Arcade › Dungeon Scramble
Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dungeon Scramble yet. Play it, then tell the creator what you would add next.
Dungeon Scramble was built 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 Scramble 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 turn-based dungeon crawler called “Dungeon Scramble,” using Three.js or an equivalent WebGL engine. Present the world from a fixed high, oblique third-person/isometric-style camera looking down over a 15x15 grid, with the whole dungeon generally visible. Use a dark navy-purple foggy background/base plane, soft shadows, and a stylized low-poly fantasy look: modular castle stone floor tiles, adjacent castle wall sections around the walkable areas, a low-poly adventurer player model, and low-poly skeleton enemies. Light the scene with cool ambient/hemi light plus a warm directional key light and enable shadows. Keep the camera fixed rather than following the player. At the beginning of every run, procedurally generate a dungeon on the 15x15 grid. Randomly create 5–9 non-overlapping rectangular rooms, each 3–6 cells wide and 3–6 cells tall, then connect consecutive rooms with one-cell-wide L-shaped corridors (horizontal first, then vertical). Treat room/corridor cells as walkable floor and all other cells as blocked. Place visible floor tiles only on walkable cells. Place castle wall models on blocked cells that border at least one floor cell, rather than filling the entire empty map with walls. Choose the center of the first room as the player start and the center of the last room as the exit, guaranteeing both are floor cells. Each grid cell is spaced widely enough for distinct square tiles and models. Spawn one adventurer at the start, up to 6 skeleton enemies on distinct random walkable cells, three glowing green potion spheres on other distinct walkable cells, and a stone stairs model at the exit. The player starts with 20 HP and 0 kills. Skeletons each have 5 HP. The stairs should be visibly larger than a tile, slightly rotated, and act as the goal. Potions should hover/bob subtly above the floor, glow green, and restore 6 HP when collected, capped at 20. Make movement discrete, one grid cell per input, with WASD and the arrow keys. On each valid move, move the adventurer exactly one orthogonal cell and rotate the model to face the movement direction. Block movement into non-floor cells and display a short “Blocked” message. If the destination contains an enemy, do not move into that cell: attack the enemy for 3 damage, briefly bump/animate the enemy, and show “Hit!”. Defeated enemies are removed, the kill counter increases, and show “Enemy defeated!”. After every attempted valid player action (moving or attacking), all surviving enemies take their turn. An enemy adjacent to the player attacks for 2 HP; otherwise it greedily moves one walkable cell toward the player, prioritizing the axis with the greater distance and trying the other axis if blocked, while avoiding other enemies. Enemies should rotate to face the player after moving. If HP reaches zero, stop the run and show a centered dark overlay titled “You Died,” with final kills and instructions to press R for a new run. When the player steps onto the stairs/exit cell, stop the run and show a centered overlay titled “Escaped!” with text reporting the number of kills and indicating that a new run is ready. Pressing R at any time during a run should generate a fresh random dungeon; pressing R after death or escape should start a new run, and the overlay should include a “New Run (R)” button. Build a compact fixed HUD in the upper-left over a translucent black panel. Show “HP: current/20,” a horizontal red health bar that shrinks with HP, and “Kills: number.” Show temporary centered bottom messages for dungeon start (“New dungeon generated. Find the stairs!”), control guidance (“WASD / Arrows to move. R restarts.”), hits, healing (“+6 HP”), enemy defeats, damage (“Ouch! -2 HP”), and blocked movement. Use a dark nearly black page background, white/gray system UI text, red health styling, rounded translucent HUD/message panels, and a dark opaque game-over overlay. Load or approximate the visible asset style with low-poly modular castle kit geometry for floors, walls, and stairs, a Quaternius-style adventurer for the player, and stylized skeletons for enemies; models should cast and receive shadows where appropriate. There should be no shooting, inventory UI, ranged attacks, camera controls, or extra abilities beyond this grid movement, melee collision attack, potions, enemy turns, procedural generation, and reaching the stairs.