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Shufflecrypt

  • 2d
  • top-down
  • dungeon-crawler
  • roguelike
  • arcade
  • procedural
  • pixel-art
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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. Biantoro Nf built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shufflecrypt yet. Play it, then tell Biantoro Nf what you would add next.

Make your own game

Shufflecrypt was built by Biantoro Nf 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 Shufflecrypt 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 Shufflecrypt

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 top-down tile-grid dungeon game titled "Shufflecrypt". Use a responsive, centered full-screen play area with a dark navy-black background and a pixelated canvas rendering a 27-column by 19-row dungeon; scale the entire dungeon to fit the available viewport while preserving its grid proportions. The visual style is minimalist pixel-art arcade dungeon crawling: floors are dark slate-blue square tiles with subtle borders and faint texture, walls are near-black navy tiles with very subtle dungeon-tile texture, and all entities are simple bright geometric sprites.

Core loop: begin immediately in Run 1 on Floor 1 with a procedurally shuffled crypt layout. Generate the first layout by starting near the center, carving a random-walk network through the grid, occasionally opening small 3x3 areas, and then guaranteeing a broad 5x5 starting room. Keep the outer border closed. Place the player in the center, a golden exit gate somewhere on a reachable open tile at least six Manhattan spaces away, 5–8 enemies on other open tiles, and four collectible items. Each collectible is either gold or a potion. Show the layout seed in the HUD as a six-character uppercase hexadecimal suffix, e.g. “Run 1 · Layout seed 2BE569”, so each new run visibly has a shuffled layout identity.

The player is a bright cyan circular avatar with a pale face/visor mark and a darker blue lower accent. Move one grid tile per input using WASD or the arrow keys. Also provide touch-friendly on-screen controls on narrow/mobile screens: a four-button directional pad and a “NEW RUN” button. Do not allow movement through wall tiles. Moving into an enemy strikes and defeats that enemy immediately, increments the player’s step count internally, and displays a brief centered notification such as “You strike from the shadows”. On ordinary movement, collect an item when entering its tile: gold is a yellow circular pickup worth +3 gold, while a mint-green circular potion restores 1 HP up to the three-heart maximum. Show brief fade-out feedback messages such as “+3 gold” and “Potion restored 1 HP”.

Enemies are one-hit purple/magenta circular wraiths with two dark square eyes. They occupy open floor tiles and pursue the player. After every attempted valid player move, living enemies take a turn: if adjacent (Manhattan distance 1), a wraith claws the player for 1 HP, briefly flashes white, and shows “A wraith claws you”; if within Manhattan distance 9, it moves one passable tile toward the player while avoiding other living enemies when possible; otherwise it has a chance to wander one cardinal tile. Enemies cannot move through walls. Defeated enemies disappear. The HUD must continuously show the current HP as filled and empty heart symbols, “Gold” with the collected amount, “Floor 1” or the current floor, and the count of living enemies.

The exit is a glowing golden gate on its tile: draw a yellow-gold rectangular doorway with a darker inset opening and a soft glow. When the player steps onto it, show “You found the exit — new floor!” and immediately create Floor 2. On Floor 2, retain the player’s current HP and gold, return the player to the center, change the layout using a deterministic hash/noise-like open-versus-wall pattern across the interior, put the exit at the bottom-right interior tile, spawn exactly 7 enemies on open tiles, and spawn four new gold/potion items. Show a message like “Floor 2: the pattern changed”. The floor label and enemy count in the HUD must update. The goal is to reach the golden gate, with progression into the next floor rather than a separate victory screen.

If the player loses all HP, stop gameplay and overlay the dungeon with a translucent dark layer. Center large pale-yellow text “RUN ENDED” and below it “Press R or tap NEW RUN”. Press R after death or tap the mobile NEW RUN button to start a fresh run: increment the run number, generate a new seed/layout, reset HP to 3, gold to 0, and begin again on Floor 1. During a fresh run briefly display “The crypt rearranged itself”.

HUD and presentation: place a fixed overlay over the canvas. At the upper left, show the gold/yellow letter-spaced title “SHUFFLECRYPT”, with the run and layout-seed line below. At the upper right, show HP hearts and gold on the first line, then floor and enemy count on the second. Use light cream text with a subtle dark text shadow. Put transient messages near the top center in a dark translucent rounded rectangle with pale-yellow text. At the bottom center on desktop, show a dark translucent rounded hint panel reading “WASD / arrows to move · R to reroll after death · reach the golden gate”. On mobile, show the touch controls near the bottom corners; keep buttons dark blue-purple, rounded, outlined, and large enough for touch. Use responsive sizing, pixelated canvas rendering, no scrolling, and a restrained palette of #090a12 background, slate-blue floor, navy walls, gold exit/items, mint potions, cyan player, and purple wraiths.

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