# Pixel dungeon dice encounter

> A frog swordsman faces a winged creature across an ornate diamond-shaped dice board. Colored dice move from a bottom tray into board sockets, while health, defensive bonuses, floor information, and turn controls surround the encounter.

- Kind: Game
- Live game: https://alarts.itch.io/die-in-the-dungeon
- Page: https://meetreference.com/v/ref-die-in-the-dungeon-classic-by-alarts-sexybuggy-jaun-agh-71dd/
- Ready-to-use agent handoff: https://meetreference.com/v/ref-die-in-the-dungeon-classic-by-alarts-sexybuggy-jaun-agh-71dd/agent.txt
- Authorship: Not stated
- Made with: Not stated
- Model: not stated
- Built with: not stated
- Style: Games; pixel art, fantasy dungeon, ornate interface, muted backgrounds, color-coded tokens, retro game
- Preview: a flip-through of inspected screenshots; open the live work to experience its motion and interactions.
- Shared by Alarts in Website: https://alarts.itch.io/die-in-the-dungeon
- Prompt fidelity: Unavailable in this entry. The recreation brief is written by Reference.

## Before you start

Guidance from Reference, separate from the creator's instructions.

1. Read the reference and inspect the project, installed libraries, and available agent skills before writing code. Reuse suitable tools already present.
2. Prefer the creator-reported libraries and skills when they fit the task. Explain what useful additions help with, and install missing project dependencies or relevant skills from official sources when the environment and the user's existing permissions allow it. Respect the project's package manager and setup rules; do not ask again for routine setup already authorized.
3. Distinguish tools used by the creator from your own recommendations. A listed tool is not automatically required, and an empty tools or requirements list means the setup is unknown, not that nothing is needed.
4. Ask concise questions when missing inputs or choices materially affect the result: paid services, credentials, the user's assets, or a different production approach. Use existing answers and permissions; continue independent work while waiting.
5. If a useful library, skill, or service cannot be installed or used, explain an available alternative and its expected effect on quality, features, or effort. Get the user's choice before a material compromise; otherwise state the fallback and continue. Never silently simplify the result or claim to have used a tool you did not use.

## Recreating this game

This is a visual reference. No original creator prompt is available. The following brief was written by Reference after inspecting the work.

Build the interaction around a decorative central board with clearly separated sockets, keeping characters and their status badges on opposing sides. Use subdued environmental colors and heavy outlines so saturated tokens become the primary visual signals, and render inventory as a physical tray rather than a floating panel. For a new subject, replace the dungeon creatures, ornamental motifs, and token symbols while preserving the board–opponents–inventory hierarchy; increase contrast on secondary action labels.

1. Open the live work or source and inspect the frame images below.
2. Adapt its layout, hierarchy, palette, and interaction patterns to the user's own content and brand.
3. Compare the result against the reference. Use your own assets and credit the original creator.

## What it looks like

Written by Reference from the captured walkthrough frames, not by the creator.

Retro pixel-art dungeon gameplay with a prominent central board, numbered dice or tokens, and small character sprites.

- Color: Dark charcoal outlines and gray stone surroundings, accented by bright cyan, green, magenta, yellow, and red.
- Type: Pixel-art game graphics with blocky lettering and compact, outlined interface labels.
- Framing: A repeated gameplay view fills each frame: a large diamond-shaped grid sits in the center, with characters and status elements around it.
- Structure: The frames form a 3-by-3 contact sheet of similar gameplay screens. Each screen includes a tutorial label at upper left, floor and status indicators at upper right, the central grid, and a narrow item or token strip along the bottom.

Storyboard, nine frames spread across the captured walkthrough: https://meetreference.com/media/ref-die-in-the-dungeon-classic-by-alarts-sexybuggy-jaun-agh-71dd/storyboard.webp

- Frame 1 at 1.0s: https://meetreference.com/media/ref-die-in-the-dungeon-classic-by-alarts-sexybuggy-jaun-agh-71dd/f1.webp
- Frame 2 at 2.9s: https://meetreference.com/media/ref-die-in-the-dungeon-classic-by-alarts-sexybuggy-jaun-agh-71dd/f2.webp
- Frame 3 at 4.9s: https://meetreference.com/media/ref-die-in-the-dungeon-classic-by-alarts-sexybuggy-jaun-agh-71dd/f3.webp
- Frame 4 at 6.8s: https://meetreference.com/media/ref-die-in-the-dungeon-classic-by-alarts-sexybuggy-jaun-agh-71dd/f4.webp
- Frame 5 at 8.7s: https://meetreference.com/media/ref-die-in-the-dungeon-classic-by-alarts-sexybuggy-jaun-agh-71dd/f5.webp
- Frame 6 at 10.7s: https://meetreference.com/media/ref-die-in-the-dungeon-classic-by-alarts-sexybuggy-jaun-agh-71dd/f6.webp
- Frame 7 at 12.6s: https://meetreference.com/media/ref-die-in-the-dungeon-classic-by-alarts-sexybuggy-jaun-agh-71dd/f7.webp
- Frame 8 at 14.6s: https://meetreference.com/media/ref-die-in-the-dungeon-classic-by-alarts-sexybuggy-jaun-agh-71dd/f8.webp
- Frame 9 at 16.5s: https://meetreference.com/media/ref-die-in-the-dungeon-classic-by-alarts-sexybuggy-jaun-agh-71dd/f9.webp

## Links

- Play game: https://alarts.itch.io/die-in-the-dungeon
- Original post: https://alarts.itch.io/die-in-the-dungeon
- Source and design credit: https://alarts.itch.io/die-in-the-dungeon
