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Arcade › Crypt Shuffle

Crypt Shuffle

  • 2d
  • top-down
  • survivor
  • arcade
  • dungeon
  • action
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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. Artur Krzak built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Crypt Shuffle yet. Play it, then tell Artur Krzak what you would add next.

Make your own game

Crypt Shuffle was built by Artur Krzak 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 Shuffle 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 Crypt Shuffle

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 minimalist 2D top-down survival game titled “CRYPT SHUFFLE.” Render the game on a full-screen HTML canvas with a camera centered on the player, so the dark dungeon world scrolls as the player moves. Use a very dark navy-black background (#0a0c16) and generate a shuffled-looking dungeon backdrop from about 13 disconnected-looking rectangular rooms placed on a coarse grid. Each room should be a dark slate rectangle with a thicker muted blue-gray outline and sparse tiny tile/dust marks inside; the rooms are visual scenery and the player/enemies can move freely in the world rather than following visible walls.

The player is a small glowing pale-lavender/white orb at screen center, radius about 13, with a purple arc/ring on one side and a soft violet glow. Start with 100 HP, movement speed 150, projectile damage 16, automatic fire interval 0.55 seconds, projectile range 280, projectile speed 360, and essence magnet radius 80. Allow movement with WASD and arrow keys, normalize diagonal movement, and also provide a large translucent circular virtual joystick in the lower-left for pointer/touch control. Show a small bottom-center hint reading “WASD / strzałki • automatyczny atak • zbieraj fioletowe esencje” (hide it on narrow mobile screens).

Enemies continuously spawn outside the visible area, 430–620 world units from the player, approach the player directly, and damage on contact. Spawn ordinary purple crawlers most of the time (radius 11, 24 HP, speed 62) and occasionally larger muted-red/pink brutes (18 radius, 58 HP, speed 38). Draw enemies as simple colored circular blob faces with two dark eyes, a short HP bar above each one, and fill the bar according to remaining health. On contact, enemies deal 8 damage, reduced by the player’s armor but never below 1, then have a short hit cooldown of 0.55 seconds. Enemy spawning accelerates over time from one every 1.05 seconds toward a minimum interval of 0.22 seconds.

The player attacks automatically: every time the fire cooldown is ready, find the nearest enemy within the current range and launch a small bright lavender glowing projectile toward it. Projectiles travel quickly, deal the current damage on impact, disappear on impact or after about 1.5 seconds, and produce small lavender impact particles. Defeated enemies burst into particles and drop a rotating diamond-shaped purple essence crystal. The player automatically attracts nearby essences within the magnet radius; collected essences grant 1 XP and create a small purple burst. Include subtle particle effects for hits, deaths, collection, and player damage, plus a brief screen shake when the player is hit.

Build a persistent HUD over the canvas using translucent rounded dark panels with thin pale borders and a soft glassy/shadowed style. At the top left show “CRYPT SHUFFLE · Run 1” (increment the run number when restarting), at the top center show “Lvl 1 · 0 pokonanych” with the level and defeated-enemy count, and at the top right show “HP 100.” Under these panels place a full-width dark XP bar with a violet-to-lavender fill. The player starts at level 1 with 0 XP and needs 12 XP to level. Each subsequent level threshold is approximately the previous threshold × 1.28 + 4, with XP rolling over after a level-up. Pause gameplay and display a centered modal whenever the player levels up. The modal should have a dark blue-violet gradient, rounded corners, title “Poziom [level]”, explanatory text in Polish, and three randomly selected upgrade cards from this pool: “Kosa Widm” (+10 projectile damage), “Krąg Krwi” (+55 essence pickup radius), “Szybki Cios” (automatic attack 22% faster), “Żelazna Skóra” (take 3 less damage), “Srebrne Buty” (move 24% faster), and “Rozszczepienie” (+80 projectile range). Each card has a bold name and a short description; selecting one applies it, closes the modal, and resumes play.

If HP reaches zero, pause the game and show a centered game-over modal titled “Run zakończony,” with text reporting the reached level and defeated enemies, plus a prominent “Nowy run” button. Restarting resets level, XP, stats, kills, player position, HP, enemies, essences, projectiles, particles, and dungeon layout, and increments the run number. Maintain the restrained neon crypt aesthetic: nearly black navy background, dark indigo rooms, lavender/purple energy, soft glows, simple geometric sprites, and clean white Polish UI text. Do not add weapons, bosses, inventory, win screens, wall collision, or other mechanics not described here.

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