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Shuffled Depths

  • 3d
  • top-down
  • dungeon-crawler
  • action
  • 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. Abdalrahman Gamal built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shuffled Depths yet. Play it, then tell Abdalrahman Gamal what you would add next.

Make your own game

Shuffled Depths was built by Abdalrahman Gamal 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 Shuffled Depths 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 Shuffled Depths

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 playable browser 3D top-down dungeon exploration game titled “Shuffled Depths.” Use a Three.js-style scene with a perspective camera positioned above and behind the player, following the player in a compact dungeon. The environment is a procedurally generated, seed-based maze made from square floor tiles and short dungeon wall pieces: generate six randomly sized rectangular rooms on a roughly 19-by-19 grid, connect their centers with orthogonal corridors, then add several short random side tunnels. Keep the layout bounded and make each new run visibly different. Use a dark blue-black background and fog, with soft moonlike directional lighting, cool ambient illumination, warm orange light around the player, strong shadows, and a stylized low-poly miniature-dungeon look. Use pale gray/blue stone floor and wall assets with chunky geometry. Scatter a few stone columns and occasional wooden barrels in the dungeon as static decoration.

The player is a small human adventurer model, placed in the generated starting cell, controlled with WASD or arrow keys (and support the game creator’s equivalent top-down movement/touch controls). Movement should be smooth, with the camera tracking from a high top-down angle and the character turning to face its movement direction. The player begins each run with 5 HP. Place 2–4 orc enemy character models in cells away from the start and away from the relic. Enemies idle visually and, when the player comes within about 4.5 world units, slowly move toward the player. At close range (about 1.1 units), they damage the player once every 1.1 seconds, reducing HP by 1. The player has a melee attack activated by Space or a large circular “ATTACK” button at the lower right; it hits the nearest living enemy within about 1.7 units, removes 1 of that enemy’s 2 HP, and kills it after two hits. Dead enemies disappear and the threat counter decreases. Briefly brighten the screen on hits/damage.

Place one glowing amber relic at the cell farthest from the generated start cell. Represent it as a small rotating golden-orange octahedron hovering slightly above the floor with an emissive glow. The objective is simply to reach it; touching it within roughly 0.65 units immediately wins the run. If HP reaches zero, end the run with a defeat state. On victory, show a centered dark modal card saying “Relic recovered” and explain that the player escaped with the collected shard count (one plus the number of defeated enemies), and that the next dungeon will be different. On defeat, show “Run ended” with text saying the dungeon got the better of the player and invite a fresh route. Include a “SCRAMBLE AGAIN” button that starts a new randomized run.

Build a responsive HUD over the game. At the upper left, show a dark translucent rounded panel with gold “SHUFFLED DEPTHS” branding and a smaller run/seed label such as “Run 1 · Seed 63d1,” using the current run number and a four-digit hexadecimal suffix of the random seed. At the upper center/right, show another dark translucent panel reading “HP 5 · Threats 4” with the goal text “Goal: find the amber relic.” At the upper right, include a gold outlined “New run” button that immediately regenerates the dungeon, resets HP and score, and increments the run number. At the bottom left, show the instruction text “WASD / arrows to move · Space or Attack to strike · reach the relic.” At the lower right, show a prominent circular red-orange ATTACK button. Use translucent near-black panels, rounded corners, subtle borders/shadows, gold accent text, and a dark cinematic interface matching the screenshot. Keep the game screen full-window, hide overflow, and ensure buttons work with pointer/touch input as well as keyboard input. Do not add guns, inventory, ranged combat, extra objectives, bosses, or features not described here.

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