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Frostbeak Depths

  • 2d
  • top-down
  • roguelike
  • dungeon-crawler
  • arctic
  • action
  • mobile
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. RJ Rabay built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Frostbeak Depths yet. Play it, then tell RJ Rabay what you would add next.

Make your own game

Frostbeak Depths was built by RJ Rabay 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 Frostbeak Depths 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 Frostbeak Depths

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 playable 2D top-down arctic dungeon roguelike called “Frostbeak Depths.” Use an orthographic, player-centered camera that follows a small cute penguin, with the world rendered in a canvas-like hand-drawn style. The setting is a bright icy cave/dungeon: each floor is a connected layout of exactly seven large square rooms, joined by narrow straight corridors. Rooms have pale cyan ice floors with a repeating checkerboard of alternating light tiles, chunky turquoise walls, rounded corner caps, and visible corridor openings. Generate the connected room layout procedurally around the starting room, with rooms constrained to a small grid. Keep the player centered while the dungeon scrolls beneath them; add a slight screen shake when damage or attacks occur.

The player starts in the center of the first room as a stylized penguin: black oval body, white belly, tiny black eyes, orange triangular beak, a dark horizontal flipper/attack-facing indicator, and a soft oval shadow. The penguin has 6 hearts of health. Move with WASD or arrow keys, or with a virtual circular joystick on touch devices. The player accelerates and decelerates rather than moving instantly, and should face the movement direction. Some rooms contain translucent, shimmering blue oval ice/slippery hazard patches: while standing on one, movement is faster but acceleration/friction make the penguin slide and become harder to stop. Attack with Space, mouse click, or a large mobile “Peck” button. A peck has a cooldown, hits nearby targets only in the direction the penguin is facing, shows a brief white arc, and creates hit particles and knockback. If the player has the snowball upgrade, each attack also launches a small white snowball projectile forward and the attack cooldown is shorter.

Populate non-start rooms with cute hostile fighting plants. Normal plants are small animated enemies with green leafy feet/stem, green boxing-glove-like side leaves, pink flower petals, a yellow center, and a simple determined face. They chase the player when in the same room, collide with the penguin to deal 1 damage, knock the penguin back, and have a small health bar when damaged. Normal enemies have a few hit points that increase by floor. On floor 4, put a single much larger giant fighting flower in the exit room: it has a thick green stem and leaves, ten alternating pink and purple petals, a large yellow center, a face, and boxing leaves. It has 16 HP and deals 2 damage on contact. Show a prominent pink/red banner reading “FINAL FLOOR — FIGHT THE GIANT FLOWER” while it is alive.

Each non-start room may contain a breakable square ice block, a wooden chest, a gold coin, a fish-food pickup, and/or a slippery hazard. Pecking a breakable ice block damages it; destroy it after two normal-strength hits and optionally drop a coin or food. Coins and fish food are automatically collected when the penguin touches them: coins increment the coin count, while fish food heals one heart up to the six-heart maximum. Chests are brown/gold outlined boxes; approach one and press E (or the mobile “E” button) to open it, which spawns a bobbing purple diamond loot pickup nearby. Touching loot automatically grants one random persistent run upgrade: faster sliding/movement, stronger peck damage, or snowball shots. Display the current upgrades in the inventory HUD.

There are four floors total. At floor generation, place a glowing circular blue exit in the room farthest from the start, represented by a rotating cyan ring with radial tabs. The exit is dim/closed while enemies remain and bright/glowing when the floor is clear. The player must clear every enemy on the current floor before using it. Approach the exit and press E or the mobile E button: on floors 1–3, generate the next floor and preserve current health, coins, and upgrades; on floor 4, first defeat the giant flower, collect its purple loot if desired, then press E at the glowing exit to win. If the player’s hearts reach zero, end the run with a “Run Lost” overlay. On victory show “Frostbeak Wins!” and state the number of coins escaped with. Provide a restart/play-again button on the title, loss, and win overlays.

Use a dark teal-to-blue background outside the ice rooms and a polished cute arctic palette: pale cyan floors, white ice highlights, turquoise walls, dark navy translucent HUD panels, pink hearts and flowers, bright yellow centers, and cyan glowing exits. Use subtle bobbing/idle animation for pickups and enemies, small colored particle bursts on hits and deaths, and simple sound effects for pecks and pickups if available.

The HUD must remain over the game. Across the top, show a dark translucent rounded Health panel with six heart icons (filled pink hearts and empty hearts), a centered panel reading “Floor N / 4” plus a contextual room/enemy hint, and a Coins panel with the coin number. Show a lower-left rounded panel reading “Loot: none” or listing upgrades such as “Fast slide,” “Peck xN,” and “Snowballs.” Show a rounded bottom message pill with instructions and contextual messages, including movement/attack/interact guidance, enemy counts, sealed/open exit messages, loot notifications, and boss messages. On touch layouts, show the translucent joystick at bottom left and large rounded gradient buttons labeled “Peck” and “E” at bottom right; keep the UI responsive for portrait mobile screens. Start with a dark overlay card titled “Frostbeak Depths 2D” explaining that this is a cute top-down penguin roguelike and a “Start 2D Run”/“Start Run” button. Include keyboard Enter as another way to start or restart.

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