Appearance
Arcade › Cryptomon
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Pacchio built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Cryptomon yet. Play it, then tell Pacchio what you would add next.
Cryptomon was built by Pacchio 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 Cryptomon 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.
Rebuild a browser game titled “CRYPTOMON”, a top-down dungeon shooter and creature-capture game with a dark neon pixel-art presentation. Use a responsive full-screen canvas with a logical 960x540 playfield scaled to fit the viewport, preserving aspect ratio, with dark margins/background. Show an Italian HUD over the canvas: top-left “CRYPTOMON” in bold spaced uppercase lettering and the subtitle “Dungeon shooter · cattura creature”; top-right rounded dark statistic pills for “HP” with three heart icons, “Sfere” (capture-orb count), “Stanza” (room number), “Cryptomon” (currently captured creature name or —), and “Mossa” (current ability name, cooldown timer, or —). Center near the top, show a rounded hint panel reading “WASD muovi · frecce spara · SPACE cattura · Q usa la mossa del Cryptomon” (the actual keyboard implementation should support WASD movement, arrow-key movement, Space shooting, C capture, and Q ability; preserve the visible hint text exactly as shown). The playfield is a single rectangular dungeon room centered in the canvas, approximately x=95,y=72,width=770,height=408 in logical coordinates. Render several nested dark blue-gray/purple rectangles as the room floor and thick border, with a subtle repeated tile texture/grid using a tiny dungeon tile motif. The surrounding canvas is near-black/navy. The room begins as room 1 and contains 3+room enemies (four in the first room), spawning in a loose ring around the center. Enemies are colorful small abstract Cryptomon creatures, each with one of several simple silhouettes (circle, rounded square, triangle, ellipse, or angular diamond), a colored fill determined by its species hue, dark outline, and tiny dark eyes. They bob/rotate subtly and continuously chase the player. Each enemy has a small health bar above it; healthy bars are mint green, and enemies at one HP become weak, with a gold ring around them and a gold health bar. The player is a small top-down humanoid/monster sprite at the room center or current position: a peach circular head/body, purple rectangular lower/side shape, and two dark eyes. Player movement is normalized eight-directional movement, bounded inside the room. The player has 3 HP, loses one HP when touching a nearby enemy (with a brief invulnerability/flicker period), and on reaching zero shows a translucent dark overlay with centered pink text “SEI STATO SCONFITTO” and white text “Premi R per ricominciare”; R resets the run to room 1, 3 HP, zero spheres and score, and clears the active creature/collection. Shooting is aimed automatically at the nearest enemy: while Space is held (and for the mobile shoot control), fire cyan/ice-blue circular projectiles from the player toward the nearest enemy, with a short fire cooldown. Projectiles travel quickly, damage enemies on contact, create small colored square particles, and disappear on impact or at room bounds. Enemies can be killed by shooting, but the intended capture flow is to weaken one to exactly one HP, move within short range, and press C (or the mobile “CATTURA” button). A valid capture removes that enemy, increments “Sfere”, adds score, makes it the active Cryptomon, and adds it to the collection; emit a burst of gold particles. When the last enemy is captured, open a glowing gold doorway on the right wall. The player must walk into the right-side door to advance to the next room; increment the room number, clear transient entities, respawn a larger group (3+room), and reposition the player at center. If enemies are merely killed rather than captured, do not open the door until the room’s remaining enemies are captured according to the actual capture rule. Captured species should have generated names like “Brinfi-001”, “Lumora-002”, “Mosspry-003”, “Cindillo-004”, “Glimbug-005”, and so on from a broad 151-entry creature index. Species have varying hues, silhouettes, common/rare labels internally, and one of six moves: “Raggio Prismico” (beam at the nearest target, heavy damage), “Nova Radice” (large close burst damage), “Morsa Cremisi” (damaging orbit around player), “Scatto Vortice” (dash away from the nearest enemy), “Eco Stellare” (expanding wave damage), or “Pioggia Spore” (chance-based damage to each enemy). Press Q or the mobile “ABILITÀ” button to use the active captured creature’s move, only if a creature is active and its four-second cooldown has elapsed. Render each move as a colored one-second visual effect (beam, expanding ring, orbiting orbs, dash ring, expanding wave, or falling/spreading particles) and produce particle bursts. Display the active creature name and move/cooldown in the HUD. For mobile widths, show touch controls over the lower portion: a four-button directional pad on the lower left with ▲ ◀ ▶ ▼, a large circular shoot button on the lower right, and rectangular “CATTURA” and “ABILITÀ” buttons above it. Hold controls for continuous input. Match the shown styling: dark translucent blue rounded buttons with subtle borders/shadows, burgundy circular shoot button, green capture button, purple ability button, rounded HUD pills, white text, gold counters, and a subdued bottom instruction line. Keep the overall art minimalist, geometric, dark purple/navy dungeon styling with bright mint, cyan, gold, pink, and purple effects; no detailed 3D assets or extra menus are needed.