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Arcane Ladder

  • card battler
  • roguelike
  • fantasy
  • turn-based
  • mobile
  • arcade
0
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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. Harrison Bodi built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Arcane Ladder yet. Play it, then tell Harrison Bodi what you would add next.

Make your own game

Arcane Ladder was built by Harrison Bodi 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 Arcane Ladder 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 Arcane Ladder

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 single-player, mobile-first card battler called “Arcane Ladder.” The game is shown as a dark magical tabletop interface: a deep navy/purple background with a subtle Three.js 3D circular battle table, a glowing gold arena ring, floating gold/blue/pink magical sparks, warm cream lighting, and soft atmospheric fog. Overlay the game UI in a centered responsive layout with large rounded panels, dark translucent surfaces, gold headings, cream text, blue/pink accent borders, and bright gradient health bars. The top header should show the title “Arcane Ladder,” a subtitle such as “Battle 1: Goblin Gambler blocks your climb,” and a prominent rounded yellow-orange “New Run” button.

Core loop: the player climbs five sequential battles. A run begins with 30/30 HP, 3 energy, zero block and strength, score 0, and a deck containing three Strike cards, two Guard cards, and one Spark card. At the start of each battle, shuffle the deck into a draw pile and deal four cards. The player taps/clicks cards in their hand to play them. Each card costs energy; cards that cannot be afforded should appear visually disabled and tapping one should show “Not enough energy for that card.” Played cards leave the hand and enter the discard pile. When the player has spent all energy or has no cards left, the enemy attacks automatically. The enemy’s attack first consumes player block, then deals any remaining damage; block is then cleared. After a short delay, begin the next player turn with max energy plus any stored energy bonus, clear remaining hand into discard, clear block, and draw four cards. Continue until the enemy is defeated or the player reaches zero HP.

The battle panel should have a left “YOU” section and right enemy section, each with a wide horizontal health bar and numeric HP text. The player area should show stats for attack/strength, shield/block, and available energy using icons. The enemy area should show its name and “Intent: Attack N.” Center the two areas with a circular badge reading “BATTLE” and the current battle number. Show the current status/message below or near the battle area, such as “Pick a card. Defeat enemies to climb the ladder.” Include visible deck contents as pill labels with card counts, collected upgrades as pill labels, and a local leaderboard listing saved scores as points, battle reached, and a crown marker for wins.

Use these exact enemies in order: Battle 1 Goblin Gambler with 20 HP and 5 attack; Battle 2 Shield Imp with 26 HP and 7 attack; Battle 3 Crystal Duelist with 34 HP and 9 attack; Battle 4 Ladder Warden with 46 HP and 11 attack; Battle 5 Crown Hydra with 62 HP and 13 attack. Display the current enemy’s HP/max HP, attack intent, and name. Defeating an enemy awards 50 + (battle number × 25) points, then advances to the next battle after an upgrade choice. After each victory before the fifth, pause the game with a modal titled “Choose an upgrade,” explanatory victory text, and exactly three randomly selected choices. Choices are: “+2 Strike Damage” (all attack cards hit harder), “+3 Block” (all block cards give more armor), “+6 Max HP” (raise max HP by 6 and heal 6, capped at the new maximum), “Add Drain,” “Add Fury,” “Add Barrier,” “Add Venom,” and “Add Focus,” each adding the relevant card to the deck where applicable. After choosing, close the modal and start the next battle. Clearing battle five displays a “Crown claimed!” end modal with the final score and a “Play again” option. Losing displays a “Run ended” modal with the battle reached and score and a “Try again” option. Save completed and lost run scores locally and show up to the eight highest entries in the leaderboard.

Implement this exact card pool and behavior. Strike: attack card, cost 1, sword icon, “Deal 6 damage,” modified by attack upgrades and player strength. Guard: block card, cost 1, shield icon, “Gain 6 block,” modified by block upgrades. Spark: attack card, cost 0, spark icon, “Deal 3 damage. Free.” Drain: skill card, cost 1, green healing icon, “Deal 4. Heal 3.” Fury: power card, cost 2, flame icon, “+2 attack this battle, then hit 5”; increase player strength by 2 and deal damage. Barrier: block card, cost 2, blue diamond icon, “Gain 10 block and +1 max energy next turn”; store one additional energy for the next turn. Venom: attack card, cost 1, poison icon, “Deal 4. Enemy loses 2 attack”; reduce enemy attack by 2 but never below 1. Focus: skill card, cost 0, swirl icon, “Gain 3 block. Draw a card.” Card descriptions must show their current calculated values, including upgrade attack bonus, strength, and block bonus. Playing a card adds at least the damage/block value to score, applies damage, block, healing, strength, weakening, energy-next-turn, and draw effects as appropriate. Damage cannot reduce enemy HP below zero and healing cannot exceed max HP.

Visually render the hand as large, tap-friendly rounded cards in a row/grid beneath the battle panel. Each card should show a circular dark cost badge, large emoji-style icon, card name, and description; use distinct pastel backgrounds by type, such as pink/red for attacks, pale blue for blocks, and light green/purple accents for skills/powers. Use pointer/tap interactions rather than requiring keyboard controls, with responsive sizing for phones. Animate a brief flash on the player or enemy panel when they are hit, healed, blocked, or damaged. Include the animated magical tabletop behind the HUD: a low dark-purple circular cylinder/table, faint glowing gold torus ring, and orbiting floating particles in gold, blue, and pink. The camera should be angled down in a perspective view and the background should remain atmospheric but not obscure readable UI. Add a subtle click sound when cards, upgrade choices, or New Run are activated. Start immediately in Battle 1 on load, and make New Run reset all run state while preserving the locally saved leaderboard.

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