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Cryptbound

  • 3d
  • top-down
  • dungeon-crawler
  • action
  • fantasy
  • boss-battle
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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. Omar Marcum built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Cryptbound yet. Play it, then tell Omar Marcum what you would add next.

Make your own game

Cryptbound was built by Omar Marcum 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 Cryptbound 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 Cryptbound

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 3D top-down dungeon crawler titled "Cryptbound". Use a dark, atmospheric crypt presentation: near-black purple background and fog, a rectangular stone dungeon floor, muted purple-gray walls, warm gold seal/rune accents, soft shadows, and a slightly angled perspective camera looking down from above and behind the player. Render the world in stylized low-poly fantasy using rigged 3D character models: the player is a warrior, while enemies are represented by a blob/fish-like Slime, large fish-like Kappas, large orc-like Centaurs, a large demon-like Vamp, and a larger demon-like final boss called The Hat Man. Keep the camera following the player in a top-down view, with movement constrained by the dungeon walls and gates.

Build one rectangular crypt map approximately 40 by 32 world units. It has an outer boundary of stone walls, a central vertical pair of interior walls creating a central hall, decorative square pillars along both side walls, and three sealed passages: an east gate, a north gate, and a south/vault gate. Each sealed gate has a glowing gold ring and a floating crystal/rune marker; locked markers are dark maroon, and unlocked markers turn gold. Place the warrior at the southern-central part of the starting area. Initially populate the crypt with three Slimes in the starting western/central area, two Kappas near the east wing, two Centaurs in the northwestern area, one Vamp in the northeast area, and The Hat Man near the north-central vault area. Enemies in later wings must remain inactive/non-interactable until their stage is unlocked.

The core loop is explore, approach enemies, strike them at close range, defeat them, and collect dropped loot. Movement is continuous top-down movement using WASD or arrow keys, with a mobile virtual joystick/touch movement option. The player faces the direction of movement. Attack with Space or a large circular touch button labeled "STRIKE" with "SPACE" beneath it. Attacks have a short cooldown of about 0.42 seconds, select the nearest available enemy within roughly 2.65 units, and deal 28 damage. There is no ranged attack or jump. Enemies pursue the player when within about 7 units, move slowly toward them, and damage the player on contact range: ordinary enemies deal approximately 3 damage intermittently, while The Hat Man deals approximately 8. Start the player at 100 HP. Defeated enemies disappear and drop a small floating/spinning gold faceted loot object at their position. Walking within about 1.3 units collects it; ordinary enemy defeat gives 10 gold immediately plus 5 more on collecting the drop, while defeating The Hat Man gives 80 gold plus the collection bonus. Track defeated count and a score that increases by 10 for each successful hit.

Use four progression stages and update the quest text as follows: initial stage "Hall of Slimes" with the goal to defeat the boss to unlock the next wing; after a Kappa is defeated, unlock the eastern seal and progress to "Kappa Causeway"; after a Centaur is defeated, unlock the northern seal and progress to "Vampire Gallery"; after a Vamp is defeated, unlock the vault seal and progress to "The Hat Man". The final objective is to defeat The Hat Man and claim the vault. The first defeated Kappa, Centaur, and Vamp should trigger brief messages such as "The eastern seal cracks open.", "The northern seal cracks open.", and "The vault seal glows. The Hat Man awaits." When the Hat Man falls, show "The Hat Man falls. The vault is yours." Treat stage progression as the seal-unlocking mechanic; the UI should show unlocked wings as 1/4 through 4/4.

Add a start overlay before gameplay begins. It should be a centered dark translucent card with a thin brown-gold border and rounded corners, showing the large gold uppercase title "CRYPTBOUND", the description "A top-down dungeon crawler. Fight for loot, defeat bosses, and unlock the sealed wings of the crypt.", an enemy list "Enemies: Slimes, Kappas, Centaurs, Vamps", a boss line "Boss: The Hat Man", and a brown button with a gold border labeled "ENTER THE CRYPT". Clicking it hides the overlay and displays a message that the crypt stirs and the player should find the first boss room.

Add a fixed HUD over the game. At top-left show a gold uppercase Cryptbound title and a stats panel reading heart/HP, gold, and skull/defeated count, e.g. "❤️ 100   ✦ 0   ☠ 0". At top-right show a quest panel with the current stage name in gold, objective text, and "Unlocked wings: 1/4". At bottom center show a dark translucent message panel for gameplay feedback, defaulting to "Find the first boss room." At bottom-right show the circular dark-red strike button with gold outline. At bottom-left show the controls hint "WASD / arrows move · Space or Strike attacks · joystick on mobile" on desktop (it may be hidden on small screens). Use cream text, gold headings, burgundy/brown buttons, translucent charcoal panels, and a serif title paired with clean sans-serif HUD text.

If HP reaches zero, stop gameplay, show a defeat message "You were defeated. Press R or tap Restart.", and provide a visible "RESTART" button that reloads/resets the dungeon. Ensure the game is playable on desktop and touch screens, with responsive HUD layout: on narrow screens put the quest panel beneath the top-left controls and use a smaller start title. Keep the visual style, map layout, enemy placements, four-wing progression, close-range strike mechanic, loot collection, and exact HUD/start-screen information faithful to this description.

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