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Whispering Grounds

  • 3d
  • first-person
  • horror
  • exploration
  • collectathon
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. Heno Hantha built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Whispering Grounds yet. Play it, then tell Heno Hantha what you would add next.

Make your own game

Whispering Grounds was built by Heno Hantha 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 Whispering Grounds 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 Whispering Grounds

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 “Whispering Grounds,” using Three.js-style rendering. The player explores a small enclosed graveyard at night from an FPS camera at roughly eye height, with mouse/click look, WASD or arrow-key movement, Shift to run, and Space to jump. Keep the camera perspective at 70-degree field of view with a short view distance and dense exponential fog. The scene should be almost black-blue: a deep navy-black background and fog, cold blue moonlight from above, subtle hemisphere fill, and a bright pale-blue player flashlight mounted to the camera that illuminates the direction the player is looking. Add a strong dark radial vignette around the screen edges and a small white circular crosshair at screen center.

Build the level as a flat square graveyard roughly 40 by 40 units, enclosed by a modular wooden fence perimeter around x=-7..7 and z=-10..12. Put a narrow muddy/dark path, about 3.5 units wide and 32 units long, running down the center. Place six simple grave markers from a graveyard prop kit in two staggered columns along the path/area: approximately (-2,6), (2,4), (-2,1), (2,-2), (-2,-5), and (2,-8). Use shadow casting/receiving and a restrained low-poly asset style. Start the player at (0,1,10), near the entrance/gate end of the fenced grounds.

The goal is to recover three lost memories and then escape back through the entrance. Represent each memory as a small floating blue-violet glowing octahedron, visibly readable in the darkness, at approximately (-3,0.4,7), (3,0.4,-1), and (0,0.4,-8). Make them slowly rotate and bob vertically. When the player comes within about 0.85 units, hide the memory, increment the collection count, and show a temporary bottom-center message: after the first two, “A memory returns. Something heard you.”; after the third, “All memories recovered. Now get back to the entrance.”

Include one animated ghost character from a graveyard/ghost prop kit. It begins near (0,0,-5), facing back along the path, with an idle animation. When the player is within 7 units, have it pursue the player; use a faster movement speed when closer than 4 units and a slower stalking speed otherwise. It should rotate to face its movement direction. When it is within 0.8 units, end the game with “The ghost found you. Refresh to try again.” and change the objective to “GAME OVER.” While it is nearby, show an implicit danger/fear response through the ghost behavior and optionally a subtle dark, tense presentation, but do not add unsupported combat or weapons: the player can only move, jump, run, collect memories, and evade. If the player is farther away, have the ghost wander in a slow looping pattern around the center/back portion of the path.

The game state and HUD should be clear but minimalist. In the upper-left, show a translucent dark panel with a thin bluish border, the uppercase spaced title “WHISPERING GROUNDS,” the objective text, and “Memories: 0 / 3” updating to the current total. Start with “Find the 3 lost memories.” Once all three are collected, change the objective to “The gate is open… survive the walk back.” If the player returns past the entrance, approximately player z > 10, after collecting all three and while not caught, finish with “You escaped the graveyard.” and change the objective to “YOU SURVIVED.” Show a temporary translucent black message box at the bottom center for the opening line “The gate locked behind you. Find what was buried.” and for collection/end-state messages. In the upper-right, show the controls exactly as a compact hint: “WASD / arrows to move”, “Click to look · Shift to run”, and “Space to jump”. Keep the page full-screen, hide scrollbars, and use an Arial-like sans-serif UI with pale gray-blue text, translucent panels, subtle blur, and a dark radial vignette. The overall mood is quiet, sparse, cold, and nearly black, with the glowing memories and flashlight as the main readable visual accents.

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