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Whispering Grove

  • 2d
  • top-down
  • exploration
  • collectathon
  • cozy
  • mobile-friendly
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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. N-gage built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Whispering Grove yet. Play it, then tell N-gage what you would add next.

Make your own game

Whispering Grove was built by N-gage 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.

Read the build brief for Whispering Grove

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 browser-based 2D top-down exploration game titled “Whispering Grove.” Render the game on a full-window HTML canvas with a camera that follows the player through a larger 1800×1200 forest map, clamping at the map edges. Use a simple colorful, flat vector-like art style with rounded shapes, muted greens, dark translucent glassy HUD panels, and soft shadows/glows.

World and scenery: Make the playable area a dark green background with a lighter green clearing inset from the edges, scattered short pale-green grass flecks, and a broad tan winding path running from the upper shrine area down toward the lower part of the map. Place two blue oval ponds with pale aqua outlines, one around (690,320) and one around (930,850); ponds are impassable. Add stylized trees at the visible perimeter and clearings: brown rectangular trunks with dark green circular canopies and lighter green overlapping canopy circles. Trees are solid obstacles. Add several small gray-blue oval rocks with lighter highlights as solid obstacles. Keep the layout and approximate placements consistent with: trees near (170,160), (330,160), (520,150), (700,140), (1100,140), (1290,160), (1510,150), (1660,250), (180,520), (300,480), (1550,500), (1690,610), (180,960), (360,1030), (620,1010), (1100,1040), (1510,1020), and (1680,930); rocks near (280,300), (570,350), (1180,260), (1480,420), (530,820), (980,980), and (1440,780). Keep the player blocked by the outer boundary, trees, rocks, and ponds.

Player: Represent the avatar as a small orange-red circular character with a peach face/head circle offset slightly toward the direction faced, a tiny yellow rectangular eye/detail, a soft dark oval shadow below, and the white label “YOU” above it. Start the player near the center at (900,650). Movement speed is about 220 world units per second, with normalized diagonal movement, WASD or arrow keys, and collision-aware separate X/Y movement. Add a subtle idle/walking bob animation and make the face/detail turn left or right based on horizontal movement.

Objectives and interactables: Place three glowing yellow diamond-shaped moon shards at approximately (420,330), (1360,330), and (1290,900). They should gently float, rotate/wobble, and have a soft pale-yellow glow. Press E or Space near a shard to collect it; collected shards disappear and show a temporary message “Moon shard collected.” Place an old shrine at (900,250), drawn as a pale gray-green angular stone/structure with a narrow inner vertical panel outlined in pale cream and a small glowing yellow circle near its upper portion. Place Elder Rowan at (900,700), drawn as a purple circular robed/body shape, peach circular head, and a pale lavender horizontal base/feet detail.

Interaction behavior: When close to Elder Rowan (within about 72 units), pressing E/Space shows either “Elder Rowan: Three moon shards lie beneath the silver trees. Bring them to the shrine.” if fewer than three shards are collected, or completes the game and shows “The Moonwell awakens. The grove remembers your name.” if all three have been collected. When close to the shrine (within about 86 units), pressing E/Space shows “The shrine is cold. It needs N more moon shard(s).” until all three are collected; with all three, complete the game and show “You place the final shard into the shrine. Light blooms through the grove!” Completion should update the HUD subtitle to “The grove is restored.” The game also starts with the temporary instruction message “Explore the grove. Collect 3 moon shards, then return to the shrine.”

HUD: Overlay the canvas with fixed-position UI. At upper left, show a dark navy translucent rounded panel with the uppercase title “WHISPERING GROVE.” At upper right, show a matching panel reading “Moon Shards: 0 / 3” (updating as shards are collected) and below it “Find the old shrine,” changing after completion to “The grove is restored.” At the top center on non-touch devices, show a small panel reading “WASD / arrows to move · E to interact.” At the bottom center, show temporary rounded translucent message panels for interaction and objective text. Use responsive sizing and keep the HUD above the game.

Mobile controls: For coarse-pointer/touch devices, display a translucent directional pad at the lower left with four circular buttons labeled ▲, ◀, ▼, ▶, and a large orange circular action button at the lower right labeled with a white sparkle “✦”. Direction buttons should support pointer press/release for continuous movement; the action button should trigger the same interaction as E/Space. Hide the keyboard hint on touch devices. Prevent browser scrolling/default behavior while using the controls. The game has no combat, enemies, health, timer, inventory beyond the three shard count, or jumping; the goal is exploration, collecting all three moon shards, and returning/interacting at the shrine (with the elder also providing completion when all are collected).

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