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Lootbound

  • 3d
  • top-down
  • roguelike
  • arena
  • survival
  • loot
  • action
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. zdixon321 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Lootbound yet. Play it, then tell zdixon321 what you would add next.

Make your own game

Lootbound was built by zdixon321 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 Lootbound 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 Lootbound

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 top-down arena roguelike called “Lootbound.” Use a dark navy/charcoal circular arena with a subtle square grid on the floor, a raised glowing gray perimeter ring, fog, soft shadows, and simple polished low-poly shapes. The camera is an elevated perspective camera that follows the player from above and slightly behind, looking toward the arena center. The player is a small sand-yellow capsule-like humanoid with a dark horizontal visor, centered in the arena and rotated toward the movement/aim direction. Enemies are simple colored glossy low-poly blobs/spheres: red rushers charge quickly into melee, blue shooters keep distance and fire blue projectiles, green splitters pursue and divide into two smaller rushers when killed, and yellow tanks are slow, large, durable, and damaging. Spawn enemies around the outer edge and make each wave progressively larger and tougher.

Core loop: move around the bounded circular arena, survive escalating waves, attack enemies, kill them for XP, level up, choose one of three upgrade cards, and collect occasional loot. Begin at Level 1, Wave 1, with 100 HP and a Hylion “Busted Wooden Plank” equipped in the melee slot. The starter weapon does modest melee damage and explicitly has “starter junk — no Hylion block perk.” The HUD should visibly show Level, Wave, Kills, a pink/red health bar, an orange XP bar, and the currently active weapon/slot with its manufacturer, type, damage, and perk description. Show compact control help along the bottom: WASD/Arrows move, Space/Click attack, E pick up, I inventory; also communicate the color enemy types (red rushers, blue shooters, green splitters, yellow tanks).

Controls: WASD and arrow keys move, Space or pointer click uses the active equipped slot, J uses ranged, K uses melee, L uses healing, E equips nearby loot, I opens/closes inventory, P drops the selected stored item while inventory is open, and R restarts after game over. Provide mobile controls with a left virtual joystick, a HIT/attack button, an INV button, and separate ranged/melee/healing slot buttons. Holding the ranged input is supported for the special charged ray weapon described below. Keep the player inside the arena boundary and make equipped Eridian weapons slow movement.

Use three equipment slots: Ranged, Melee, and Healing. Equipment has a manufacturer, weapon kind, damage, range, cooldown, projectile count/speed, and a rarity. Manufacturers have distinct identities: Jakobian weapons are long-range and slow; Hylion weapons are melee and normally grant a brief blocking window after attacking; Tedion items heal; Eridian ranged weapons fire very quickly but slow the player. Include loot crystals as floating/spinning octahedra whose crystal color matches rarity and whose glow is manufacturer-colored. Enemies have a chance to drop loot, with higher rarity becoming more likely as waves advance. Rarity colors and progression are Common (white), Uncommon (green), Rare (blue), Epic (purple), Legendary (orange), and Mythical (pink); higher rarity increases damage, slightly improves cooldown/use speed, and increases range. Include weapons such as Jakobian Longbarrel and Dueling Pike, Hylion Guard Mace, Wall-Cutter, and the very fast Common/Uncommon/Rare-only Semi-Solid Solar Slasher, Tedion Pulse Medkit and Leech Wand, and Eridian Needlestorm/Violet Fan.

When the player is near a loot crystal, show a prominent pickup panel with the item’s rarity, manufacturer/name, stats, perk text, and an “Equip with E” button. Picking it up equips it into the matching slot; the old item from that slot goes into storage if there is room, otherwise it drops back onto the ground. The inventory has 10 storage spaces. Its modal view shows all three equipped slots, stored item cards, kills, wave, and level. Clicking a stored card selects it; provide Equip Slot and Drop buttons, with P dropping the selected item. Allow selecting different active slots and show empty-slot messaging when trying to use an empty slot.

Leveling pauses the game and opens a modal with three randomly selected upgrade cards. Include upgrades matching the implementation: Thicker Skin (+25 max HP and heal), Quick Hands (equipped weapons use 12% faster), Runner’s Boots (+12% speed), Sharpened Edge (+18% all damage), Extra Barrel (+1 ranged projectile), Field Medic (slow regeneration), Hylion Training (longer blocking), and Loot Magnet (larger pickup range). On the first wave only, once, include a rare ⭐ Tacticool card that gives an enormous permanent damage multiplier. Pause enemies and movement while upgrade or inventory screens are open.

Implement the major special events exactly as hidden discoveries rather than ordinary UI options. If Q is pressed within the first five seconds, awaken Archondriann: spawn a permanent cyan ranged ally, unlock the Archondriann ancient-weapon pool, and equip the Mythical “Tyuken Gyroyu” ray gun. Archondriann loot includes beams, paired relic shots, spiral/wide bursts, melee relics, and healing technology. Holding the Tyuken ranged input for three seconds fires a much wider, stronger charged beam; releasing early fires normally. If five Archondriann items are collected, play a roughly four-second cutscene that zooms the camera toward a large sand-tan giant labeled “Gargon: Killer of Yoinkers,” then let Gargon enter the arena. Gargon heavily resists ranged damage, takes 30% extra melee damage, and after phase 1 is defeated changes into phase 2 with health equal to 250 times the player’s strongest weapon damage.

If the player kills at least one enemy during wave 1, display an Eridian signal charging for three seconds and then equip the Mythical Eridian “??? Gun,” which has no cooldown and sprays 100 projectiles in all directions. If an upgrade modal is open, pressing G should secretly equip the Rare Jakobian “Twin Needle Bleacher” in the ranged slot; it fires about once per second, saps enemy HP, and has a 5% hit chance to convert an enemy into an immortal purple ally for 60 seconds. Track the melee-only wave condition: clearing two consecutive waves while using only the melee slot displays “Rylie wuz her!” and drastically slows the player for the remainder of the run.

Once per run, if the player is attacked during wave 3, 5, 10, or 13 while any Jakobian weapon is equipped, unlock and immediately equip a full Mythical set: Jakobian “QuadAct Gun” in ranged (four rapid massive shots), Hylion “Breaker Bat” in melee (a huge high-damage swing that usually one-shots), and Tedion “Medical Tag Shot” in healing (30-second cooldown, full heal, doubles damage and increases loot luck for 20 seconds). Show a dramatic centered notification and colored pulse effects for these discoveries. Preserve the game’s bright, readable combat feedback: melee swings are translucent arcs, healing and unlocks create expanding rings, rays are luminous lines, projectiles are small glowing colored spheres, and special messages appear centered over the arena.

Build enemy contact damage, projectile collisions, player invulnerability frames, cooldowns, HP death, XP gain, wave completion, and game-over behavior. When HP reaches zero, stop gameplay and show “Game Over,” the reached wave and kill count, and “Press R to restart.” Start wave 1 immediately with a centered brief message such as “Wave 1: survive the color-coded mob,” spawn enemies over time from the perimeter, and begin the next wave when all scheduled enemies and remaining enemies are gone. Keep the visual style minimalist, dark sci-fi fantasy, low-poly, colorful, and readable, matching the screenshot: a mostly empty gridded arena, tiny colored enemy blobs, a sand-yellow player, translucent dark HUD panels with rounded corners, white text, and bright color-coded bars and loot.

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