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Arcade › Dungeon Dice
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Remix Dungeon Dice 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.
Recreate a game titled “Dungeon Dice” as a local pass-the-device multiplayer fantasy tabletop 3D dungeon crawler. Use a dark purple/near-black presentation with warm gold accents, Cinzel-style fantasy headings, Inter-style UI text, and a fixed isometric/perspective camera looking down at a small tabletop dungeon. Render the dungeon in Three.js or an equivalent 3D engine with fog, warm cream/orange lighting, soft shadows, and low-poly GLTF-style assets: stone dungeon floor tiles and wall blocks, Quaternius-style animated RPG heroes and monsters, and a treasure chest. The initial screen is dominated by a centered dark modal titled “Choose Your Party,” with the subtitle “Local tabletop multiplayer: pass the device around. Pick 1–4 heroes, then take turns.” Show four large selectable cards in a 2x2 grid, all selected by default, each with a colored class name, description, and “Tap to include / bench”: Warrior in red (“Shielded front-liner. +5 attack, d6 damage.”), Rogue in green (“Fast and precise. Moves 4, high attack bonus.”), Mage in blue (“Ranged spells. Firebolt rolls d8+2 from 4 tiles.”), and Cleric in pale yellow (“Heals allies or strikes foes with holy light.”). Tapping a card toggles that hero in or out, but never permits fewer than one selected hero. A wide gold “Start Adventure” button begins the game. The dungeon is an 11x11 grid based on this exact layout, where # is wall, . is walkable floor, S is the blue entrance stairs, and B is the boss-room location: ########### #....#....# #.##.#.##.# #....#....# ###.###.### #.........# #.##...##.# #....#....# #.##.#.##.# #S...#...B# ########### Use grid coordinates with entrance at (1,9), boss at (9,9), and place the treasure chest at (9,8), adjacent to the boss. Reveal only the area around the entrance initially, using fog-of-war: floor tiles and enemies outside revealed areas are hidden. Highlight legal movement floor tiles in glowing gold when Move is selected. Mark the entrance with a clearly visible blue circular stair/ring marker. When the adventure starts, spawn the selected heroes on the entrance-side spaces: first at (1,9), then (2,9), (1,8), and (3,9). Spawn three enemies: Goblin Scout at (3,5), Goblin Guard at (7,5), and a larger Boss Demon at (9,9). Display visible nameplates and health bars over actors, with green hero health and red/orange enemy health; hidden enemies remain hidden until revealed. Use animated idle, walk, attack, spell, hit, and death animations where available. The party must explore, defeat the Boss Demon, reach the chest to take the treasure, then return any living hero to the blue entrance stairs. Show a prominent end overlay reading “Treasure Escaped!” on victory. If all heroes reach 0 HP, show “Party Defeated.” Implement initiative-based turn-taking. The initiative initially contains heroes followed by enemies; the active actor is clearly marked in a turn-order strip at the top. On a hero turn, the player can move once, perform one attack or spell, use one item, and end the turn. Movement is orthogonal and limited by class range, with pathfinding around walls and occupied spaces: Warrior 3, Rogue 4, Mage 3, Cleric 3 tiles. Clicking a highlighted floor tile moves the active hero with a short smooth animation and reveals nearby tiles. The Move panel text should communicate the active range. Weapon attacks require an adjacent enemy and roll a visible d20 against armor class; on a hit, roll a damage die. Warrior has 18 HP, AC 13, +5 attack, d6 weapon damage plus 2; Rogue has 13 HP, AC 12, +6 attack, d6 plus 1; Mage has 10 HP, AC 10, +3 attack, d4 plus 1; Cleric has 15 HP, AC 12, +4 attack, d6 plus 1. A natural 20 hits automatically. Clicking an enemy while Attack is selected performs the attack, otherwise show a useful status message if it is out of range. Support Cast Spell for Mage and Cleric. Mage targets an enemy within 4 tiles with Firebolt, rolling d8+2 damage and displaying a small blue projectile effect. Cleric targets an ally within 3 tiles to Heal for d8+2, or an enemy within 3 tiles to Smite for d6+2 with a pale holy projectile/effect. Other classes should report that they have no prepared spell. Support Use Item with one potion per hero: clicking the hero or using the item action heals 6 HP and consumes the potion. Heroes have no more than one potion. Add End Turn as a clear action. After each hero, surviving monsters take automated turns. A monster reveals nearby tiles, chooses the nearest living hero, walks toward them if not adjacent, then attacks an adjacent hero with a d20 plus its attack bonus. Goblin Scout: 9 HP, AC 10, +3 attack, d4+1 damage. Goblin Guard: 11 HP, AC 11, +4 attack, d4+1 damage. Boss Demon: 28 HP, AC 13, +5 attack, d8+3 damage. Remove defeated actors from initiative, play a death animation, and prevent dead actors from acting. When the boss dies, reveal the final area and inform the players that the chest is available. Automatically take the treasure when a living hero reaches within one tile of (9,8) after the boss is defeated; then change the goal to returning to the entrance. Overlay the gameplay with a responsive HUD. At the top-left show “Dungeon Dice” and a goal sentence that changes from finding the final room to returning with treasure. At the top/right show compact turn-order chips for every hero and monster, highlighting the current turn and dimming defeated actors. On the left show stacked hero cards with class-colored accent borders, current/max HP, AC, movement range, potion count, and a health bar. At the bottom-right show the active actor, a two-column action button grid for Move, Attack, Cast Spell, Use Item, and End Turn, and a contextual hint. Disable actions when unavailable, already spent, during monster turns, or after game over. In the lower center show a “Visible Dice” tray with large cream/gold die faces, a rolling animation, and text describing the current roll. Every d20, damage, heal, and spell roll should be visible there for roughly 0.6 seconds before resolving and should also be logged. Add a lower-left “party chat” panel showing scrolling DM, Dice, Combat, Spell, and Item messages plus a text input and Send button; players can enter local notes/messages. Start the log with a DM welcome message and add narrative messages for the entrance sealing, hits/misses, defeats, boss defeat, treasure pickup, and victory/defeat. Use click and dice sounds if available. Also provide optional WebXR support with an Enter VR button. In VR, present the dungeon as a tabletop in front of the player, with controller ray lines and trigger/select interaction for Start, Move, Attack, Spell, Item, End, floor tiles, and actors. Include in-world status and dice panels, action buttons, and floating 3D health bars that mirror the desktop state. Keep desktop mouse/touch interaction fully usable. The game should expose a read-only state function equivalent to getGameState returning party, enemies, current turn, treasure, last roll, and revealed tiles, and a patch function equivalent to setGameState for testing hero/enemy state, treasure, game-over, and turn index.