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Lootbox Tower

  • 2d
  • arcade
  • endless
  • vertical
  • loot
  • risk-reward
  • mobile
  • neon
0
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1 play

How to play

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

Discussion

Nobody has said anything about Lootbox Tower yet. Play it, then tell Jorge Varela Galindo what you would add next.

Make your own game

Lootbox Tower was built by Jorge Varela Galindo 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 Lootbox Tower 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 Lootbox Tower

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 mobile-friendly 2D vertical arcade game titled “Lootbox Tower” with a neon space-themed presentation and Spanish UI. Use a full-screen HTML canvas with a dark navy-to-deeper-navy vertical gradient background, scattered twinkling white stars, faint horizontal tower-floor guide lines, glowing particles, and subtle screen shake on death. Keep the HUD and overlays as polished translucent dark-blue glass panels with rounded corners, bright cyan/pink/purple gradients, strong shadows, and bold arcade typography.

Start on a centered Spanish menu overlay: a large stacked logo reading “LOOTBOX” in white with a purple offset shadow and “TOWER” in cyan with a purple shadow; subtitle “Sube, atrapa cajas y decide cuándo retirarte. Las bombas no perdonan.”; three small rule cards showing magnet, gift, and bomb emojis with labels “Atrapa botín”, “Multiplica”, and “Evita trampas”; a large purple-blue gradient button “JUGAR AHORA”; and the hint “Clic / toque / ESPACIO para controlar el gancho”.

On starting, enter the endless vertical gameplay. The player is a small glowing cyan cartoon grappling-hook/robot-like avatar positioned around the horizontal center and lower portion of the screen: a cyan circular body with two white eyes, small angled side arms, and a thin pale hook/shaft extending upward. There is no horizontal player movement; the avatar stays at its current x position (initially screen center). The only control is vertical: holding the mouse/touch or the Space key makes the player rise strongly, while releasing makes it descend under gravity-like motion. Support pointer/touch input, pointer release, cancel and window blur, plus Space keydown/keyup. Clicking UI buttons must not also activate the gameplay control.

Populate the tower with floating collectible loot boxes and bombs. At the beginning of each floor spawn 3 to 6 objects at random x positions with y positions across the upper-to-middle play area. Loot boxes are colorful glowing rectangular gift/crate shapes with a pale horizontal highlight, a dark latch, and a “?” below/in front; use rotating animation and varied colors such as gold, cyan, pink, purple, and green. Bombs are glowing pink-red circular bombs with two dark eyes and a curved yellow fuse, and they drift horizontally with a sinusoidal motion. Bomb probability starts around 12% and rises with floor number, capped around 38%. Additional item groups may appear over time.

When the player overlaps a loot box, collect it once, remove it, emit a colorful burst of square particles, show a large temporary toast such as “+12 monedas”, and add a randomized value of 5 + 2 times the current floor + a random 0–11 coins to the current unbanked score. When the player overlaps a bomb, immediately end the run, trigger pink explosion particles and screen shake, and show a Spanish game-over overlay. The over screen should display “¡BOOM!”, text like “Llegaste al piso X y aseguraste Y monedas. Récord de riesgo: Z%”, a large button “▶ REVIVIR (ANUNCIO)”, a secondary “REINTENTAR” button, and the small note “Punto de integración: PokiSDK.rewardedBreak()”. The revive button can only be used once per run; when activated, hide the over screen, remove all remaining bombs, reset the player lower on screen, add cyan revive particles, and show “¡REVIVIDO!”. It is a placeholder for a rewarded-ad integration, not an actual required ad implementation.

The player’s ascent creates the tower progression: when it reaches the upper boundary around 18% of the viewport, clamp it there, shift the world/items downward to simulate upward camera scrolling, increase a scroll amount, and after sufficient scrolling advance to the next floor, reset the scroll amount, spawn a new floor, and update the floor counter. Clamp descent around 78% of the viewport. Keep collected objects removed and discard objects that fall far below the screen.

During play, show a fixed HUD. At top left, show rounded stat pills labeled “Piso” with the current floor and “Asegurado” with the current secured bank plus current unbanked score, using cyan for floor and gold for money. At top right, show “Altura / Riesgo”, a percentage based on floor and current scroll (floor*4 plus scroll contribution, capped at 100), and a cyan-to-pink progress bar. Along the bottom, show the hint “Mantén pulsado o usa ESPACIO para subir. Suelta para bajar.” and a rounded secondary button “Asegurar”. The Asegurar button only works when the run is active and unbanked score is positive: transfer current score into the secured bank, reset current score to zero, show “💰 ¡ASEGURADO!”, and emit gold particles. If the player dies, the game-over text reports the secured bank only, so the player is encouraged to bank before taking more risk.

Animate all objects continuously: item rotation, subtle bomb movement, avatar rotation/hover feel, star twinkle, loot collection particle bursts, and fading gravity-affected square particles. Use responsive sizing for desktop and mobile, cap device pixel ratio for canvas rendering, prevent page scrolling/text selection, and keep the overall look as a clean, polished neon loot-and-risk arcade game rather than a realistic simulation.

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