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Vault Rush

  • 3d
  • arcade
  • treasure-collection
  • third-person
  • timed
  • fantasy
  • browser
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. Abdulhmeed Harrass built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Vault Rush yet. Play it, then tell Abdulhmeed Harrass what you would add next.

Make your own game

Vault Rush was built by Abdulhmeed Harrass 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 Rush 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 Rush

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 third-person arcade treasure-collection game titled “Vault Rush.” Use Three.js with a dark navy background and fog, a perspective camera positioned behind and above the player, smooth camera follow, soft shadows, ACES-style filmic lighting, a cool blue hemisphere fill, and a warm golden directional key light. The play space is a square fantasy dungeon vault approximately 17 by 17 floor tiles, enclosed by chunky pale stone walls. Populate it with eight stone columns arranged symmetrically around the room, four wall banners, four barrels, and eleven glowing treasure chests: positions around the perimeter plus one at the center. Use a stylized low-poly asset look: a small hooded rogue character in dark red/brown clothing stands near the front of the room, chests have warm orange/gold glow lights, and the stone floor and walls are blue-gray/white.

Core loop: show a start modal overlay explaining that the player must open chests, collect glowing loot, and beat the target before the timer expires; begin a 90-second run when the player presses “Start Run.” The player moves with WASD or arrow keys relative to the player/camera yaw. Mouse dragging rotates the character/camera yaw; double-click may enable pointer lock. On touch devices show an on-screen D-pad, left/right look buttons, and an OPEN button. Press E, click/tap, or OPEN when close enough to a chest to open it, or when close enough to loot to collect it. Movement is collision-limited by the room walls, columns, and barrels. The rogue has idle and run animation states.

Each unopened chest glows and can be opened only when the player is within about 1.75 world units. Opening sets the chest visually lower/dimmed, plays a click/open sound, and spawns 1–3 loot objects around it. After a random 8–13 seconds the chest respawns and becomes usable again. Loot objects should hover/bob and rotate, automatically be picked up within about 0.9 units, or be collectible with E/click within about 1.45 units. Loot expires after about 22 seconds. Give each loot item a floating world-space label showing its rarity, item name, and points, such as “Rare Sapphire Idol +60.”

Use exactly five weighted rarity tiers and values: Common (light gray, weight 58, 10 points; names Copper Coin, Dusty Trinket, Old Ring), Uncommon (green, weight 25, 25 points; names Jade Charm, Silver Token, Emerald Shard), Rare (bright blue, weight 12, 60 points; names Sapphire Idol, Moonlit Relic, Frost Gem), Epic (purple, weight 4, 140 points; names Arcane Crown, Void Chalice, Amethyst Star), and Legendary (orange/gold, weight 1, 350 points; names Sun King Sigil, Dragon Hoard Core, Crown of Dawn). Tint each coin/loot model to its rarity, add matching emissive color, a glowing aura sprite, and a point light; higher rarities should visibly glow more strongly and be slightly larger. Play pickup audio, with higher rarity pickups using a higher-pitched sound; use a special sound for winning.

The win condition is reaching 900 loot score before time reaches zero. If the timer reaches zero below 900, show a loss modal. On winning show “Vault Cleared!” and text reporting the achieved score; on losing show “Time Ran Out” and the score versus the 900 target, plus advice to open faster and chase higher rarity drops. Stop the run when finished and provide a Restart button that reloads the game.

HUD: use fixed translucent dark glass panels with thin light borders, rounded corners, subtle backdrop blur, and white bold text. Across the top show LOOT SCORE with current score and a horizontal progress bar filling toward 900, TIME with a large countdown starting at 90, and TARGET with 900. At upper left below the score show “WASD / Arrows move · Mouse drag looks · E / Click opens chests and picks loot.” Show a centered pill prompt “Press E / Click” only when a nearby unopened chest or loot is available. At bottom left show a scrolling feed of run status and pickup messages, retaining only a few recent messages; initially show “Vault loaded. Press Start Run.” and after starting show “Run started. Open chests and chase Legendary drops.” At bottom right show a RARITY TIERS legend with colored glowing dots and the five point values: Common 10, Uncommon 25, Rare 60, Epic 140, Legendary 350. Include responsive mobile layout and touch controls. Keep the scene and HUD visually consistent with the supplied screenshot: a wide elevated view over a pale blue-gray treasure room, dark empty space beyond the walls, glowing orange chests and occasional brightly colored loot, with no enemies or combat.

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