Arcade › Whispering Relic
Click the game above and it runs right here in your browser. No download, no installer, no account needed. 24_Muhammad Nafis Dzulfahmi built it with Cinevva, so it works on a phone or a tablet too.
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Whispering Relic was built by 24_Muhammad Nafis Dzulfahmi 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 Relic 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 3D top-down exploration adventure titled “Whispering Relic,” subtitled “A village mystery.” Use Three.js-style low-poly/blocky asset visuals with a perspective camera following the player from above and behind at roughly 13 units away. The world is a simple village clearing: a large flat green grassy ground plane, a broad tan dirt path running vertically through the center, three colorful stylized village houses around the path, scattered low-poly trees and small rocks, and a sign reading “MOON SHRINE” near the far northern edge. Use soft atmospheric fog, a pale blue sky/background, bright warm directional sunlight, ambient hemisphere lighting, and visible soft shadows. Keep the clean, uncluttered appearance shown: the terrain is mostly open grass and path with the buildings and props around the edges. The player is a small blocky humanoid avatar, initially positioned on the path near the southern side of the village. Move the avatar using WASD or arrow keys; support a Space-bar hop/jump with gravity. The camera remains in a top-down third-person view and tracks the player. The character turns to face its movement direction. There are three stationary blocky humanoid villagers: Mira the Elder at approximately (-4, -1) in world X/Z, Odo the Miller at (4, -3), and Pella the Scout at (-5, -10). Walking within about 2.2 world units of a villager displays a dark translucent interaction panel with the villager’s name and a “Talk” button. Tapping/clicking Talk opens a bottom dialogue panel with the speaker, their line, and a “Next” button. Do not invent combat, inventory, health, enemies, timers, or collectibles beyond the single relic. Implement the quest as a straightforward sequential village mystery. Start with stage 0 and objective text: “Find someone who knows about the lost relic.” When the player completes Mira’s two dialogue lines, advance to stage 1 and objective “Talk to Odo, the miller.” Mira’s lines are: “The relic vanished from the Moon Shrine three nights ago.” and “Ask Odo by the windmill. He saw a blue light in the woods.” When the player completes Odo’s two lines, advance to stage 2 and objective “Search the old grove for the Moon Relic.” Odo says: “A blue light? Yes! It drifted toward the old grove.” and “But the grove only opens for someone carrying a villager’s trust.” When the player completes Pella’s two lines during stage 2, show a brief toast saying “The grove trail is clear. Find the glowing relic.” Pella says: “I found this trail under the leaves. The shrine is beyond the stones.” and “If you recover it, bring the relic back to Mira.” Place one glowing blue/cyan crystal-like Moon Relic at the Moon Shrine near world position (0, -14). Give it a faint circular blue glow on the ground. While the quest is at stage 2, walking within roughly 1.7 units of the relic automatically collects it, hides the relic, shows the toast “You found the Moon Relic!”, advances to stage 3, and changes the objective to “Return the Moon Relic to Mira.” When the player returns to Mira and completes her available dialogue interaction at stage 3, advance to stage 4 and display the final objective “Quest complete — the village is safe again.” Mira’s existing two lines can be reused when returning; the important outcome is the final quest state. Dialogue should hide the Talk prompt while open, and interactions should only be possible when a villager is nearby. Build a dark translucent rounded HUD over the game. At top left show a panel with the gold title “WHISPERING RELIC” and the subtitle “A village mystery.” At top right show a “Quest” heading and the current objective. Centered near the upper-middle area, use a pale gold rounded toast/status pill for startup and quest notifications, initially displaying “Find a villager and start asking questions.” Near the bottom center show the proximity panel and gold Talk button when appropriate. Show dialogue in a wide bottom-centered dark panel with gold speaker name, white dialogue text, and a blue Next button. Along the bottom left show the instruction legend: “WASD / arrows to move · Space to hop · Walk close to villagers and tap Talk”. Use responsive layout: compact objective panel on small screens and hide the legend on mobile. The tone should be gentle, storybook-like, and exploratory, with no combat and emphasis on walking, talking, and following clues to the glowing relic.