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Arcade › Whispering Grove
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jay Panchal built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Whispering Grove yet. Play it, then tell Jay Panchal what you would add next.
Whispering Grove was built by Jay Panchal 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 Grove 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 first-person 3D exploration game titled “Whispering Grove.” The player enters a small, quiet stylized forest and wanders through it to locate a hidden glowing crystal at the bend of a river. Use a perspective FPS camera with a small white glowing dot crosshair centered on screen. The player starts near the southern edge of the grove at approximately (-3, 0, 10), facing into the environment, and can freely explore a roughly 38-by-38 ground area. World and composition: make the scene a softly lit green woodland clearing with a flat mossy/grass-colored forest floor, pale green atmospheric fog, and warm sunlight casting soft shadows. Place a narrow, winding-looking blue-green river as a long translucent water strip running roughly north-south through the right side of the grove, with low raised banks on either side. The river should be slightly angled and visually bend through the grove. Populate the perimeter and interior with varied low-poly nature props: tall pine and broad oak trees, scattered rocks, bushes, and tufts of grass. Keep the central area navigable, with trees and foliage arranged around paths and the river rather than making a dense impassable maze. Use a calm, polished low-poly nature-kit aesthetic, soft ambient fill, warm directional sunlight, subtle fog, and shadows. Objective landmark: at approximately (-7, 0, -8), place a small dark stone base beside the forest floor and a floating pale mint-green octahedral crystal above it. Give the crystal a strong green emissive glow and a nearby green point light. Animate it continuously: it slowly rotates, gently bobs up and down, and its light subtly pulses. This is the destination to discover; the game’s objective messaging should guide the player toward it, but do not invent combat, inventory, enemies, scoring, timer, or a required pickup sequence. The crystal remains visible as a world landmark. Movement and camera: provide first-person WASD walking, mouse-look, Shift to run, and Space to jump. Use smooth FPS controls, a normal walking speed around 3.2, faster running, jumping with gravity, and ground collision so the player walks on the forest floor. Allow pointer lock after starting the game. The river, trees, rocks, bushes, grass, and crystal are environmental geometry; the only explicit movement obstacle/collision needed is the ground, so preserve the open wandering feel. Audio: after the player clicks to begin (or begins interacting), start quiet looping forest bird ambience and a quiet looping stream/water sound. Keep both subtle and relaxing, with the stream reinforcing the destination clue. HUD and start screen: before play, show a full-screen dark translucent green overlay with a centered rounded glass-like card. The card reads “Whispering Grove,” followed by “A small, quiet forest to wander through. Find the hidden crystal where the river bends.” and a pale lime rounded button labeled “Enter the forest.” Once clicked, hide the overlay and request mouse pointer lock. During play, show “WHISPERING GROVE” in small uppercase spaced lettering at the upper left. At the upper right show “LISTEN FOR THE STREAM” and below it a dynamic status line: “the grove is quiet” when far from the crystal, “a soft green glow is nearby” when within about 7 units, and “the hidden light is close” when within about 2.7 units. Along the bottom left, show the translucent instruction panel “WASD to walk · Mouse to look · Shift to run · Space to jump.” Use a dark forest-green UI palette, pale text, subtle borders, blur, and restrained glow to match the tranquil atmosphere. The scene should feel like a quiet destination-finding walk, with no explicit win screen required.