Appearance
Arcade › Whispering Hollow
Click the game above and it runs right here in your browser. No download, no installer, no account needed. maicol guerra parra built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Whispering Hollow yet. Play it, then tell maicol guerra parra what you would add next.
Whispering Hollow was built by maicol guerra parra 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 Hollow 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 small third-person 3D fantasy village quest game titled “Whispering Hollow.” Use a pastel, low-poly/blocky visual style with soft shadows, simple Kenney-style fantasy-town assets, and a muted teal sky/background with fog. The camera is a perspective third-person camera following a small blue capsule-shaped player character with a contrasting orange scarf. The player moves around a flat green village ground and a wide tan north-south path; include a few trees, a large rock, a market cart, and two small wooden huts made from blocky wall, window, door, and roof pieces. Place three animated blocky villagers around the village: Mara the herbalist near (-1, 0), Tovin the miller near (3, 2), and Edda the guard farther north near (0, 6). The player can move with the game’s third-person controls, jump, and interact either by pressing E or tapping an on-screen Talk button when close enough (within roughly 2.3 world units). Start with a centered full-screen overlay reading “Whispering Hollow,” with the subtitle “A small quest about a missing relic, three nervous villagers, and one trail leading beyond the old shrine.” and a “Begin Quest” button; interaction should be inactive until the quest begins. The objective is to recover the Lost Sunshard. At the top left, show a dark translucent rounded Quest panel with eyebrow “QUEST,” title “The Lost Sunshard,” and objective text initially “Talk to the villagers. Someone saw where the relic went.” At top right show a matching dark panel with gold text “0 / 3 clues,” updating as villagers are spoken to. Each villager can be talked to only once for clue-count purposes, then presents a short two-line dialogue sequence with Continue/Close controls in a dark bottom-center dialogue panel. Mara’s dialogue: “I saw a blue spark near the old shrine. The miller was arguing with someone.” then “Take the path north. The shrine stands beyond the trees.” Tovin’s: “The relic? I heard metal scrape against stone at dusk.” then “A hooded traveler fled toward the river trail.” Edda’s: “The shrine is quiet now, but something is glowing behind it.” then “Search the old stones. Bring the Sunshard home.” After all three villagers have been met, update the objective to “All clues found. Follow the path north to the old shrine.” Put the glowing relic at the far north end of the path around (0, 10): a floating gold/orange emissive octahedron surrounded by a thin gold ring, slowly rotating and bobbing. Do not allow it to be collected until all three clues are found. When the player reaches it and interacts, hide the relic, set the quest complete, change the objective to “Quest complete — the Sunshard is safe again.” and show dialogue: You: “The Sunshard hums in your hands. Whispering Hollow is saved.” followed by Village elder: “You followed every clue. The relic remembers your courage.” Use a clean HUD with dark navy translucent panels, pale aqua labels/buttons, gold objective/status accents, rounded corners, and readable system sans-serif typography. Include a small Talk button in the lower right when near an available villager or eligible relic; hide it otherwise. Keep the scene cozy and exploratory with no combat, enemies, inventory, scoring, or extra mechanics beyond movement, jumping, proximity interaction, clue progression, dialogue, and relic completion.