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Whisperbound

  • 3d
  • exploration
  • cozy
  • fantasy
  • third-person
  • bonding
  • low-poly
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. Jasmine creech built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Whisperbound yet. Play it, then tell Jasmine creech what you would add next.

Make your own game

Whisperbound was built by Jasmine creech 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 Whisperbound 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 Whisperbound

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 cozy-mysterious third-person 3D exploration game titled “Whisperbound,” set in the bright, stylized low-poly fantasy world of Lumehold Valley. Use an elevated, slightly behind-the-player camera that follows smoothly and looks toward the player and movement direction; the player is a small adventurer character seen from above in a colorful meadow. The world should have a pale blue sky/fog background, soft warm daylight, gentle shadows, rounded low-poly geometry, and subtle magical glows.

Build the playable valley as a bounded open area of grass, with tan oval paths and meadow patches. Include a central Lumehold market square with fantasy market stalls, several cottages, a windmill on a hill to the northwest, clusters of rounded trees around the edges, rocks, grass tufts, flower patches, crystals, mushrooms, warm lantern posts, and floating firefly-like particles. Add a glowing moonwater pond to the east, a spirit garden to the south, a small floating shrine on the western hill, a hidden ruin mouth, and a large sleeping mountain spirit in the far north: a low-poly mountain/cone form with faint closed eyes and a blue resonance ring. Place three visible locked mist gates around the perimeter leading toward Hollowwood, Ashveil Peaks, and the Silent Expanse; each gate consists of stone pillars and a translucent colored veil. The gates are not traversable and only provide environmental guidance when approached.

The player begins near the market at approximately the center of the valley. Provide smooth acceleration and deceleration rather than instant movement. Keyboard controls: WASD or arrow keys move, Shift sprints, and Space gives a speed boost while moving after the Lunefawn bond unlocks. Also support mobile play with a virtual joystick on the lower left and a large circular TRUST button on the lower right. Keep the player inside the valley bounds.

The core loop is nonviolent bonding, not combat or capture: explore, collect six floating golden glowing moonseeds, bring them to spirits, then hold E (or hold TRUST on mobile) while standing close to a spirit to sit beside it and build trust over time. Moonseeds are automatically offered while sitting near a spirit and increase trust, while simply remaining nearby and holding the interaction button also builds trust more slowly. Each seed disappears when collected, increments a Moonseeds counter, bobs vertically, rotates, and plays a soft chime. Place the six seeds in the spirit garden and hidden corners at positions distributed around the valley.

Include two animated spirit creatures. Lunefawn is a softly cyan-tinted deer in the southern spirit garden, initially partially trusting at about 8 trust and stage “Trust.” Emberfox is an orange-tinted fox near the western/northern village area, initially at 0 trust and stage “Wary.” Spirits should idle with subtle bobbing/rotation and a colored glowing ring aura. Trust stages are Wary below 10, Trust at 10, Bond at 38, Resonance at 72, and Awakening at 100, shown as text and progress bars. When Lunefawn reaches Bond, reveal a trail of pale-blue glowing footprints through the valley and unlock the Space glide/speed boost, with a notice explaining the moonlit paths. When Emberfox reaches Bond, make it follow the player at a short offset and display a notice. Do not add fighting, enemies, health, weapons, inventory beyond the moonseed count, or a capture mechanic.

Add two wooden rumor signs: one near the village that can be read to reveal that blue footprints appear when Lunefawn feels safe, and one by the eastern basin explaining that Moonwater Basin lies below the glowing lake. Approaching a spirit, sign, or gate should show a contextual prompt. Holding E/pressing TRUST near spirits should display “Hold E / TRUST: sit beside [name]” and optionally mention offering a moonseed; signs and gates should display read/listen prompts and show short narrative notices when activated. Start with an opening notice: “You awakened in Lumehold. The spirits are watching, not waiting to be captured.” Include quest guidance at the top: find moonseeds in the spirit gardens, then sit beside Lunefawn or Emberfox with E. Update it after collecting at least three seeds and after the Lunefawn bond.

Use a minimal translucent glass-like HUD over the 3D scene. At top left show the title Whisperbound and subtitle “Lumehold Valley — smooth movement, Shift sprint, E trust.” At top right show the current quest in a dark translucent rounded rectangle. Show temporary centered narrative notices in a dark rounded panel with pale yellow text. At bottom right show a translucent “Spirit Bonds” panel with “Moonseeds: 0/6” (updated dynamically), one row per spirit, each spirit’s current stage, and a horizontal gradient trust bar. On mobile, keep the HUD compact and show the joystick and TRUST button. Use soft gold, cyan, lavender, and green accents, warm lantern flicker, floating particles, and gentle emissive lighting to reinforce the quiet magical atmosphere. Use animated low-poly adventurer, deer, and fox models, with idle/walk/run/interaction animations and soft shadows.

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