Appearance
Arcade › Dungeon Loot
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Wahyu Alamsyah built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dungeon Loot yet. Play it, then tell Wahyu Alamsyah what you would add next.
Dungeon Loot was built by Wahyu Alamsyah 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.
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-playable 3D top-down dungeon arena game titled "Dungeon Loot". Use an orthographic camera looking down from above and slightly behind the player, with a centered, smoothly following camera. Render a dark purple-black crypt with fog, soft shadows, warm directional lighting, and a muted purple stone floor enclosed by thick low walls. Add internal stone barriers that divide the room: a vertical obstacle on the left, a vertical obstacle on the right, and several horizontal/central wall segments. Place small glowing orange torch orbs around the perimeter. Keep the visual style low-poly fantasy with simple geometric props and animated GLB-style fantasy monsters. The player is a small hooded adventurer represented by a blue faceted cylindrical body and purple cone hood, starting near the lower/near side of the room. The player can move at a steady speed in four directions using WASD or arrow keys; normalize diagonal movement, prevent leaving the arena, and rotate the avatar toward movement. On touch devices provide a large translucent circular virtual joystick at bottom-left and an orange circular ATTACK button beside it. The joystick controls movement and releasing it stops the player. Pressing Space or tapping ATTACK performs a short cooldown-limited melee attack, briefly showing a gold blade beside the hero, damaging every nearby enemy within roughly melee range. Start with a centered dark translucent modal bordered in purple reading "Crypt of the Ember King", with the subtitle "Fight the monsters. Grab the gold. Survive the room." and a gold "ENTER DUNGEON" button. Enter/starting via the button, Enter key, or joystick hides this modal and begins play. Spawn four enemies in the room: three animated skeletons and one larger animated orc. Skeletons should have 2 HP and move toward the player at speed 1; the orc should have 3 HP and move at speed 0.7. Enemies only pursue when within about 5 units, face the player while moving, and attack on contact range about every 0.8 seconds, dealing 6 damage per skeleton hit and 10 per orc hit. The player begins with 100 HP. When hit, update the HUD; at zero HP end the game. When an enemy is killed, play a death animation if available, remove it shortly afterward, and spawn a spinning, bobbing gold coin pickup at its position. Walking within about 1 unit collects it, adds 10 Gold, and briefly displays a "+10 gold" toast near the bottom center. Each kill adds one kill to the counter and 100 score (the score need not be visibly displayed). The top HUD is a wide rounded translucent black-purple panel with a thin violet border, showing gold title text "DUNGEON LOOT" followed by "HP 100 · Gold 0 · Kills 0" (with live values), and help text "WASD / arrows move · Space attacks · phone: joystick + ATTACK". Keep the joystick and attack controls visible beneath the game scene as in the reference. When the player dies, show a centered modal with either "You fell" or, if Gold reaches 40, "Crypt cleared!". Its text must show the final kills and gold and say either "The monsters keep the loot." or "The Ember King will remember your name." Include a "TRY AGAIN" button that reloads/resets the game. Maintain the dark purple, gold, and warm orange palette, rounded UI panels, responsive full-window canvas, and mobile-friendly pointer controls. Do not add extra weapons, inventory, rooms, bosses, ranged attacks, or mechanics beyond this single room survival-and-loot loop.