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Starfall Halls

  • 3d
  • top-down
  • bullet-hell
  • roguelike
  • action
  • arcade
0
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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. Void built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Starfall Halls yet. Play it, then tell Void what you would add next.

Make your own game

Starfall Halls was built by Void 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 Starfall Halls 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 Starfall Halls

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 game titled “Starfall Halls,” a top-down 3D bullet-hell roguelike made with Three.js. Use a fixed arena camera in a slightly angled perspective: a dark purple 22x22 square floor with a visible luminous runic/grid pattern, thick raised violet walls on all four sides, fog, soft shadows, and moody near-black purple surroundings. The camera should follow the player lightly while looking down at the arena. Use a neon fantasy sci-fi visual palette: cyan/aqua player and player shots, pink/red enemies and enemy bullets, gold coins and treasure, violet hazards/UI, and warm orange boss cores. Build the player as a small glowing cyan five-sided cone/arrow ship with a bright white-aqua core, positioned near the bottom of the room and oriented toward the mouse/touch aim point. The player begins each run with 6 hearts, 0 coins, score 0, damage 1.08, one projectile per shot, 0.24-second fire interval (about 4.2 shots/sec), movement speed 8, and a short cooldown dash. Display a translucent rounded HUD panel at top left with heart icons, Coins, Score, damage, shots, and fire rate. Display a matching top-right room panel with the room name, room type, enemy count or boss HP, and an instruction such as “Survive and clear the room” or “Exit through the north door.”

Controls: WASD or arrow keys move in four directions, mouse aims over the ground, and holding the mouse button fires continuously toward the aim point. Space performs a 3.2-unit movement dash, grants brief invulnerability, and has a 1.2-second cooldown. On touch devices show a large translucent circular virtual joystick at bottom left plus stacked rounded buttons at bottom right labeled FIRE, DASH, and E; holding FIRE shoots, joystick moves, DASH dashes, and E interacts. Keep the interface responsive, with large rounded cards and buttons. Start with a full-screen overlay titled Starfall Halls, explanatory text, controls, and an “Enter the Halls” button.

Implement the room progression as a repeating sequence of eight room types: (1) combat “Ember Vestibule” with 6 spawns, (2) treasure “Treasure Annex,” (3) shop “Glimmer Market,” (4) boss “The Spiral Warden,” then harder (5) combat “Shattered Gallery” with 8 spawns, (6) treasure “Free Relic Vault,” (7) shop “Last-Minute Bazaar,” and (8) boss “The Split Sun”; after the final room continue into another harder loop. In combat rooms, spawn enemies from the arena edges in timed waves, with ordinary pink glowing spherical orbs that have 3 HP, move toward the player slowly, and fire three aimed pink bullets every 1.55–2.45 seconds. Occasionally spawn faster faceted/icosahedron “charger” enemies with 4.5 HP that move at speed 3 and do not shoot. The second combat sequence may add extra orbs. Defeated enemies can drop gold coin pickups, which magnetically drift toward the player when nearby; collecting coins increases coins and score. Clear all scheduled waves and enemies to make a glowing cyan north door visible and walk through the north opening to continue.

Treasure rooms are quiet rooms with a chest near the upper-middle area and eight scattered gold coin pickups. The exit is immediately unlocked; walking near the chest and pressing E opens a modal “Free treasure” choice. Pause gameplay and show three randomly selected upgrade cards, then apply exactly one choice. Boss rooms contain a large glowing orange faceted core with six orbiting purple spikes. “The Spiral Warden” has 62 HP, moves horizontally near the top of the arena, and fires either rotating spiral volleys or 14-bullet rings. “The Split Sun” has 90 HP, uses 18-bullet rings or aimed volleys and, below roughly half health, can summon additional orb enemies. Boss bullets are bright pink glowing spheres and must be dodged. Put a chest below the boss; after the boss dies, stop its bullet field, pause the game, and show a modal titled “Boss defeated — choose a relic” with three random upgrade cards. Once one relic is selected, unlock the north exit.

Include these actual upgrade choices and descriptions: Twin Glyph (+1 projectile per shot, increasing spread), Moon Needle (+35% bullet damage), Swift Boots (+20% movement speed), Quick Sigil (shoot 22% faster), Glass Star (+60% damage but -1 max heart), Heart Vessel (+2 max hearts and heal 2), Banker Charm (+8 coins and shops cost less), and Vampire Spark (every 8 kills heals 1 heart). Shop rooms should place three randomly selected item pedestals across the upper half, with coin decorations, and unlock the exit from the start. Each shop item is purchased by approaching it and pressing E: Heart Snack costs 5 and heals 2, Brass Barrel costs 8 and adds 20% damage, Haste Tea costs 8 and adds 15% speed, Forked Wand costs 12 and adds one projectile, and Coin Magnet costs 7 and grants 10 coins. Banker Charm reduces shop prices by 2 per level, with a minimum price of 1. Purchased items visibly change state and cannot be bought again.

Show modal upgrade cards as a centered translucent dark panel with three purple-gradient rounded cards, gold headings, and light descriptions; selecting a card unpauses play. Damage enemies with small bright cyan spherical projectiles that travel in the aim direction, remove on impact or after a short lifetime, and score kills. Enemy collision and enemy bullets each remove one heart, with temporary invulnerability and blinking after damage. If health reaches zero, pause and show a “Run ended” modal with score/rooms cleared and choices to start a new run, enter practice mode at full health, or retry as a glass cannon. A fresh run resets stats and starts at Ember Vestibule. Include laser and interface click sound effects if available, using soft volume. Use loaded low-poly Kenney-style GLB decorations where available: a mini-dungeon chest for chests, mini-dungeon coin for coin/shop decoration, and tower-defense crystal models scattered decoratively in combat rooms. Keep all gameplay and UI grounded in this compact room-clear, shoot, dodge, collect, interact, and upgrade loop; do not add unrelated weapons, inventory systems, story characters, or mechanics.

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