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Arcade › Crypt Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kylow Chan built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Crypt Run yet. Play it, then tell Kylow Chan what you would add next.
Crypt Run was built by Kylow Chan 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 Run 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 mobile-friendly Three.js 2.5D top-down/isometric dungeon action roguelike called “Crypt Run.” Use a dark near-black background and a perspective camera positioned diagonally above and behind the hero, looking toward the floor; smoothly follow the player and include subtle camera shake on hits. Render a compact rectangular dungeon room made from a grid of gray, textured stone/brick floor tiles, with low gray dungeon walls around the edges, dark fog, soft blue-purple ambient lighting, and warm directional light/shadows. Use a blue glowing rectangular exit gate along the far wall, but only allow it to function after every enemy in the current room is defeated. Place a circular floor emblem/rug in the room center: dark navy blue for normal rooms and dark red/magenta for the boss room. The player is a small stylized 3D fantasy warrior character, viewed from behind/above, carrying a visible sword. Start the player near the near side of each room. Movement should be smooth with acceleration/friction and clamp the player inside the room; when enemies remain, prevent walking through the exit-side boundary, and after clearing the room allow the hero to step onto the blue gate to advance. The hero faces the movement direction and has a slight movement bob. Include simple floating health bars above enemies, with green fill shrinking against a dark background. Build a randomized six-room run. Generate the first five room types randomly from ambush, treasure, elite, shrine, and swarm, while room six is always the boss room. Normal rooms spawn: ambush/shrine-style rooms with four demons, treasure rooms with two demons plus a chest, elite rooms with three demons, and swarm rooms with five demons. Spawn a large boss demon in room six instead of regular enemies. Enemies should be stylized cute red demon-like 3D characters that chase the player, stop close to attack, and deal contact damage on cooldown; regular enemy health increases by room, while the larger boss has substantially more health and damage. Show enemy health bars, including a wider, higher bar for the boss. Implement combat with a basic directional melee sword attack: pressing attack creates a short-lived golden crescent/slash arc in front of the warrior and damages nearby enemies in the facing direction. Add a circular purple special attack with a larger radius that damages and knocks back nearby enemies, on a roughly 6.5-second cooldown. Add dodge, which gives a brief invulnerability window and bursts the warrior in the facing direction, with a cooldown. Remove defeated enemies; defeated regular enemies can randomly drop coins, hearts, or an attack sword buff. The boss defeat immediately ends the run with a Victory overlay. If player health reaches zero, end the run with a Defeated overlay. Scatter collectible 3D pickups that hover and rotate: gold coins, red hearts, occasional temporary sword/power buffs, temporary shield/guard buffs, and a chest in treasure rooms. Coins increase the run coin counter (coins are worth 3, chests 10); hearts restore health without exceeding maximum; the sword buff increases attack damage for 11 seconds; the shield buff reduces incoming damage for 11 seconds. Show the pickup models visibly on the dungeon floor and collect them when the hero approaches. Create a fixed HUD overlay that does not block the world: at the upper left/top show a large rounded dark translucent panel with a green-to-yellow health bar, room number out of six (append “BOSS” in room six), coin count with a coin icon, and current buff name/countdown or “No buff.” At the top right show the instruction “Clear the room, then step into the blue gate.” On touch devices, put a large translucent circular virtual joystick at bottom left and three large rounded action buttons at bottom right: a tall red ATTACK button, a blue DODGE button, and a purple SPECIAL button. Buttons should visibly show cooldown numbers when unavailable. Support dragging on the floor as an alternate movement input. On desktop support WASD or arrow keys for movement, J or Space for attack, K for dodge, and L for special. Use a dark polished arcade-fantasy presentation with rounded translucent HUD cards, bold white text, colored gradient action buttons, soft shadows, and responsive sizing for phones and desktop. Start with a title/instruction overlay when appropriate, with a centered dark purple panel and a gold Start Run/Play Again button. On victory, state the player defeated the floor boss and show coins earned; on defeat, state the room where the dungeon claimed the player and the coins kept that run. Restarting should create a new randomized room order. Expose runtime state with window.getGameState(), including status, seed, current room and type, player position/health/coins/buff, enemy positions/health/boss flags, and pickup types/positions; allow window.setGameState() to patch player fields, status, or jump to a room.