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Vault of Embers Slice

  • 3d
  • top-down
  • action
  • roguelite
  • dungeon
  • melee
  • fantasy
  • boss-fight
0
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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.

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Make your own game

Vault of Embers Slice 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 Slice 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 Slice

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.

Recreate a playable 3D top-down action roguelite vertical slice called “Vault of Embers Slice.” Use Three.js-style real-time 3D with an orthographic camera at approximately (0,16.5,-16.5), looking down toward the player, with a slight elevated/isometric feel rather than a side view. The camera follows the knight smoothly. Render a dark dungeon with charcoal/ink background and fog, tiled stone floors, dungeon walls and doorways, gated exits, pillars, torches with warm point lights, red and blue hanging banners, a gold chest, and a shrine. Use a polished low-poly fantasy asset style: a human knight player in armor, skeleton enemies, strong ember-orange highlights, cyan dash effects, violet mage/elite accents, soft shadows, and glowing telegraph shapes on the floor. The loading/title presentation should be nearly black/navy with a centered rounded rectangular panel outlined in muted gold, the title “VAULT OF EMBERS” in large spaced gold capitals, subtitle “R01: 9/11 · gate,” and an ember-colored loading line.

Core game loop: the player starts a run at the entrance of a room, fights all enemies, then reaches the unlocked exit or interacts with the room’s reward. There are six fixed rooms in order: R01 Gatehouse, R02 Bent Gallery, R03 Broken Cloister, R04 Reliquary Split, R05 Ossuary of the Oath, and R06 Ash Warden Vault. Each is a connected tile-based dungeon layout with walls around its boundary and an entry gate that seals after the player moves away. R01 and R02 are ordinary combat rooms with warriors and a rogue; R03 is a larger combat courtyard with warriors and a mage plus a shrine that can restore health after the room is clear; R04 is a treasure room with warriors and a rogue and a chest that can be opened after clearing; R05 is an elite encounter with an elite guardian and a warrior; R06 is the final boss room with the Ash Warden boss. Objectives are shown in the HUD, including “Зачистите Gatehouse,” “Прервите рывок разбойника,” “Не стойте в угольных кругах,” “Откройте сундук и найдите выход,” “Победите стража Оссуария,” and “Победите Стража Пепла.”

Player controls: support keyboard and mouse/touch-friendly controls. Move with WASD or arrow keys, or a virtual joystick occupying the lower-left on mobile landscape. Attack with Space or a large lower-right УДАР button; dash with Left Shift or E or the circular РЫВОК button; interact with F or the contextual interaction button; pause with Escape or the top-right pause button. Require landscape orientation on phones and show a full-screen “Поверните телефон горизонтально” pause overlay in portrait. The player is a knight with 100 HP, responsive acceleration/deceleration, facing-based movement and attacks, and collision against dungeon walls, pillars, gates, and enemy bodies.

Combat must feel timing-based. The sword has a three-hit combo: two quick directional slices followed by a heavier finisher/chop. Attacks have windup, active, and recovery timing, a forward-facing arc, limited reach, hit sparks, knockback, damage numbers, sound effects, and brief hit-stop. The player can queue the next combo attack during an attack. The dash travels about 3.2 world units in about 0.16 seconds, has a short invulnerable window, cooldown around 1.15 seconds, recovery, a cyan circular effect, and cannot freely cancel attacks except at the permitted recovery timing. Enemies telegraph attacks clearly before striking with red/orange floor indicators; the player should evade them with movement or dash. Warriors are close-range skeletons; rogues are faster and perform a lunging attack from medium range; mages keep distance and create damaging circular zones; elites are larger and tougher with melee and pulse attacks; the boss is very large, has 360 HP, and uses escalating phases with circular telegraphs, lane attacks, delayed attacks, and limited adds in the final phase. Enemy health, attack timing, and reward values should match the visible implementation: warrior 28 HP/8 shards, rogue 20 HP/10 shards, mage 24 HP/12 shards, elite 70 HP/32 shards; ordinary melee damage is about 10, rogue 12, mage 9, elite 14, with boss attacks in the low-to-mid teens. When an enemy dies, play a death animation, burst particles, and award shards.

After clearing ordinary/elite combat rooms, unlock the exit and present a reward/relic selection overlay. Show three selectable relic cards at a time, with an icon, name, and short description, in a dark blue-gray panel with gold border and color-coded icon accents. Relics are run modifiers and should include exactly these behaviors/text: “Длинная кромка” increases sword reach by 0.18; “Искра третьего удара” makes the finisher create a shockwave; “Горячий след” makes the dash leave damaging fire zones; “Первая печать” halves the first damage taken in a room; “Угольная жатва” heals 2 HP per kill up to 12 per room; “Ключ хранилища” gives the chest 15 extra shards; “Обратная тяга” empowers the next strike after dashing through a hostile telegraph; “Трещина в клятве” strengthens the finisher against elite and boss targets; “Магнит углей” attracts nearby shards from 2.2 units; “Безрассудная сталь” gives +25% damage but reduces maximum HP by 15%; “Последний уголёк” reduces dash cooldown while at 30 HP or less; and “Клятва жара” rewards evading threats with increased boss damage. In R04, clear the room, use the gold chest for shards (base +25, plus the vault-key bonus if owned), then proceed to the exit. In R03, the shrine restores health when used after clearing.

Include run death and completion overlays. If HP reaches zero, show “ЗАБЕГ ОКОНЧЕН,” “Хранитель пал,” depth and shard totals, and a “Начать заново” button. For successful progress, show the final result/reward state after the boss. Include a persistent profile-style ember currency/chip in the UI if implementing the supplied hub/profile shell, but do not let it obscure the core room combat.

HUD visual/layout: dark translucent rounded panels with thin muted-gold borders and subtle drop shadows. Upper-left panel reads “EMBER VAULT · R01” (updated per room), shows a heart icon, HP such as “100 / 100,” shard count with a diamond icon, and a horizontal red-to-gold health bar. Beneath it show an “🔥 EMBERS” profile currency chip. At the top center show a panel labeled “ЦЕЛЬ” with the current objective. During the boss fight show a centered boss bar labeled “СТРАЖ ПЕПЛА,” a phase label such as “ФАЗА I,” and a purple/red health track. Upper-right is a square pause button showing “Ⅱ” or “▶.” At lower right show the attack button, dash button with a cooldown fill, and a contextual gold interaction button labeled “ОТКРЫТЬ,” “ВОССТАНОВИТЬ,” “ВЗЯТЬ РЕЛИКВИЮ,” or “ВЫЙТИ” as appropriate. Display short toast notifications near the top (“Попадание,” “Рывок,” “Зал очищен”), floating damage/heal numbers, ember-colored slash arcs, cyan dash rings, orange hit particles, and telegraph rings/lanes.

Use fixed-step gameplay around 60 Hz, smooth camera following, wall/prop collision, enemy separation, fade/occlusion of nearby walls or props so the player remains visible, shadowed lighting, ACES-like tone mapping, and responsive UI that works in landscape desktop and mobile. Do not add unrelated weapons, ranged player attacks, procedural rooms, multiplayer, inventories, or features not represented by this design; keep the experience focused on clearing the six authored ember-vault rooms with sword timing, dashes, telegraphs, relic choices, chest/shrine interactions, shards, and the Ash Warden boss.

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