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Monarch Rift

  • 2.5d
  • action
  • dungeon-crawler
  • arena-combat
  • dark-anime
  • neon
  • roguelite
  • boss-rush
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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. It was built with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Monarch Rift was built 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 Monarch Rift 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 Monarch Rift

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.

Rebuild a playable browser game titled "MONARCH RIFT" as a dark neon anime-style 2.5D action dungeon crawler viewed from a mostly top-down/side arena perspective. Render the playfield on a full-screen canvas: a dark rank-specific dungeon backdrop with a horizon around the upper quarter, a perspective floor grid receding toward the horizon, glowing particles, neon outlines, hit sparks, floating damage numbers, screen shake, and a red vignette when the player is near death. Use a dark sci-fi UI with cyan borders, translucent navy panels, uppercase typography, cyan/purple glow, and responsive landscape mobile support.

Start on a class-selection menu. Show the large glowing title MONARCH RIFT and subtitle "2.5D ACTION DUNGEON // DARK ANIME PROTOCOL". Present five selectable class cards, with the selected card highlighted in cyan: Mage (frost orbs, high mana; STR 3, AGI 4, VIT 3, MP 12, PRE 5), Swordsman (crimson wide slashes; STR 10, AGI 8, VIT 8, MP 3, PRE 5), Archer (distance scaling arrows; STR 4, AGI 11, VIT 5, MP 5, PRE 12), Shield Bearer (heavy bash, 30% reduction; STR 6, AGI 4, VIT 14, MP 2, PRE 4), and Spearman (piercing thrust, high crit; STR 8, AGI 8, VIT 6, MP 4, PRE 9). Include an ENTER DUNGEON button and a small control legend: A/D or joystick move, W/S depth, Space jump, mouse/tap attack, Shift dash, E skill, Q ultimate, Esc menu.

When a class starts, initialize a run at rank F and floor 3, level 1, with class-specific health, mana, movement speed, and attack range: Mage 95 HP/170 MP/speed 220/range 340; Swordsman 155/75/215/120; Archer 110/95/250/430; Shield Bearer 225/60/180/105; Spearman 130/80/230/190. Place the small glowing player avatar in the lower-middle of the arena. Draw it as a bright class-colored circular head/body with a pale triangular hood or cloak and white facial line, with a strong colored glow.

The core loop is arena combat and descent through dungeon ranks. Each floor spawns enemies at random positions across the arena (20 enemies on the initial floor 1, otherwise 12). At ranks F/E, use mostly green goblins plus occasional shamans; at D/C, use orcs; at B/A, use dark elves plus occasional void mages; at S, use demons. Enemies are simple glowing colored circular anime silhouettes with dark eyes, a health bar, and rank-scaled health and speed. They pursue the player, with melee enemies damaging on contact/cooldown and shamans, void mages, and demons firing slow pink enemy projectiles. Enemies freeze temporarily when struck by the skill.

Use these controls and combat rules: A/D moves horizontally, W/S moves depth in the arena, Space performs a jump with visible vertical lift and landing particles, and Shift dashes 90 pixels in the input direction (or toward the cursor), grants about 0.4 seconds of invulnerability, and has a cooldown. Hold the mouse button or tap the attack control to charge an attack; releasing fires it, and a normal quick attack is also supported. Mage fires a glowing frost orb projectile, Archer fires a faster narrow arrow-like projectile that can pierce, while Swordsman, Shield Bearer, and Spearman perform close-range horizontal attacks. Damage scales from class STR/PRE and level; charged attacks are stronger. Attacks create glowing particles, floating damage numbers, occasional critical hits, and screen shake. Shield Bearer takes 30% less damage. Precision contributes to an approximately 8% base plus precision-scaled critical chance.

Add the E skill: it costs 18 MP and has a cooldown, detonates a large glowing effect at the cursor/tap target, and damages all enemies within roughly 155 pixels. Mage freezes affected enemies for about 2 seconds; other classes briefly freeze them; skill damage scales from STR, mana stat, and level. Spearman receives a brief invulnerability effect from the skill. Add the Q ultimate: it becomes available when its circular meter reaches 100 from dealing damage, then resets the meter and detonates around the player, damaging all non-boss enemies, with strong white/purple effects and screen shake. Display hit sparks and readable floating damage/critical text.

Show a live HUD during combat: three horizontal bars and labels for HP, MP, and XP/level at upper left; at upper right show the current rank badge (for example 3F), floor state such as "F RANK • DESCENT" or "F RANK • FINAL FLOOR", and a circular ULT meter. At bottom/right show COMBO and a gold multiplier that increases by 0.1 per ten combo, current gold, a Stats button, and an Esc pause button. Include a stats sheet where awarded points can be spent with plus buttons on Strength, Agility, Vitality, Mana, and Precision, and show the equipped artifact.

Give XP for kills; when XP reaches the threshold, level up, increase the next XP requirement by about 1.35x, restore HP and MP, and award five stat points with a LEVEL UP result panel. Normal kills also award gold. When all non-boss enemies on a floor are defeated, descend: after floors above 1, decrease the floor and spawn the next floor; display a glowing rank/floor descent announcement. On the final floor (floor 1), spawn a large Dungeon Overlord boss after the lesser enemies are cleared. The boss is a much larger glowing red circular silhouette with a large HP bar and a separate white shield bar, a title announcement, and rank-scaled HP/shield. While its shield remains, incoming damage is heavily reduced and skills damage the shield; when the shield breaks, announce STUNNED and make the boss vulnerable for double damage. Defeat the boss to award substantial gold and randomly equip one of exactly three artifacts: Monarch Crown, Slayer Hourglass, or Abyssal Ring. At rank S call the boss Ancient Overlord.

Progress through ranks F, E, D, C, B, A, and S. After each defeated boss, show a result dialog: at ranks below S, display BOSS VANQUISHED, the artifact equipped, and an option such as ENTER NEXT RANK; advance to the next rank and set the new run's floor to 3, except S uses floor 5. At S boss victory show MONARCH ASCENSION and CLAIM THRONE, then return to the main menu after claiming it. If the player reaches zero HP, show YOU DIED with the message "The rift consumed you. Restart or change class from the menu." and offer Revive / Restart plus Main Menu. Include a pause overlay titled RIFT PAUSED with Resume, Change Class, Restart Run, and Quit Game.

Make the game responsive: on small landscape screens show a virtual joystick at lower left and circular touch buttons for E, Q, ATTACK, JUMP, and DASH at lower right; on portrait mobile show a full-screen instruction to rotate the device because the game plays in landscape. Keep all menus and result panels as translucent dark glass cards with rounded cyan/blue borders, neon shadows, and consistent dark anime cyber-fantasy presentation. Do not add inventory systems, shops, dialogue, or mechanics beyond this combat, rank, floor, progression, artifact, pause, and class-selection loop.

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