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Vault of Embers

  • 3d
  • top-down
  • dungeon-crawler
  • roguelite
  • action
  • melee
  • boss-fight
  • mobile-friendly
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. Flawl3ss Gg built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Vault of Embers yet. Play it, then tell Flawl3ss Gg what you would add next.

Make your own game

Vault of Embers was built by Flawl3ss Gg 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 Vault of Embers 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 Vault of Embers

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.

Rebuild a playable 3D top-down dungeon arena game titled “Vault of Embers.” Use Three.js-style real-time 3D rendering with a dark charcoal/navy background, mild distance fog, soft shadows, warm directional lighting, a moving orange torch light following the hero, and a high-contrast ember-and-gold fantasy palette. The camera is a fixed perspective top-down/isometric-like view at distance about 7 units, looking at the player in a compact square room. The room is a simple enclosed 11-by-9 tile stone chamber: dark gray tiled floor, low reddish-brown walls around all four sides, six square corner/side pillars, and four small floor torches with orange/yellow cone flames and point lights. Keep the whole arena and HUD legible in landscape orientation; in portrait show a full-screen gate saying “Поверните телефон горизонтально” with a smaller explanation that the arena and controls need the wider screen.

The player is a loaded low-poly human knight/hero model in the center-front of the room, with a visible small sword attached to the right side. Start the player at approximately (0, 1, 3.1), facing into the room. Support keyboard and touch controls: move using the left half of the screen via a virtual joystick/top-down controls, attack with Space or a large bottom-right “УДАР” button, and dash with E or a smaller circular “РЫВОК” button beside it. The player cannot jump. Movement is approximately 3.6 units/second initially and is blocked by the room walls and pillars. Track the last movement direction so attacks and dashes travel/fan forward; a dash moves the hero rapidly forward in several steps, grants about 0.48 seconds of invulnerability, has a 1.05-second cooldown, and creates a blue-white magical burst.

Core loop: each room begins with chests and hostile creatures. Clear every living enemy (and the boss where present) to finish the room, then pause on a room-clear overlay where the player chooses one of exactly three upgrades before proceeding deeper. On advancing, increment the room number, return the player to the starting position, restore one HP, briefly grant invulnerability, and generate a new enclosed room layout/seed. Place room+2 chests and room+2 enemies at separated random grid spots away from the spawn. Every third room is a boss room instead of a normal exit door: include an Ash Keeper boss in the back half of the room with 30 HP, a large dark purple capsule-like body, a floating gold crown/cone, and a rotating magenta ring aura. The boss has three phases: phase 1 above 66% health, phase 2 at 66% or below, phase 3 at 33% or below. Phase changes update the boss bar, briefly pulse the boss, create a large purple warning circle, and spawn additional grunt enemies. The boss periodically telegraphs damaging floor circles at the player; later phases add another orange circle offset nearby. Do not stand in glowing circles: when their brief telegraph expires, damage the player if within the radius. The boss approaches the player and becomes more dangerous each phase. Normal rooms have small red/orange capsule enemies with a glowing eye and rotating orange aura; they have 2 HP and slowly chase the player, attacking when close. On every third-room setup, the final extra enemy is an elite with 5 HP, purple body/aura, slightly larger size and faster/harder contact damage. Enemies visibly recoil, flash/scale when hit, get knocked back, and on death burst into particles, spin upward, shrink, and disappear.

Combat must be directional melee. Pressing attack starts a short cooldown of about 0.34 seconds and a longer attack animation; allow a queued attack if the player presses during cooldown. Cycle a three-step combo using right melee, left melee, and kick animations; the third hit deals +1 damage. The sword visibly swings. Create a translucent gold wedge/arc on the floor in front of the player for each attack. Hit enemies within roughly 1.58 units and a forward cone; hit the boss within roughly 1.82 units. Base damage starts at 1. Award 5 shards for damaging a surviving enemy, 25 for killing one, and 4 per boss hit. Show floating damage numbers and orange/purple magical burst effects, with very brief hit-stop on successful hits. The player starts with 5/5 HP, can take fractional contact/area damage, becomes briefly invulnerable after damage, flashes, recoils, and dies at zero HP with a death animation and a “Ты пал” run-ended overlay. Restart reloads the run.

Chests are small gold-and-brown low-poly treasure chests, distributed around the room and gently bobbing. Walking within about 0.76 units automatically claims one, opens its lid, awards 40 shards, and has a chance to award +1 current HP instead; show a toast, floating reward text, and gold burst. Chests cannot be claimed twice. When all enemies are dead, normal rooms reveal a teal glowing exit door at the north wall and show a room-clear overlay; progression is performed by selecting an upgrade rather than requiring a separate door interaction.

Build the HUD as fixed HTML/UI layered over the canvas with dark translucent panels, thin gold borders, decorative corner accents, warm cream text, and compact uppercase labels. Top-left panel: eyebrow “RUN · EMBER VAULT,” title “Vault of Embers,” current room and one of the repeating room names “Зал костей,” “Крипта искр,” or “Тронный зал,” plus a RUN number like “RUN 01.” Top-right stats panel: heart icon and “Жизнь” with “5 / 5,” shard icon and “Осколки” with the score, threat icon and “Угрозы” with the living enemy/boss count, and a horizontal HP meter. Top-center panel: “Цель” and objective text, initially “Зачистите зал,” or for boss rooms “Победите Хранителя Пепла.” When a boss exists, show a centered boss panel beneath it labeled “ХРАНИТЕЛЬ ПЕПЛА,” phase text “ФАЗА 1/2/3,” a purple-red health bar, and the hint “Не стойте в светящихся кругах.” Put a pause button near the upper-right that opens a “Пауза” panel with “Продолжить.” Bottom-right show the circular blue dash button and larger reddish attack button, each with an icon, cooldown text (“ГОТОВ” or remaining time), a small cooldown bar, and keyboard hints E/SPACE. Bottom-left show the hint “Левая половина — движение · Space — удар · E — рывок.” Use brief centered toast notifications and floating world-space reward/damage text.

On room clear, show a centered dark panel with gold trim, eyebrow “ROOM CLEAR” (or “BOSS DEFEATED”), a title such as “Комната очищена” or “Хранитель повержен,” explanatory text “Выбери усиление и спускайся глубже,” score and room summary, and exactly these three selectable cards: “Острый клинок” / “+1 урон,” “Живучесть” / “+2 максимум HP,” and “Быстрый шаг” / “+18% скорость.” Choosing them immediately applies the upgrade and enters the next room. On defeat use eyebrow “RUN ENDED,” the title “Ты пал,” text about ash consuming the hero, and only the “Заново” restart action. Start with a loading screen showing a centered panel, a ✦ mark, “Vault of Embers,” Russian loading text about lighting torches/loading the hero, and an animated gold progress line. Use the supplied Kenney-like low-poly character/chest and sprite/icon aesthetic where available, with crisp pixel-art HUD icons, but preserve the overall visual style: moody near-black dungeon, reddish stone, glowing gold/orange magic, purple boss energy, and polished compact roguelite presentation.

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