Appearance
Arcade › Ashen Delve
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Caleb Hess built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ashen Delve yet. Play it, then tell Caleb Hess what you would add next.
Ashen Delve was built by Caleb Hess 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 Ashen Delve 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.
Recreate “Ashen Delve” as a browser-based 3D top-down arena action roguelite. Use an angled perspective camera looking down at a circular outdoor chamber, with the player centered and the camera following the player. The world should have a dark teal/green background and fog, a muted moss-green circular arena floor with a dark brown ring border, soft shadows, warm directional sunlight, and cool ambient light. Scatter roughly 10 stylized low-poly fantasy resource trees and 7 low-poly rocks around the perimeter, leaving the center open. Use a low-poly fantasy asset style: the hero is a stylized ranger/adventurer carrying a weapon, and enemies are large stylized orcs. Load or create equivalent animated 3D models with idle, run, punch/attack, and death animations; trees, rocks, and a closed treasure chest should cast/receive shadows. Core loop: every room is a chamber that must be purged. Start in Room 1 with a level-1 player at the center, 40/40 HP, 12 attack damage, 2.35 attack range, a roughly 162-degree attack arc, 12% critical chance, movement speed 5.1, zero XP toward 16, and zero gold. Spawn 3 + (room number × 2) orcs around the outer part of the arena. Orc health is 20 + room × 8, speed is 1.35 + room × 0.07, and contact attacks deal 4 + room × 1.25 damage. Orcs continuously pursue the player, slow while very close, rotate toward the hero, and attack when within about 1.65 world units on a cooldown. The player has brief invulnerability when a room begins and about 0.9 seconds of invulnerability after taking damage. Movement must work with WASD, arrow keys, and a mobile touch joystick. Keep the player constrained to the circular chamber area (approximately ±11.1 on the X/Z axes). Press Space or tap/click a large circular ATTACK button at the lower right to attack. Attacks have a 0.64-second cooldown and produce a bright golden crescent/slash effect, a small expanding ground dust ring at the hero, and the ranger’s punch animation. Face the nearest living enemy within about 7.2 units when attacking, otherwise attack in the last movement direction. Damage all living orcs inside the player’s attack range and attack arc; normal damage is the current attack value and critical hits occur randomly using the current crit chance and deal 1.75× damage. Show a brief hit/dust effect at enemies, with a more orange effect for critical hits. The hero smoothly rotates toward movement/facing direction and uses idle, run, and attack animations. When an orc dies, hide it, award gold equal to 3 + the current room number, create a floating blue glowing XP orb worth 4 + floor(room × 1.5), and show a greenish dust burst. XP orbs bob, rotate, and are attracted toward the player when within 3.8 units; collect them within 0.9 units. XP fills the XP bar. On reaching the threshold, subtract the threshold, increase level by one, set the next threshold to round(old threshold × 1.22 + 4), increase max HP by 5, heal 8 (without exceeding max), and increase attack by 1. Begin with XP threshold 16. After all enemies are dead, mark the room cleared, award 8 + room gold, spawn a closed treasure chest in the center with a rotating/pulsing gold ring glow, and display “Chamber cleared — claim a boon.” When the player approaches the chest within about 2.1 units, pause the game and show a centered modal titled “Choose a boon” with three randomly selected distinct choices. The choices are: “Sharpened Edge” (+4 attack damage and heavier hits); “Oak Vigor” (+12 max HP and heal 10 now); “Windstep” (+18% movement speed); “Long Sweep” (+0.35 attack range and a wider cleave, increasing attack arc by 0.18 radians); “Golden Hunger” (the implemented selection immediately adds 8 gold; its displayed description says “+8 gold per room clear”); and “Falcon Eye” (+10% crit chance, capped at 60%). Selecting one closes the modal, unpauses the game, increments the room, and builds the next chamber with stronger/more numerous orcs. Keep the player’s accumulated upgrades, XP, HP, and gold between rooms. Use deterministic-looking room decoration/spawn variation based on room and level, but do not add unexplained systems. If HP reaches zero, pause the game, play the death animation, show “The run ends here” and text stating the room and level reached, plus a “Start a new run” button. Restart resets room, gold, HP, attack, range, arc, cooldown, crit chance, movement bonus, XP, threshold, and level to their initial values and rebuilds Room 1. HUD/UI: overlay the game with translucent dark green-black panels, thin muted-gold borders, rounded corners, blur/shadow, and an old fantasy serif typeface in cream. At the top show three panels: HP with “40 / 40” style text and a red-to-coral horizontal bar; XP with current/threshold and a blue-to-cyan bar; and Room, Level, and Gold values. At the start of each room show a centered translucent message such as “Room 1 — purge the chamber.” Put the large gold/orange radial ATTACK button at the bottom right, and a bottom-left hint panel reading “Move with WASD, arrows, or the touch joystick. Hit Space or Attack to cleave nearby foes.” On small screens stack the top HUD panels and keep the attack button/hint touch-friendly. Add a loading overlay reading “ENTERING THE DELVE…” while 3D assets load. Do not add ranged weapons, inventory, shops, multiple attack buttons, or extra enemy types; the visible game is a compact melee room-clearing loop with progression and boon choices.