Arcade › Echoes of the Hoard
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Poput55 tupuy built it with Cinevva, so it works on a phone or a tablet too.
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Echoes of the Hoard was built by Poput55 tupuy 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 Echoes of the Hoard 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 dark, minimalist 3D isometric stealth-and-distraction game titled "Echoes of the Hoard." Use Three.js-style 3D rendering with a high oblique perspective camera that looks down onto a square dungeon arena and smoothly follows the player, keeping the player near the center while the camera is offset diagonally. The world should have a nearly black navy background and fog, a dim blue-gray floor, and a subtle large square grid visible across the ground. Use restrained cold lighting: soft blue-gray hemisphere light, a pale directional light with shadows, and a faint blue point light. The overall presentation should feel quiet, eerie, low-poly, and monochromatic blue-gray, with a small retro terminal/monospace HUD. Build a bounded 8-by-8 logical grid using cell size 5, with the playable interior surrounded by boundary walls. Add internal blocked cells in this exact pattern: (2,2), (2,3), (2,4), (3,4), (4,4), (5,4), (3,2), (4,1), (5,2), (6,3), (6,5), (4,6), (5,6), and (2,6). Movement must test the destination cell against these walls. Visually represent portions of the dungeon using dark low-poly dungeon-remastered-style wall and pillar geometry: wall pieces around the perimeter/edges and four pillars at approximately cells (1,3), (3,6), (6,2), and (7,6), plus a few visible dark wall structures. Put the treasure chest/hoard at cell (6,6), with a subtle warm brown-gold emissive accent so it is just barely distinguishable from the cold environment. The player starts at cell (1,1). Represent the player as a small upright human silhouette using a transparent billboard sprite/character reference image, approximately 2.2 units wide by 2.6 units high, raised above the ground. Remove the white background from the source image and make the sprite double-sided and alpha-tested; rotate it to face the camera as the camera moves. In the screenshot-like view the player should appear as a tiny pale figure in the middle of the dark grid. Use WASD controls for diagonal/isometric movement, at speed about 5.5: W moves world +X and -Z, S moves -X and +Z, A moves -X and -Z, and D moves +X and +Z. Normalize simultaneous input, stop movement through blocked cells, and only allow movement while the game is active. Record the player's recent movement positions as a path, sampling them during movement and retaining only the last 12 points. Pressing E places an echo only when there are more than two recorded path points and no echo is currently active. The echo is a translucent blue-tinted copy of the player billboard (opacity about 0.55) that starts at the first point of the recorded path and travels through the recorded points in order at about 2.5 path units per second. It should face the camera like the player and disappear when it reaches the end. Only one echo can exist at a time. Increment and display an "Echoes placed" counter every time one is deployed. Spawn exactly three dark bluish-gray low-poly flying ghost/monster models at cells (3,3), (5,1), and (2,5), using animated hovering/flying idle motion. Monsters move toward their current target at about 1.8 units per second and cannot enter wall cells. While an echo is active, every 0.6 seconds it attracts monsters within 18 world units by setting their targets to the echo; the first monster attraction alerts that monster and increases its speed by 15%. If a monster reaches the echo within 1.8 units, remove the echo and increase that monster's speed by 30%, leaving it alerted. When no echo is active, monsters within 12 units of the player pursue the player; otherwise they occasionally choose a random valid interior grid destination and wander. If any monster gets within 1.8 units of the player, immediately lose. The goal is to reach the chest at (6,6); if the player gets within 2.5 units, immediately win. On winning, freeze active gameplay and show a full-screen translucent black overlay with the exact title "THE HOARD IS YOURS" and text like "You reached the treasure in silence. Echoes used: [number]." On losing, show the exact title "THE SILENCE BROKE" and text "A monster found you. The hoard remains hidden." Include a RESTART button. Pressing R at any time, or clicking the button after the game ends, resets the player to (1,1), clears the echo/path, resets the echo counter to zero, removes and respawns the three monsters in their original locations, and hides the overlay. Add a fixed HUD at the top-left: a semi-transparent black rectangle with a thin blue-gray border, monospace text reading "ECHOES OF THE HOARD", a dynamic status line that says "WASD to move • E to echo • Reach the chest" normally and "Echo active — distract them!" while an echo is active, and "Echoes placed: 0" initially. Add a matching bottom-left instruction panel reading exactly "WASD: Move (isometric) | E: Place Echo | R: Restart". Keep UI small, muted gray-blue, and unobtrusive over the dark arena. Make the game fill the browser window, hide scrollbars, and use a 55-degree-ish perspective camera with fog fading the far edges into navy darkness.