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Arcade › Shuffled Depths

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. tommy toilee 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 tommy toilee what you would add next.

Make your own game

Shuffled Depths was built by tommy toilee 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 browser-based 3D top-down dungeon exploration game titled “Shuffled Depths.” Use Three.js-style rendering with a fixed-ish elevated third-person/top-down camera following a small human adventurer, viewed from about 8 units away at a 55-degree perspective. The world is a dark, atmospheric dungeon on a nearly black navy background (#11111b) with fog, soft shadows, warm sunlight, and cool purple fill lighting. Use a simple stylized low-poly mini-dungeon art style: square stone floor tiles, perimeter stone walls, occasional stone columns, a gold/orange chest, a human hero, and several red/maroon orcs. Load equivalent low-poly dungeon character/environment models; if assets fail, use simple fallback geometric models in the same muted palette.

Core loop: each run procedurally carves a different dungeon from a 13-by-13 grid. Start with all cells blocked, then consider nine 3-by-3 room locations at grid coordinates (1,1), (5,1), (9,1), (1,5), (5,5), (9,5), (1,9), (5,9), and (9,9), shuffle their order, randomly skip some after at least four rooms exist, and carve the selected rooms. Connect consecutive rooms with L-shaped one-cell-wide corridors, randomly choosing whether the horizontal or vertical segment is carved first. Center the dungeon around world coordinate (0,0), with grid coordinates offset by -6. Build floor tiles in every open cell. Along blocked cells adjacent to open space, place walls; put occasional columns in other blocked cells. Display the generated dungeon from above with fog at roughly 12–30 units.

Place the player at the center of the dungeon, at world position (0,0,0), represented by a human adventurer. Place one relic chest randomly in an open cell outside the central one-cell radius (not immediately at the starting area). Place between two and four stationary orc enemies in other open cells, at least 3 units from the chest, depending on the generated room count. Orcs should idle/animate in place and damage the player when the player remains within about 1.05 units for more than 1.2 seconds, reducing a three-heart health pool by one. The player can attack with Space (and an equivalent mobile attack gesture/button if needed): any living orc within 1.7 units is instantly defeated and hidden. There is no projectile or complex enemy AI; preserve the simple proximity-based combat. Movement is continuous with WASD or arrow keys on desktop, and a swipe/virtual joystick control on mobile, at approximately 3.2 units per second. Keep the hero on the dungeon floor.

The goal is to explore and touch the gold chest. When the player is within 1.25 units, hide the chest, set the relic count to 1/1, and show the message “Relic found! Tap New Run to scramble another dungeon.” If health reaches zero, show “You fell. Tap New Run to try a different layout.” Taking damage shows “The dungeon bites back.” Defeating an orc shows “Orc defeated — keep exploring.”

Add a translucent dark HUD over the game. At upper left, show a rounded dark panel with a thin muted-purple border, shadow, the uppercase gold title “SHUFFLED DEPTHS,” and a status line in this format: “Run 1 · Rooms [count] · Relics [0/1] · Hearts ♥♥♥ / ♡...” (three total hearts). Under it show the desktop hint “WASD / arrows to move · Space to strike · swipe joystick on mobile.” At upper right, add a coral/orange rounded “New Run” button. Pressing it increments the run number, completely clears and regenerates the dungeon, resets relics and hearts, and briefly shows “A new dungeon has been carved.” At the right below the button, show a 150px square pixel-style minimap in a rounded dark panel labeled “MAP.” Render blocked cells dark purple, open cells lavender-purple, the player as a small gold dot, the chest as an orange dot while visible, and living orcs as small red dots. Keep the minimap synchronized with the generated grid and entities. Put a centered bottom rounded pill banner with messages, and a faint small circular crosshair at the center of the screen. Make the layout responsive: compress the HUD and minimap on screens under 600px, hide the movement hint on mobile, and support touch interaction without page scrolling. Maintain the dark navy/purple, gold, coral, and muted red visual palette and a clean modern game UI.

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