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Arcade › Dungeon Warden
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Graham Calton built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dungeon Warden yet. Play it, then tell Graham Calton what you would add next.
Dungeon Warden was built by Graham Calton 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 Warden 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 playable Three.js-style 3D game titled "Dungeon Warden". Show a dark, warm-lit dungeon floor from a high angled perspective, with a mostly top-down third-person camera and fog fading into a near-black purple background. The dungeon is a 16 by 12 cell grid centered in the scene; occupied cells are low square floor tiles in alternating muted charcoal/plum tones, surrounded by short dark stone wall blocks wherever an occupied cell borders empty space. Use soft shadows, a warm cream/gold directional light, and a subtle atmospheric dungeon look. The camera should frame the whole dungeon in Builder mode, then follow/center more closely on the adventurer in Adventurer mode. The core loop has two modes. In Builder mode, place and edit a connected dungeon by selecting one of four tools in a left-side HUD panel: Room, Monster, Loot, and Erase. Clicking/tapping a grid cell with Room carves a 3-by-3 floor area centered on that cell. Monster places a skeleton on a cell, creating floor there if needed, and gives it a level based on its grid location (at least level 1); each monster has HP equal to level times 4. Loot places a chest with value 1 or 2, creating floor if needed. Erase removes monsters and loot and clears the floor cell, except that the blue start and green exit cells are protected. The initial dungeon should visibly be a horizontal gauntlet: broad room areas around approximately grid positions (1,5), (5,5), (9,5), and (13,5), connected by a corridor along row 5 from x=2 through x=13. Put a blue circular start portal at (0,5), a green circular exit portal at (15,5), skeletons around (5,4) level 2 and (9,6) level 3, and chests around (7,5) value 2 and (12,4) value 3. The builder view starts with Room selected. Clicking the 3D floor or the ground should resolve to the corresponding grid cell. The Builder HUD should be layered over the canvas and styled as translucent near-black panels with thin muted borders and warm gold text. At the top left display the MedievalSharp-style title "Dungeon Warden" and the status text "Builder mode — selected: room" (update it for the selected tool). At the top right show compact badges for Danger, Loot, and "Next Hero Lv". Danger is the sum of levels of all living skeletons; Loot is the sum of values of untaken chests. The left panel has large stacked buttons Room, Monster, Loot, Erase, an orange "Test Run" button, a green "Play Adventurer" button, and Reset. Include helper text explaining that floor cells can be tapped/clicked to build and that monsters stop weak heroes while loot makes adventurers stronger. The bottom-right log panel reports actions and raid results. Test Run is an automated simulation, not direct player control. Find a four-directional breadth-first path from the blue start to the green exit through occupied floor cells. If there is no connected path, report that the dungeon is sealed. Otherwise send an automated challenger along the path. The challenger starts with HP 10 plus 3 times the persistent/current hero level and attack 1 plus half the hero level rounded down. On each path cell, collect an untaken chest, increasing attack and HP by its value and recording gained loot. When encountering a living skeleton, simulate combat using its level and HP; the challenger can be defeated, in which case report the skeleton level and increase the next hero level by 1, or survive and report remaining HP, increasing the hero level by at least 1 and additionally by half the gained loot rounded down. Briefly flash the traversed floor cells after the raid. Update Danger, Loot, and hero-level badges. Do not invent a separate visible combat animation for Test Run; it is a path simulation with log feedback. The Play Adventurer button switches to direct Adventurer mode using the same dungeon. Spawn a stylized blocky adventurer at the blue start portal, with a blue/cyan appearance if using primitives, or load a blocky character model. Spawn skeleton characters at living monster cells and chest models at untaken loot cells; acceptable fallbacks are a red low-poly cone/polygon for skeletons and a gold octahedron for loot. Use collision against occupied floor cells so the character cannot walk through empty space. The camera follows the player at a closer high angle. The player starts at grid position (0,5), with HP 12, attack 2 plus half the hero level, and can move smoothly using WASD or arrow keys; movement should also work on mobile through a circular virtual joystick. Press Space or an on-screen sword/Attack button to attack. Attacks have a 0.45-second cooldown and damage a nearby skeleton within roughly 1.25 cells for player attack times 2. Skeletons damage the player continuously while within about 0.62 cells at a rate of their level times 1.6 per second. A defeated skeleton disappears. If HP reaches zero, stop the player and log that they were defeated, while keeping the player in the dungeon until returning to Builder mode. Automatically collect a chest when within about 0.52 cells: mark it taken, add its value to carried loot and attack, and heal by twice its value up to a maximum of max HP plus 8. Reaching within about 0.65 cells of the green exit wins the adventure, stops movement, and logs the hero level and collected loot. In Adventurer mode, replace the builder panel with a compact panel containing "Back to Builder" and "Attack", plus instructions: move with WASD/arrows/joystick, attack with Space or button, and collect loot, defeat monsters, then reach the green exit. On small screens show the virtual joystick at bottom left and a round sword attack button at bottom right; make HUD controls pointer/touch interactive while the canvas remains the game view. Keep the overall art style low-poly and prototype-like: chunky simple geometry or the specified Kenney-style chest, graveyard skeleton, and blocky adventurer assets, dark plum dungeon architecture, warm gold highlights, translucent black UI, orange builder actions, and green play action. Include reset behavior that restores the starter dungeon, hero level 1, and an empty raid path. Avoid adding unimplemented systems such as a real shard economy or upgrade logic unless those controls are explicitly wired; the visible core should faithfully be the dungeon builder, automated Test Run, and playable adventurer traversal/combat loop.