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Dungeon Crawler

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

Discussion

Nobody has said anything about Dungeon Crawler yet. Play it, then tell Hassan Khalifa what you would add next.

Make your own game

Dungeon Crawler was built by Hassan Khalifa 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 Dungeon Crawler 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 Dungeon Crawler

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-based 3D top-down dungeon crawler titled "Dungeon Crawler". Use Three.js or an equivalent real-time 3D engine with a perspective camera looking down from behind/above the player. The camera should continuously follow the player, staying around 22 units high and 16 units behind on the Z axis, looking at the player; the visible play area is a compact square dungeon with a dark, atmospheric presentation and fog.

Build a fixed 9-by-9 dungeon grid with 5-unit cells. Use this exact map, where 1 is a wall and 0 is walkable floor:
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Place large grating dungeon floor tiles on walkable cells and dungeon wall assets on wall cells, with a dark surrounding ground plane. Use warm directional lighting plus cool/warm ambient hemisphere lighting, shadows, and brown-black fog. The intended visual style is a low-poly fantasy dungeon using KayKit-style assets: a medieval armored Knight player, Skeleton Warrior enemies, dungeon grate floors/walls, and gold coin pickups. The supplied screenshot shows a nearly black background when the scene/assets are not visible, so keep the overall UI/background very dark rather than adding bright scenery.

The player is a Knight starting at the center of the dungeon (world position 0,0,0), scaled slightly below full size. Control movement with WASD through a top-down movement controller at approximately 7.5 units/second; there is no jump. Rotate the Knight to face the direction of movement. Keyboard movement must work and the on-screen hint must say exactly: "WASD move • SPACE or CLICK to attack". Also allow a left mouse click to attack.

Spawn exactly 6 Skeleton Warrior enemies at randomly selected walkable cells away from the central starting area, with a small random position offset. Each enemy has 35–50 health, idles when not pursuing, and chases the player when within 22 world units at about 3.2 units/second. Skeletons face the player as they move. When within 2.4 units, they attack no more than once every 1.1 seconds, dealing 12 damage and triggering a player hit animation. Apply simple separation/pushback so enemies do not overlap the player.

Implement melee combat. Space or left click has a 450 ms cooldown. Play the Knight's diagonal one-handed melee attack animation when attacking. The attack affects enemies in a forward cone: range 3.2 units, cone width 1.2 radians, based on the Knight's current facing direction. Each hit deals 22 damage and can trigger a Skeleton hit animation. When an enemy reaches zero health, play a Skeleton death animation, drop one visible gold coin at its position, then remove the enemy after roughly 0.9 seconds. The coin should be collectible when the player comes within 1.8 units; each coin awards a random integer value from 8 through 13 gold and disappears on collection.

The objective is to clear all six Skeletons. If player health reaches zero, stop gameplay and show a centered dark translucent message reading "You died...". If all enemies are defeated, stop gameplay and show "Victory! Gold: [total gold]". In either end state show a "Play Again" button that reloads/resets the game. Start the player at 100 health; enemy hits reduce it, and the health cannot visually go below zero.

Add a fixed HTML HUD over the canvas. At the top-left, show a 200-by-20 pixel health bar with a dark #222 background, gray border, rounded corners, and a red gradient fill that begins at 100%. At the top-right, show a dark rectangular gold counter with gray border, rounded corners, and the current gold number, initially 0; it is a compact counter without a large title. At the bottom center, show the dark translucent control hint described above; fade it to about 30% opacity after approximately 6.5 seconds. Use a nearly black page background, white Arial-style text, and a centered end-game overlay with a dark translucent panel, white message, and red Play Again button. Keep the UI functional and responsive to window resizing.

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