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Dungeon Loot

  • 3d
  • top-down
  • dungeon-crawler
  • arcade
  • action
  • loot
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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. Programação AG built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dungeon Loot yet. Play it, then tell Programação AG what you would add next.

Make your own game

Dungeon Loot was built by Programação AG 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 Loot 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 Loot

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 playable Three.js-style 3D top-down dungeon arena game titled “DUNGEON LOOT.” Use an orthographic, slightly angled overhead camera looking down at a square room, with the camera following the player while keeping the player near the center. The scene should have a dark navy background and subtle distance fog. Build a compact dungeon from a roughly 15-by-15 grid: a dark purple-gray tiled floor covering the interior, chunky stone block walls around all four outer edges, and additional short inner wall rows near the north and south sides that give the room a fortress-like layout. Use low-poly dungeon props, including a treasure chest near the upper-right interior and two barrels near the lower-left and lower-right interior. Light the scene with cool ambient/hemisphere light plus a warm directional light, with visible soft shadows.

The player is a small stylized low-poly blue adventurer represented by a blue faceted/cylindrical body, carrying a short pale metal sword angled out from one side. Add a bright cyan circular ring on the floor beneath the player as a selection/ground marker. Start the player in the center of the room. Move with WASD or arrow keys; also support a mobile virtual-stick gesture by dragging on the left side of the screen. The player moves freely inside the room, clamped to approximately x/z -5.3 through 5.3, and rotates to face the movement direction. Attack with Space, or by tapping/pressing the right side of the screen. Attacks have a short cooldown of about 0.32 seconds, visibly extend the sword briefly, and damage every enemy within about 1.55 world units for the player’s current Strength value.

Enemies spawn around the outer portion of the room and chase the player. Basic enemies are red low-poly spheres with slightly elongated bodies and small pale eyes; they move toward the player and damage him on contact range, with an attack cooldown of about 0.8 seconds. Give each enemy a small floating health bar. Support purple elite enemies with higher health and a dark reddish-black boss enemy with glowing/emissive coloring, larger size, yellow eyes, and a larger health bar. The game begins with Wave 1. When all enemies are defeated, wait about one second and spawn the next wave. Normal wave sizes are based on the current dungeon and wave, while Wave 3 is a boss wave containing a boss plus additional enemies. After the third wave, advance the dungeon level and cycle the wave counter back to 1. Basic enemies award 10 score, elite enemies 50, and bosses 250. Defeated enemies drop spinning, bobbing gold loot pickups: 1 gold for a basic enemy, 5 for an elite, and 15 for a boss. The player automatically collects a pickup by moving within about 0.75 units of it.

Track and display the game state: score, gold, dungeon level, wave, player level, XP, XP required for the next level, Strength, current HP and maximum HP. Start at dungeon level 1, player level 1, Strength 1, HP 8/8, and XP 0/30. Award 10 XP for basic enemies, 15 for elites, and 50 for bosses. When XP reaches the requirement, level up immediately: carry over excess XP, increase the next XP requirement by multiplying it by about 1.35, increase Strength by 1, increase maximum HP by 2, and restore HP to full.

Place a large dark translucent HUD panel across the top of the screen with a muted purple border and cream/pale lavender typography. It should prominently say “DUNGEON LOOT,” show GOLD, SCORE, player level and XP, Strength, and a dungeon/wave readout such as “DUNGEON 1 WAVE 1,” adding “BOSS” during Wave 3. Include a horizontal red/pink HP bar labeled “HP current/max,” and a control hint reading “Move: WASD / left stick   Attack: Space / tap right side.” Keep the HUD fixed to the screen rather than attached to the dungeon world. If HP reaches zero, stop gameplay and overlay “YOU FELL” with “Tap or press R to restart.” Tapping or pressing R should fully reset the game to its initial state, remove remaining enemies and loot, return the player to the center, and begin a new first wave. Use a restrained low-poly dungeon aesthetic: purple-gray stone, deep navy surroundings, saturated red and purple monsters, bright cyan player marker, gold pickups, and crisp simple HUD graphics with shadows and ambient lighting.

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