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Scramble Crypt

  • 3d
  • top-down
  • action
  • dungeon-crawler
  • procedural
  • arcade
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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. Alexander Fürstenberg built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Scramble Crypt yet. Play it, then tell Alexander Fürstenberg what you would add next.

Make your own game

Scramble Crypt was built by Alexander Fürstenberg 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 Scramble Crypt 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 Scramble Crypt

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-based 3D top-down action/exploration game titled “Scramble Crypt,” rendered with Three.js or an equivalent engine. Use a dark near-black purple background and foggy dungeon atmosphere, with a fixed/third-person elevated top-down perspective that follows the player at roughly 11 units distance. Use simple stylized low-poly Kenney Mini Dungeon-style assets: a small human adventurer as the player, modular square stone floor tiles, perimeter wall pieces, occasional columns, a treasure chest, stairs, and orange/brown orc enemies. Light the scene with warm golden key light plus cool purple/blue fill light, soft shadows, and a dark purple cinematic color grade.

On startup, show the game world behind a centered translucent dark-purple rounded panel with a thin muted-gold border. The panel contains the gold uppercase title “SCRAMBLE CRYPT,” explanatory text: “Every run rebuilds the dungeon. Explore the shuffled halls, survive the orcs, and reach the treasure chest.”, and a gold “Begin a Run” button. The HUD remains visible with a top full-width translucent panel: “SCRAMBLE CRYPT” in gold on the left and right-aligned status text such as “Run 1 · Depth 1” and “Find the chest.” At the lower left show the hint “WASD / arrows to move · click Attack or press E.” At the lower right show an “Attack” button in muted red and a darker secondary “New Run” button; hide these action buttons until a run begins. Make the interface responsive and touch-friendly, with rounded corners, blur/translucency, and dark purple/gold/red colors.

When a run begins, generate a new randomized dungeon every time. Build a connected-looking shuffled floor layout by starting at grid cell (0,0), taking about 68 random four-directional grid steps within approximately -6 to +6 bounds, sometimes adding a neighboring cell, and placing a square floor tile at every occupied cell. Put wall models around sides of occupied cells that border empty cells. Add up to seven columns toward the outer edge, place one treasure chest on a non-starting outer/remote cell, and place stairs on another remote cell. Spawn roughly three to five orcs at remote cells. Place the human player at the central starting tile.

The player moves freely with WASD or arrow keys (and support equivalent touch/virtual controls if provided by the engine). The camera follows in a top-down mode. The player can attack by clicking/tapping Attack or pressing E, with a roughly 0.5-second attack cooldown and a short 0.22-second attack state. The attack is a close-range melee hit affecting every living orc within about 1.35 world units; each orc has one hit point and disappears when defeated, incrementing the treasure/score counter. Orcs idle with simple animation, detect and chase the player when within about 5 units, move slowly toward them, turn to face them, and attack when closer than about 0.7 units; enemy attacks have about a 0.8-second cooldown. An enemy attack ends the run: stop active gameplay and change the HUD status to “Run ended.”

The goal is to find and touch the chest. When the player comes within about 0.8 units of it, set the treasure score to 1 and advance the displayed Depth by 1; show “Treasures: 1” in the HUD. Preserve the displayed Run number for the current run, reset score and depth appropriately when “New Run” is clicked, increment the run number for the new run, rebuild the dungeon, and begin play immediately. Keep the presentation focused on exploration and combat in the dungeon; do not add unshown inventory systems, ranged weapons, bosses, dialogue, or extra mechanics.

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