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Arcade › Crypt Key
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Crypt Key was built by Atlas (GG) 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 Crypt Key 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 playable game titled "Crypt Key": a simple 2.5D dungeon roguelike viewed from an angled top-down perspective. Use a Three.js-like 3D scene with a perspective camera that follows the player, looking down at the dungeon from an offset position (roughly x+5.6, y+9.2, z+7.8). The background should be nearly black (#08090d) with subtle fog, while the dungeon is lit by cool blue ambient light and a warm angled key light, with soft shadows. Render a procedurally generated small crypt on a 25 by 18 tile grid: begin with walls, carve six non-overlapping rectangular rooms of random widths 4–7 and heights 3–5, sort their centers horizontally, and connect consecutive rooms with one-tile-wide L-shaped corridors. Place textured gray stone dungeon floor tiles on walkable cells and stone wall blocks around the floor perimeter; the resulting layout should feel like connected rooms and corridors floating against the dark void. Use retro-fantasy dungeon assets where available: stone floor, stone wall, and stair models; a small animated knight model for the hero; animated goblin models and cute skull monsters for enemies; a 3D golden key; and a pirate-style bottle for health potions. Provide simple primitive fallbacks if assets fail to load. The player is a small armored knight occupying one grid tile. Start the run in the center of the leftmost room with 10/10 health, zero coins, no key, and the hero initially facing east. Movement is strictly one tile/action at a time: WASD or arrow keys move north, south, east, or west if the destination is walkable, otherwise display a short message such as "A wall blocks the way." The hero turns to face the movement/attack direction. Each successful movement increments the visible turn counter; movement should have a brief smooth interpolation and a quiet concrete footstep sound. Keyboard Space attacks the adjacent tile in the hero's facing direction. Clicking/tapping an adjacent enemy also attacks it and changes the hero's facing. On mobile or coarse-pointer screens, show a translucent directional pad with up/left/right/down buttons in the lower-left and stacked Attack and Pick up buttons in the lower-right. Also support E for pickup. Populate every run with one exit and collectible items. Put the glowing exit stairs on a farthest walkable cell from the starting cell, tint them blue and add a pulsing blue ring/glow on the floor. Put exactly one golden key on a farthest available cell from the exit, with a pulsing gold ring; reserve the player and exit cells so these do not overlap. Add eight gold coins and three health potions on random unreserved floor cells. Coins rotate and float slightly; the key floats/bobs; potions are collectible bottles. Picking up an item requires the player to be standing on its tile and pressing E or Pick up: the key changes the key status to "Key found," a coin adds 1 to the score, and a potion restores 4 health without exceeding the 10 maximum. Give a short contextual hint after stepping onto an item, such as "Press E to pick up the key." Picking up consumes an action/advances the turn and removes the item. Spawn 4–7 enemies (minimum 4, maximum 7; normally number of rooms plus one): goblins with 3 health and skull monsters with 2 health, using a skull approximately every third enemy and goblins otherwise. Place them on unreserved walkable cells at least five Manhattan tiles from the player where possible. Walking into an enemy attacks it rather than moving. Each player attack deals exactly 1 damage. If the enemy survives, it immediately counters for 1 damage; show a brief red hit flash and bump animation on impacted models. Defeated enemies disappear shortly after the hit. If an enemy is adjacent during its movement tick, it attacks the player for 1 damage. Otherwise, every 1.35 seconds in real time, enemies within Manhattan distance 12 take one walkable step that decreases their Manhattan distance to the player when possible; distant enemies sometimes wander randomly. Enemy movement is timer-driven rather than waiting for player turns, so the player must move quickly and choose routes under pressure. Attacks and enemy hits should show brief impact feedback/messages. At zero health, end the run as a defeat. The explicit win condition is: first pick up the key, then stand on the glowing stairs. Simply reaching the stairs without the key must not win and should display "Exit locked: pick up the key, then step back onto these stairs to win." When the player with the key steps onto the stairs, end the run with an overlay titled "Escaped!" and text reporting the collected coin count and turn. On defeat, show an overlay titled "Defeated" with a retry/new-run button. The New run button completely regenerates rooms, corridors, placements, enemies, and state. Build a dark, polished HUD over the 3D view. Across the top use rounded dark translucent pills with subtle borders/shadows: a heart icon and "10 / 10" health, a gold coin icon and coin count, a blue key icon with "No key" or "Key found," a "Turn 1" counter, and an objective pill. Before the key is found the objective reads approximately "Goal: Find key • Enemies 1.3s"; afterward show the Manhattan distance to the stairs and the countdown until the next enemy tick, such as "Goal: Stairs 12 • Enemies 0.8s." Center a temporary dark translucent message banner near the top for instructions and combat/pickup feedback, using warm pale-gold text. On desktop include a small lower-left help panel describing the timer-driven enemies, win condition, WASD/arrows, Space/click attack, and E pickup; on mobile hide that help panel in favor of the touch controls. Use rounded translucent navy-gray buttons and panels, high-contrast white text, warm gold accents, and clear heart/coin/key sprite icons. Expose no unrelated mechanics: the run is solely about navigating the generated crypt, collecting the key/items, surviving the pursuing enemies, and reaching the stairs.