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Arcade › Crypt Raid
Click the game above and it runs right here in your browser. No download, no installer, no account needed. asaduzzaman piyash built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Crypt Raid yet. Play it, then tell asaduzzaman piyash what you would add next.
Crypt Raid was built by asaduzzaman piyash 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 Raid 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 “Crypt Raid” as a playable Three.js-style 3D dungeon action game viewed from a high, fixed-feeling isometric perspective. The camera is a 55-degree perspective camera positioned diagonally above and behind the player, following smoothly with an offset of roughly (+7.2, +11.4, +7.2) and looking at the player, so the maze is seen from an oblique top-down angle. Use a dark atmospheric dungeon presentation: a nearly black ground plane, purple-blue ambient lighting and fog, warm directional light, soft shadows, muted brown/orange blocky stone walls, and purple-blue floor tiles. The intended look is low-poly/blocky fantasy dungeon art, using Kenney-style mini-dungeon floor and wall models when available, a blocky character model for the hero, a skeleton character model for enemies, and a chest model; provide simple capsule/box fallbacks if models fail to load. Build the dungeon from this exact 17-by-17 grid, where # is a wall, dots are walkable floor, P is the player start, M is a skeleton spawn, and C is a chest spawn: ################# #P....#....C....# #.##..#.##..##..# #..#..#..#......# #..#..#..###.#..# #.....#....#.#..# #.#####.##.#.#..# #...M...#..#....# ###.#####.#####.# #...#.....#.....# #.#.#.###.#.##..# #.#...#...#..C..# #.###.#.#####...# #...#...M.......# #C..#####..##...# #......M........# ################# Center the grid in world space, with one unit per cell. Render every walkable cell as a floor tile and every # cell as a roughly one-unit square, 1.1-unit-high solid wall block. Walls must be collision obstacles, and the player and skeletons should use radius-based collision with sliding/separate X and Z movement so they cannot pass through the maze walls. Place three chests and three skeleton enemies exactly at the marked cells. Also place a glowing portal in the lower-right section at the cell corresponding to row 15, column 14 in zero-based coordinates (the game code uses this explicit portal position, regardless of whether the player must interact with it). The player is a small blue fantasy adventurer/blocky character starting at P, with a shadow beneath them. Move at 3.1 world units per second using WASD or arrow keys; also support a touch virtual joystick at the lower-left. Face the direction of movement and play idle/walk animations if model animations are available. Attack with Space or the large lower-right red circular “SLASH” button. Attacks have a 0.38-second cooldown, last about 0.18 seconds visually, show a bright gold/orange partial ring slash effect around the player, and affect every living enemy within 1.15 world units. Each slash deals exactly 1 damage. Chests within 1.2 units are also opened by the slash, so there is no separate interact button. Each skeleton has 3 HP, pursues the player when within 8 units, moves at about 1.55–1.8 units/second while respecting wall collision, turns to face the player, and attacks when within 0.9 units. Skeleton attacks have a 0.95-second cooldown, deal 1 HP, and knock the player back about 0.22 units. Show a brief red hit flash on damaged enemies and use walk, idle, attack, and death animations when available. When killed, a skeleton briefly remains visible/rotates for roughly 0.55 seconds, then disappears, increments Kills by 1, and drops three floating gold pickups. Each gold pickup is a small spinning/bobbing golden octahedron worth 5 gold. There is a 35% chance for a dead skeleton to also drop a floating red healing potion worth 2 HP. Opening a chest hides it and dims its glow, then drops four gold octahedrons plus one red potion. Gold and potions automatically collect when the player comes within 0.72 units. Gold increments the HUD by 5 and plays a short pickup tone. A potion heals 2 HP, but only collects if the player is below maximum HP; maximum HP is 5. Make pickups bob vertically and rotate gently. The portal should be visually prominent but purely an animated environmental object in the implemented mechanics: a low purple base, cyan glowing torus/ring, pale yellow circular core, and eight small pink/cyan sparkles that bob and rotate around it. Animate the ring, core opacity, and sparkles continuously. Start with HP 5/5, Gold 0, and Kills 0. Put a compact HUD panel in the upper-left reading exactly in the spirit of “HP 5/5 · Gold 0 · Kills 0,” with warm cream/gold text, rounded corners, translucent near-black background, subtle border, blur, and shadow. Center a translucent rounded instruction panel along the top reading “Fixed isometric view active. Slash monsters, grab loot, heal with red potions, and find the glowing portal.” On mobile, move this tip toward the lower center above the controls. Add a translucent circular joystick at bottom-left with a gold gradient thumb, and a 96px red gradient SLASH button at bottom-right. Support pointer/touch input and pointer capture for the joystick and attack button as well as keyboard input. When HP reaches zero, stop gameplay and show a full-screen translucent dark overlay with a centered rounded card titled “Raid Over,” text such as “You grabbed [gold] gold and dropped [kills] skeletons,” and a full-width “Run it again” button. Restarting resets HP, gold, kills, player position, opened chests, loot, enemy positions, enemy HP, enemy visibility and timers. Include light synthesized feedback tones for attacks, hits, chest opening, healing, and pickups. Keep the scene responsive to window resizing, use antialiasing, capped device pixel ratio, fog, ACES-style tone mapping, ambient plus directional lighting, and soft cast/receive shadows.