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Dot Quest

  • 3d
  • maze
  • fantasy
  • adventure
  • puzzle
  • mobile-friendly
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. 33opeleg built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dot Quest yet. Play it, then tell 33opeleg what you would add next.

Make your own game

Dot Quest was built by 33opeleg 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 Dot Quest 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 Dot Quest

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 game titled “Dot Quest” using a Three.js 3D fantasy overworld plus canvas-based maze overlays. The game starts on a gently top-down/isometric-looking 3D map: a large flat rolling-green grassy ground, a pale blue sky background with light fog, soft shadows, golden directional sunlight, and connected narrow tan roads between locations. Include a small blue circular lake near the left/center of the map. Place five fantasy city landmarks around the map, each with an invisible cylindrical click target and a colored glowing circular halo: Sunspire at the left, Moonford toward the lower middle, Thornwatch at the right, Frostgate toward the upper-left, and Emberkeep toward the lower-right. Use stylized low-poly castle-kit-like models where available: tower structures, gates, or a siege tower; if external models are unavailable, use simple low-poly castle/tower stand-ins. Above each city, show a small floating quest marker that gently bobs. The player’s overworld avatar is a small red sphere/dot with a pale selection ring, although it remains centered rather than visibly traveling between cities. Clicking/tapping a city opens its maze.

The maze should appear as a centered modal overlay covering the map with a dark translucent backdrop. Use a dark blue-gray rounded card with a gold border, the city name followed by “Maze,” instructional text, a square pixel-art-like 15-by-15 grid canvas, four large gold directional buttons arranged as an up/left/right/down D-pad, and a dark “Return to map” button. Each maze is a fixed 15x15 layout made from the supplied city-specific data: dark brown wall cells form a winding labyrinth and open cells alternate subtly between pale cream and light golden tiles. The start is at the cell marked S (all supplied mazes start near the top-left) and the exit is marked E near the lower-right. Render the exit as a bright green-white glowing circle; when the city is not already solved, also draw a small treasure chest icon at the exit. Render the player as a red circular dot with a light outline.

Implement the five exact city mazes and rewards from the design: Sunspire awards “Sun Crown” and 75 gold; Moonford awards “Moon Pearl” and 90 gold; Thornwatch awards “Thorn Amulet” and 110 gold; Frostgate awards “Frost Crystal” and 130 gold; Emberkeep awards “Ember Ruby” and 150 gold. The player moves one grid cell at a time through open cells using arrow keys or WASD, or the on-screen D-pad for touch devices. Moving into walls is blocked and shows a brief “Wall!” toast. After a valid player move, purple maze guards move one cell along their assigned horizontal or vertical patrol direction, reversing when they encounter a wall or exit. Spawn 2 guards in the first two mazes and up to 4 in later mazes, away from the start; render them as purple monster/blob shapes with small white eyes. If the red dot enters a guard’s cell, reset it to the maze start and show “Maze guard caught you — back to start!” If a guard moves onto the player afterward, also reset the player. Reaching the glowing exit solves the city.

On solving an unsolved city, mark it solved, award its gold once, add its named relic to the reward list, change its floating city marker to green, create a small treasure chest beside that city on the overworld, and show a toast such as “+75 gold — Sun Crown!”. If a solved city is opened again, let the player replay its maze but do not award duplicate gold or relics. The maze help text should indicate the claimed reward for solved cities. The Return to map button and Escape key close the overlay. Clicking cities is disabled while the maze overlay is open.

Add a fixed HUD over the 3D map. In the upper-left, show a translucent dark rounded panel with the title “Dot Quest” and current objective/status text, initially “Click a fantasy city to enter its maze. Solve every city.” In the upper-right, show another translucent panel with “Solved: 0 / 5,” gold treasure total, each city preceded by an open diamond or green check mark, relic count and latest relic, and “Red dot = you.” On narrow screens stack these panels vertically. Use brief rounded toast notifications near the bottom center. When all five cities are solved, show “All cities solved — treasure hoard complete: [total] gold.” Persist solved cities, gold, and relic names in localStorage so progress survives reloads. Make the layout responsive and mobile-friendly, with touch-safe controls and no page scrolling. Preserve the calm low-poly fantasy-map art style and the maze’s cream/gold tiles, dark-brown walls, bright red player dot, glowing green exit, and purple guards.

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