Arcade › Whispering Vale
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kunda built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Whispering Vale yet. Play it, then tell Kunda what you would add next.
Whispering Vale was built by Kunda 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 Vale 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 browser-based third-person 3D exploration game titled "Whispering Vale". Use Three.js with a perspective camera (about 58-degree field of view) following a small stylized humanoid hero from behind at roughly 6 units distance. The player starts on the near end of a broad tan dirt path around position (5, 0, 16), facing toward a distant village, and can freely explore the scene. Implement WASD and arrow-key movement, Shift to run, Space to jump, mouse/touch drag to look around, and mouse-wheel scrolling to zoom. Include touch-friendly translucent controls on coarse-pointer devices: left and right circular movement/look orbs with yellow centers and a separate purple jump button. Build a calm low-poly fantasy valley environment. Set a pale blue-teal sky/background with matching distant fog. Use a large muted green ground plane, with a lighter green riverbank region and a shallow, wide turquoise-blue river running through the valley from the foreground toward the horizon. Make the water slightly transparent, glossy, and subtly emissive so it has a soft animated blue shimmer. Place the wide ochre/tan path prominently in the foreground and have it lead toward the river/village, aligned approximately along the scene's depth direction. The visible composition should resemble the supplied screenshot: the path occupies much of the lower center/right foreground, the river lies to its left, and grassy banks spread to the right. Frame the horizon with several large angular low-poly mountain groups: one cluster on the left, one on the right, and a taller distant cluster near center. Add low-poly fantasy village structures beyond/across the river, including a tall dark wooden tower/house at the left, smaller rustic buildings, and a windmill toward the right. Add scattered low-poly pine and broadleaf-style trees in clusters along both sides of the path and valley, plus rock groups near the river and path. Use warm sunlight from above/front-left, cool sky fill and blue rim lighting, soft shadows, and atmospheric fog that fades distant objects. Keep the overall art style faceted, colorful, simplified, and storybook-like rather than realistic. Model the hero as a simple assembled low-poly/anime-style figure: a peach spherical head, dark purple rounded hair, a purple rectangular torso and faceted purple cape, peach cylindrical arms, dark maroon/brown boot-like legs, a pale gold scarf, and a slim silver sword with a small gold/pale guard held at the right side. Give the cape and scarf a very slight idle flutter and smoothly rotate the character toward its movement direction. Clamp the character to the ground after jumping, with gravity and a clear jump arc; use movement speed around 6.2, jump speed around 8.4, and gravity around -22. Enable shadows on environment and character. Add a fixed HUD over the game. At the upper left show the serif title "WHISPERING VALE" in white with letter spacing and a dark drop shadow. At the upper right show a dark translucent rounded rectangle with a thin muted-gold border containing a gold bold heading "FOREST PATH" and the white objective text "Reach the village beyond the river". At the lower left show a dark translucent rounded instruction panel with a muted-gold border reading exactly: "WASD / arrows to move · Shift to run · Space to jump" and below it "Drag to look · Scroll to zoom". The HUD should not block gameplay input except for touch controls. There is no combat, inventory, health, score, enemies, dialogue, or explicit win screen in the implementation; the core experience is navigating toward the visual village landmark beyond the river while freely exploring the valley.