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Cryptfall

  • 3d
  • top-down
  • action
  • fantasy
  • dungeon
  • arcade
0
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2 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kaio pianta built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Cryptfall yet. Play it, then tell Kaio pianta what you would add next.

Make your own game

Cryptfall was built by Kaio pianta 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 Cryptfall 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 Cryptfall

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 browser game titled “Cryptfall,” a dark top-down 3D action game set in a square crypt arena. Use a Three.js-style perspective camera looking down at the player from above and slightly behind, with the player kept near the center as the camera follows. The arena is a 34-by-34 dark stone floor, nearly black-purple (#272332), with subtle raised grid/tile seams every 2 world units. Enclose it with low square crypt walls on all four edges and place four chunky octagonal stone pillars near the corners/interior at approximately (-9,-8), (-9,8), (9,-8), and (9,8). Use moody fog, a very dark blue-black background, warm golden directional lighting, cool blue fill light, soft shadows, and a small warm orange accent light around the player. The visual style should be low-poly/ stylized fantasy: strongly shaded animated 3D characters and glowing collectible objects against a minimal, atmospheric dungeon.

The player is a stylized animated knight in dark armor, spawned at the near end of the room (world position approximately 0, 0, 10), with a faint circular black ground shadow. Load/use an animated knight character with idle animation. Move the knight in the horizontal arena plane using WASD or arrow keys; support mobile/touch play through the on-screen attack control and a touch-friendly top-down control scheme. Movement speed should be about 5.2. Keep movement constrained to the crypt arena/walls. The goal shown by the UI is “Clear the crypt. Claim the relics.”

Spawn exactly five initial enemies: three goblins at approximately (-6,-6), (6,-5), and (0,-10), and two floating skull ghosts at approximately (-5,4) and (7,5). Use animated low-poly fantasy models: goblins with Idle, Walk, Punch, hit-receive, and Death animations, and ghost skulls with Flying_Idle, Walk/chase, Punch, hit-receive, and Death animations. Goblins have 3 hit points and move at about 1.35; ghosts have 2 hit points and move at about 1.15. All living enemies continuously pursue the knight. When farther than 1.55 units, move toward the player and face the movement direction; when within 1.55 units, stop and damage the player periodically, about every 1.05 seconds. Goblin contact attacks deal 6 vitality damage and ghost contact attacks deal 8.

The knight attacks with Space on keyboard or by pressing a large circular on-screen button labeled “SLASH.” Attacks have a 0.42-second cooldown and create a brief golden-orange sword-swing arc effect near the player, lasting roughly 0.12 seconds. Damage every non-dead enemy within 2.25 units of the player by 1 hit point per attack. Play hit reactions; at zero enemy HP, play its Death animation, mark it dead, increment kills, and spawn one glowing gold relic orb at its position. The orb should be a small faceted/icosahedral gold object with orange emissive glow, slowly spin, and bob vertically. The player collects an orb automatically when within about 1.1 units, removing it, incrementing the loot count, and briefly showing “RELIC CLAIMED.”

Start the player with 100 vitality. If vitality reaches zero, stop gameplay, show “THE CRYPT CLAIMS YOU,” and display a centered “RESTART RUN” button that reloads/restarts the run; also support pressing R to restart after game over. When an enemy dies, briefly show “MONSTER DOWN + RELIC”; when the player takes damage, show a temporary message such as “-6 VITALITY” or “-8 VITALITY.” When all enemies are dead and all spawned relic orbs have been collected, show “CRYPT CLEARED.”

Build the HUD as a fixed overlay that does not move with the camera. At the top-left, use a translucent rounded dark panel with the gold title “CRYPTFALL” and the subtitle “Clear the crypt. Claim the relics.” At the top-right, use a matching panel labeled “VITALITY,” with a horizontal health bar whose track is dark burgundy and whose fill is a pink-to-warm-yellow gradient, plus “Loot 0” on the left and “Kills 0” on the right, updating live. Place a large 84px circular gradient orange/red SLASH button in the bottom-right (near the edge on desktop and slightly higher on smaller screens), with bold dark text. At the bottom center, show the instruction pill “WASD / arrows to move · Space or SLASH to attack · collect gold orbs.” Center temporary gold status messages around the upper-middle of the screen. Use rounded translucent panels, subtle borders, shadows, blur, and responsive safe-area spacing. Do not add weapons, inventory, ranged attacks, bosses, extra levels, or other mechanics beyond this single arena combat-and-collection run.

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