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Bone Crypt

  • 2d
  • pixel-art
  • action
  • brawler
  • dungeon
  • endless-waves
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. Far Out and Beautiful built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Bone Crypt yet. Play it, then tell Far Out and Beautiful what you would add next.

Make your own game

Bone Crypt was built by Far Out and Beautiful 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 Bone Crypt 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 Bone Crypt

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 playable 2D side-view pixel-art dungeon brawler titled “Bone Crypt.” Use a Three.js-style orthographic camera and a fixed side-profile arena rather than a scrolling platformer. The scene is a dark candlelit crypt: near-black purple background, tiled stone wall texture, repeated tall columns/architectural recesses, scattered dim warm flecks, a brown stone-and-dirt floor strip, and two pixel torches around x=-5.5 and x=6.5 whose orange flames and light subtly flicker. Use crisp, nearest-neighbor pixel art with deep violet shadows, warm cream/gold UI text, and orange/blue torch lighting.

The player is a small pixel-art armored adventurer centered in the arena, with a dark helmet/head, pale face, dark outfit with a red tunic accent, purple eye/detail, legs, and a pale sword. The player can move horizontally with A/D or Left/Right, jump with W, Up, or Space, and attack with J or K. Clamp movement to the left/right arena boundaries. Movement should have responsive acceleration toward a maximum horizontal speed, gravity, and a jump; the player starts on the ground and can jump only while grounded. Face the direction of movement and mirror the sprite when facing left. During attack, briefly swap to a sword-swing sprite and show a bright cream pixel slash arc in front of the player for about 0.17 seconds; attacks have a short cooldown and a horizontal/vertical hitbox extending forward.

Start on an “Enter the Crypt” overlay over the gameplay scene, with the text “Cut through the skeleton wave before they box you in.” and “Press J / tap ⚔ to begin.” The first keyboard attack/tap starts the run, initializes simple synth audio, hides the overlay, resets the run, and displays a brief “Wave 1 — clear the crypt” message. Include simple synth sounds for sword swings, hits, jumps, and a low repeating four-note/chord-like background loop around 92 BPM after first interaction.

Spawn white/gray pixel skeleton enemies from either side of the arena. Each skeleton has a skull with dark eye sockets, rib/body shapes, thin arms and legs, and a small gray weapon-like shape. Skeletons automatically chase the player horizontally, bob slightly visually, stop near the player, and attack at close range on a cooldown, dealing one damage. Start each run with four skeletons. Maintain waves: while living skeleton count is below the current target, spawn more at timed intervals; target count is min(3 + wave, 8). When all living skeletons are defeated, advance the wave, award 150 score, show a “Wave N” message, and begin spawning the next wave. Skeletons have 2 HP normally and 3 HP from wave 4 onward. A sword hit removes one HP, knocks the skeleton backward and upward, and creates cream bone-shard particles; on death, make it fall/launch away, award 100 score, increase combo, produce extra bone particles, and drop a floating cyan/blue-white soul pickup. Skeletons briefly flash red when hit. Include soft ground shadows beneath the player, torches, and skeletons.

Soul pickups float near where a skeleton died, expire after about 2.4 seconds, and are collected when the player gets close. Collection awards 35 score, increments combo, and shows “+35 soul,” or “Soul chain xN” for combo of 4 or more. Sword attacks award 15 bonus score for one hit and an additional 25 for each extra enemy in the same swing, showing “Cleave xN” for multi-hit attacks. Taking damage resets combo, briefly flashes the player red, grants about 0.7 seconds of invulnerability, spawns reddish particles, and displays “The bones bite back.”

Display a fixed HUD over the scene. At upper left, use a dark translucent bordered panel labeled “BONE CRYPT” with “Health: 5,” “Score: 0,” and “Wave: 1,” updating live. Also show five heart icons near the upper left, with full red pixel hearts for remaining health and dark empty hearts for lost health. At upper right, show a matching Controls panel with “Move: A / D or ← / →”, “Jump: W / ↑ / Space”, and “Attack: J / K”; hide this hint on narrow mobile layouts. Show temporary centered dark translucent messages with gold borders/text for wave, hit, soul, and damage feedback.

Support mobile/touch controls at the bottom: large dark translucent ◀ and ▶ buttons on the left, a blue ⬆ jump button, and a dark red ⚔ attack button on the right. Buttons should visibly press/scale slightly and work through pointer events; tapping the sword starts the game from the intro and restarts after defeat. Keep the viewport full-screen and responsive with safe-area padding. The game-over state occurs at health 0: stop active combat, show an overlay titled “You fell in the crypt,” text “Score N — wave N,” and “Press J / tap ⚔ to fight again”; pressing J/K or tapping attack resets the player, health, score, wave, enemies, particles, and pickups for a fresh run. Use subtle orthographic camera follow: horizontal framing shifts slightly opposite the player within small limits and nudges vertically during a jump.

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