Skip to content

Arcade › Dungeon Sweep

Dungeon Sweep

  • 3d
  • action
  • platformer
  • dungeon
  • loot
  • fantasy
0
Remix it Discord

0 plays

How to play

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.

Discussion

Nobody has said anything about Dungeon Sweep yet. Play it, then tell the creator what you would add next.

Make your own game

Dungeon Sweep 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 Sweep 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 Sweep

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 side-view action game titled “Dungeon Sweep.” Use Three.js or an equivalent WebGL engine with a fixed, slightly elevated perspective camera looking across a narrow dungeon corridor from the front/side: the player moves horizontally along the X axis while the camera follows gently, with the hero and enemies visible against a dark back wall. Set the scene in a dim, stylized mini-dungeon: near-black navy background and fog, a long floor made from gray stone tiles, a dark rear wall with evenly spaced blue-gray vertical pillars, scattered decorative stone props, warm directional light and cool blue rim lighting, soft shadows, and a polished low-poly fantasy-game appearance. The camera should start around x=0, y=4.3, z=10.5 and look toward the corridor at about y=1.1; constrain the player to approximately x=-10.5 through 10.5.

The controllable avatar is a small armored knight starting on the far left at x=-6. Build him from simple low-poly geometry: blue steel armor/body and chest plate, gold belt and shoulder accents, a visible peach-colored face under a blue helmet, a small red plume, and a sword held on his right side. He can face left or right based on movement. Implement keyboard controls A/D or left/right arrows for horizontal movement, Space or Up Arrow to jump, and J to attack. Also provide touch-friendly on-screen controls: three square buttons at the lower left for left, right, and jump, plus a large circular ATTACK button at lower right. Horizontal speed is about 4.2 units per second; jumping launches with vertical velocity about 7.2 under gravity about 18, allowing a simple single jump while grounded. The sword attack has a short approximately 0.28-second active animation and a 0.42-second cooldown; swing the sword visibly during the attack.

Spawn a first wave immediately. Enemies are small red/crimson horned slimes with a squashed spherical body, lighter red belly, two tan horns, and dark eyes. Spawn 2 + wave enemies (capped at 7) along the right side, with randomized positions around x=5 onward. They continuously move toward the hero at about 1.15 units/second and slightly bob/squash. When the hero is close enough and attacking, a hit reduces an enemy’s 2 HP; on death remove it, increment SLAYED, and with roughly 72% probability spawn a loot chest at its position. If an enemy reaches the hero while the hero is not attacking, push the hero back slightly and briefly prevent repeated contact hits; do not add health or damage systems that are not in the original. Once all enemies in a wave are dead, advance the wave number and spawn the next wave after about 450 ms. Include one initial chest around x=2.2 as well as enemy-drop chests. Chests are low-poly dungeon chest models or visually similar objects.

The player can collect a chest by getting within about 0.7 horizontal units while on the ground. Remove the chest, award 10 gold, and randomly roll one of three loot items: Ember Saber (EPIC, weapon, purple), Ironbound Cuirass (UNCOMMON, armor, green), or Gold Sigil (RARE, trinket, blue). Replace the current inventory item in that slot and show a brief centered message such as “EPIC · Ember Saber +10 GOLD.” Start the equipment loadout with Knight Blade (COMMON weapon), Blueguard Mail (RARE armor), and Empty Slot (trinket). Keep the equipment slots visible in a left-side panel.

Build the HUD as a refined dark fantasy overlay with a thin inset gold border around the viewport. At top left show a bordered panel reading “DUNGEON SWEEP” and the subtitle “LOOT · STEEL · GLORY,” using a Cinzel-like serif display font, warm pale-gold text, small star/sparkle corner ornaments, and translucent black/navy gradients. At top right show WAVE, SLAYED, and GOLD counters with the numeric values highlighted in pale gold. At left below the title, show an “EQUIPMENT LOADOUT” panel listing three rows with icon, item name, slot, rarity, and rarity-colored text. At the center near the top, show temporary loot/wave messages that fade after roughly 1.2 seconds. Along the bottom, show the touch movement buttons and circular red-gold ATTACK button, and centered helper text: “A / D MOVE · SPACE JUMP · J ATTACK.” Make the layout responsive, preserving the compact dark-gold fantasy styling on mobile. Use no extra weapons, enemies, levels, health bars, shops, or abilities beyond these mechanics.

More free browser games

Browse the whole Arcade →