and dark red blanket, a wooden nightstand, a red phone on/near it, and a closed wooden door. The stylized girl is beside the bed. Display centered lower-screen cinematic subtitles with a speaker label, initially in Persian by default: SYSTEM: “3:17 AM.”; advancing gives FATHER: “Help me!”, then GIRL: “Dad? Where are you?”. On the next advance transition to the hospital and show GIRL: “I have to find you.”

Scene 2 is an empty hospital corridor: a long dark wet-looking floor, tall charcoal side and rear walls, repeated brown doors on both sides, and a large glass double elevator door/frame at the far end with a red warning panel/light above it. The girl begins at the near end. Slowly oscillate the camera slightly in this hallway and pulse the red light subtly to create an eerie cinematic effect. Advance through GIRL: “Why is it so quiet?”, then present a centered choice panel titled “The elevator waits,” with eyebrow text “THE ELEVATOR WAITS,” body text “One thought keeps repeating inside your head.” and two buttons: “Return home” and “Continue to floor 2.” If Return home is selected, show SYSTEM: “The elevator drops.”, then SYSTEM: “GAME OVER,” and return to the title lobby after a short delay. If Continue is selected, transition to floor 2 and show GIRL: “Second floor...”.

Scene 3 is a larger second-floor room/hall with charcoal walls and floor. Place six colored doors in two rows against the back wall (muted blue-gray, burgundy, olive green, ochre, purple, and brown), plus a large red main door at the far center. Show a bottom-right inventory with three square outlined slots: gasoline/fuel icon ⛽, fuse icon ▣, and small key icon ⚿. Initially all are inactive/dim. Advance the story with GIRL: “I need to search.” then GIRL: “Gasoline. A fuse. And a small key.” then GIRL: “The generator room...”. While in this scene, each click/tap collects the next item in order and lights its inventory slot, showing captions GIRL: “I found gasoline.”, then “A working fuse.”, then “The small key...”. After all three are collected, the next click advances; if the player tries to advance before collecting all three, show SYSTEM: “Search the rooms.”. Do not require physically walking to each door: the code’s interaction is click-based collection in order.

Scene 4 is the generator room, reached only with all three items. Reuse the second-floor space and add a small enclosed side room, a gray metal generator, and a prominent large red key hanging/positioned above it. Show GIRL: “The master key must be here.”, then on successive clicks GIRL: “Footsteps... behind me?”, GHOST: “You should not have come.”, and transition to the ending.

Scene 5 is the ending room: dark floor and rear wall, a simple wooden chair at center, and a crude low-poly father figure seated/represented there with a skin-colored body/head and pale mask. The girl stands in the foreground. Show GIRL: “Dad...?”, then FATHER: “It is over.”, then GIRL: “His eyes... this is not my father.” During the final beat, use a slow lateral/orbiting camera movement around the chair/father before returning to the lobby after a short delay.

Use a reusable low-poly girl avatar: dark blue-gray cylindrical dress/body, two small cylindrical legs, skin-colored cylindrical arms, a small skin-colored spherical head, and a dark hair cap. Use simple box and cylinder geometry with shadows. Lighting should combine a cool blue hemisphere/sky light, a directional moonlight casting soft shadows, and localized pulsing dark-red point light. Add distance fog so corridors fade into darkness. Use cinematic serif typography in cream/off-white, muted dusty rose speaker labels and eyebrow text, thin translucent borders, translucent black gradient panels, and subtle hover feedback that shifts buttons slightly and adds a red tint.

Include Settings accessible from the title screen and pause screen: a Playback panel with Sensitivity slider, Lighting slider, subtitle language select defaulting to فارسی/Persian with English as the alternative, and Back button. The displayed dialogue must switch between the provided Persian and English lines. Include Pause, Continue, Settings, and Exit controls; pausing freezes the subtle scene animation and opens a matching dark overlay panel. Keep the HUD hidden in the lobby and show it during the story; show the inventory only on floor 2 and in the generator room. Preserve the exact linear story progression, choice/game-over branch, item order, captions, scene props, and dark cinematic visual tone described above.

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