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Dice Dungeon

  • 3d
  • turn-based
  • dice
  • dungeon
  • arcade
  • mobile
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. James Esser built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dice Dungeon yet. Play it, then tell James Esser what you would add next.

Make your own game

Dice Dungeon was built by James Esser 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 Dice Dungeon 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 Dice Dungeon

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 mobile-first, turn-based 3D dice-battle game titled “Dice Dungeon.” Use a dark navy fantasy presentation with a full-screen Three.js-style arena behind a translucent HTML HUD. The camera is a fixed elevated perspective looking toward a circular stone-like arena platform, with a glowing cyan ring around its edge, soft shadows, fog, floating star-like particles, warm key lighting, and cool blue backlight. In the arena, place a simple blue hero on the left: a small capsule-shaped body, pale spherical head, and dark four-sided cone/cape behind them. Place a large white floating six-sided die in the center with dark blue pips; it gently bobs and slowly rotates when idle, then visibly tumbles upward for about a second when an attack is selected and settles on the rolled face. Place an animated monster on the right, built from simple low-poly shapes: a colored round body with a lower jaw, two dark horns, large white eyes with dark pupils, a curved mouth, and four small dark legs. The monster should bob idly, react with a squash/bop and brief flash when hit, and support these displayed opponents in order as floors advance: Slime (green, 18 base HP, damage 3–6), Skeleton (pale, 24 base HP, damage 4–8), Spider (purple, 28 base HP, damage 5–9), Ogre (orange, 36 base HP, damage 6–11), and Dragon Whelp (pink/red, 42 base HP, damage 7–12). Select the monster by floor using the code’s progression: the same monster template remains for two floors, then the next; monster max HP gains 3 per floor after floor 1, and damage bounds increase gradually with floor. Begin at floor 1 with the hero at 30/30 HP and 2 potions, monster Slime at 18/18 HP, zero wins, and no last roll.

Implement the exact turn loop. During the player turn, “Roll Attack” chooses a random integer from 1 to 6, disables actions during the roll animation, and tumbles the die. Resolve damage as: start with result + 1; add 1 if the result is 1 or 2; add 3 if result is 5 or 6; add an additional 2 if result is exactly 6. Thus rolls 1–2 deal 3–4, rolls 3–4 deal 4–5, roll 5 deals 9, and roll 6 deals 10. Show the result in Last Roll, subtract damage from monster HP, then if it survives schedule its counterattack after roughly 720 ms. The monster counterattack rolls random damage in its floor-scaled range; if the hero guarded, reduce that hit to ceil(raw damage × 0.5), then consume the guard. If the hero dies, show a defeat message and change Roll Attack to “Restart Run”; restarting resets floor, wins, hero HP, guard, potions, and button text to initial values.

The Guard action is only available on the player turn. It sets a one-hit guard, records “Guard” as Last Roll, immediately deals exactly 2 damage to the monster, and then causes the monster counterattack. If this kills the monster, process it as a victory without requiring a counterattack. The Drink Potion action is only available on the player turn when potions remain and hero HP is below maximum; consume one potion, restore exactly 10 HP capped at 30, then trigger the monster counterattack. Defeating a monster increments Wins, advances the Floor, and grants one additional potion on every third win (wins 3, 6, etc.); after a short delay spawn the next monster and return to the player turn. Do not add inventory, movement, equipment, or other mechanics.

Overlay the arena with a responsive, rounded, glassmorphism HUD. At the top show two panels: the left panel has small uppercase “DICE BATTLE,” large uppercase “DICE DUNGEON,” a Floor pill, Hero HP, and Potions; the right panel has “MONSTER,” the monster name highlighted gold/yellow, a Wins pill, Monster HP, and Last Roll. At the bottom show a large dark message panel for turn feedback, a legend reading “Roll: 1-2 weak, 3-4 solid, 5-6 heavy,” “Guard: shield + small jab,” and “Heal: spend a potion,” followed by three large touch-friendly buttons: “Roll Attack,” “Guard,” and “Drink Potion.” Match the actual messages: initial “A [monster] blocks your path. Roll to attack.”; during rolling “The die tumbles across the arena...”; after a hit, “You rolled [roll] and hit for [damage]. The [monster] prepares a counterattack.”; guard “You brace for impact and jab for 2 damage.”; potion “You drink a potion and recover 10 HP. The monster surges in.”; and appropriate monster-hit, victory, and defeat feedback. Disable buttons during rolling, the monster turn, and defeat as appropriate, and visually dim disabled buttons. Support keyboard controls: Space, Enter, or R for Roll Attack; G for Guard; H for potion. Use a clean sans-serif typeface, dark translucent panels with rounded corners, white text, muted lavender labels, gold attack button, cyan guard button, and green potion button. Keep the game playable on narrow portrait screens as shown, with responsive layout and safe-area padding.

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