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Crypt Siege

  • 3d
  • top-down
  • survival
  • wave-based
  • action
  • dungeon
  • arcade
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. Umut built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Crypt Siege yet. Play it, then tell Umut what you would add next.

Make your own game

Crypt Siege was built by Umut 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 Siege 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 Siege

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 browser-based 3D top-down survival arena game titled “Crypt Siege.” Use Three.js with a perspective camera looking down from above at a slight angle, following the player in the center. The visual style is a dark, atmospheric low-poly medieval dungeon: blue-gray stone floor tiles and thick block walls form a square enclosed crypt, with deep shadows, fog, warm orange point lighting, cool ambient/directional fill, and soft cast shadows. Build a 13-by-13 tiled floor spanning roughly x/z -6 to 6, surrounded by walls at x/z ±7. Place four stone columns around the interior at (-2.2,-2.2), (2.2,-2.2), (-2.2,2.2), and (2.2,2.2), two hanging banners near the north and south walls, two floor traps near the west/east sides, and a chest near the north side. Use animated Kenney Mini Dungeon-style GLB assets: a human hero and green orc enemies, plus the dungeon environment props. The hero starts in the middle, uses idle, walk, melee attack, and death animations, and rotates toward movement or the nearest enemy. Orcs spawn from eight points around the arena perimeter, use walk, melee attack, and death animations, and pursue the player with simple direct movement while respecting arena bounds and the four columns.

Core gameplay is an endless wave survival loop. Before starting, show a centered dark translucent rounded overlay titled “Crypt Siege,” with the text “Survive inside the dungeon, cut down every wave, and stay moving — the monsters will surround you fast.” Include a gold “Enter the Dungeon” button and the instruction “Move with WASD, arrows, or the mobile joystick. Press Space or tap Slash to attack.” Movement should work with WASD/arrow keys through a top-down/mobile joystick control system. The player moves at speed about 4.8, remains inside the arena, and cannot pass through the four columns. Press Space or Enter, or tap a large circular “SLASH” button at bottom-right, to perform a melee attack. Attacks have a 0.55-second cooldown, affect every living enemy within 1.85 world units, briefly show a glowing expanding gold torus/ring on the floor, rotate the hero toward the nearest nearby enemy, play the melee animation, and play a light impact sound when something is hit. Each hit removes one enemy HP; enemies begin with 2 + floor(wave * 0.65) HP.

Start with health 100 and wave 0, then begin wave 1 after a short delay. Each wave contains 4 + wave * 2 enemies. Spawn them gradually every roughly 0.72 seconds, becoming slightly faster at higher waves, from the perimeter positions (-5.5,-5.5), (0,-5.6), (5.5,-5.5), (5.6,0), (5.5,5.5), (0,5.6), (-5.5,5.5), and (-5.6,0), with small random offsets. Orc speed is about 1.15 + wave * 0.14 plus a small random amount, so later waves become more dangerous. When an orc touches the player within 0.95 units, it attacks on a cooldown of max(0.45, 0.88 - wave * 0.03) and deals 6 + floor(wave * 0.45) damage. Flash the screen faint red briefly when the hero is hurt. When an enemy dies, play its death animation, let it sink/fade from the active arena shortly afterward, and award 10 + wave * 2 score. When all queued and living enemies are gone, display “Wave Cleared,” heal the player by 12 up to 100, wait about 2.8 seconds, then start the next larger wave. There is no final victory; the objective is to survive as many waves as possible. At health 0, stop the run, play the hero death animation, and show a centered “You Fell” overlay with text reporting the reached wave and score plus a “Fight Again” button that resets health, wave, score, player location, enemies, and starts a new run.

Keep an always-visible HUD over the game in the upper-left using four dark translucent rounded stat cards with small uppercase labels and large values: HEALTH, WAVE, MONSTERS (living plus queued), and SCORE. Show a centered pill-shaped temporary status banner for “Loading Dungeon,” “Fight!,” “Wave 1,” and “Wave Cleared,” styled dark brown/black with a thin muted gold border and gold uppercase text. Use warm cream text, muted beige labels, gold accents, rounded cards, and subtle backdrop blur. Make the layout responsive and touch-friendly; the slash button is an 88px circular radial-gradient button with a gold border in the lower-right, and the start/restart buttons are full-width gold gradient controls. Render the dungeon with a dark navy/black background and fog, preserving the dramatic lighting and 3D camera framing seen in the reference.

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