Dungeon Crawler
Welcome to Dungeon Crawler – A Strategic Turn-Based Roguelite!
Navigate through endless procedurally generated dungeon rooms on a 6×6 grid. Plan your moves carefully, collect weapons, defeat enemies, and survive as long as possible!
In Dungeon Crawler, every move counts. Swipe or use arrow keys to move your hero one tile at a time. When you move into an enemy, you attack them. Pick up weapons to deal damage, collect potions to heal, and purchase powerful passive items to enhance your abilities.
The game features an endless mode where difficulty scales as you progress through rooms. Each room is randomly generated with enemies, weapons, items, and hazards. Clear all enemies to unlock the door and advance to the next room.
How far can you go?
This documentation provides a comprehensive guide to help you understand and modify Dungeon Crawler. We will explain the game’s core systems, weapons, enemies, items, and how to add new content.
Weapons
Weapons are essential for combat. Each weapon has an attack value that determines how much damage it deals. Weapons break after ONE use, so choose your targets wisely!
Weapon Tiers
| Frame | Weapon | Damage Range | Type |
|---|---|---|---|
| 0 | Dagger | 1-2 | Melee |
| 1 | Sword | 2-3 | Melee |
| 2 | Bow | 3-5 | Ranged |
| 3 | Mace | 4-6 | Melee |
| 4 | Shield | 5-8 | Melee |
| 5 | Crossbow | 7-10 | Ranged |
| 6 | Legendary | 9-12 | Melee |
Combat Mechanics
- With Weapon: Enemy always dies. If weapon damage < enemy value, player takes the difference as damage.
- Without Weapon (Clash): Enemy dies, but player takes full enemy value as damage.
- Ranged Weapons: Bow and Crossbow automatically fire at the closest enemy after each player movement, dealing 1 damage per shot until depleted.
Enemies
Enemies are placed randomly in each room. Each enemy has a value displayed on them – this is both their HP and the damage they deal.
Enemy Types
| Frame | Enemy Type | Special Ability |
|---|---|---|
| 0-2, 4-7 | Normal Enemies | Standard melee enemies with varying appearances |
| 3 | Archer | Ranged enemy – deals 1 damage to player every turn |
| 8 | Mirror | Reflects your weapon damage back at you! Value: 0 |
| 9 | Dice | Random value between 1-12 when attacked |
Enemy Scaling
- Enemy count: 1-4 per room, scales with difficulty
- Total enemy value scales from ~4 to ~30 as rooms progress
- Difficulty caps at room 50
- Special enemies (Mirror, Dice) have 10% spawn chance
- Archers have 15% spawn chance (max 1 per room)
Passive Items
Passive items provide permanent bonuses for the current run. They must be purchased with gold and are stored in passive slots. Multiple copies of the same passive item stack!
Available Passives
| Frame | Item | Effect | Cost | Stacking |
|---|---|---|---|---|
| 0 | Weapon Boost | +1 attack to picked weapons | 15 Gold | +1 per item |
| 1 | Vampire Fang | Heal on enemy kill | 20 Gold | +1 HP per item |
| 2 | Potion Master | Increased potion healing | 25 Gold | +2 heal per item |
| 3 | Mine Revealer | Shows mines briefly each room | 10 Gold | No stack effect |
| 4 | Heart Container | +5 Max HP (and heal) | 30 Gold | +5 Max HP per item |
| 5 | Dodge | Chance to avoid damage | 25 Gold | +5% per item |
| 6 | Critical Strike | Chance for 2x damage | 20 Gold | +10% per item |
Passive Spawn Rules
- Guaranteed one passive item in rooms 3-5
- 15% chance to spawn after room 5
- 8 passive slots available per run
Consumables
Consumable items are stored in your 3-slot inventory and can be used or collected during gameplay.
Item Types
| Item | Effect | Spawn Rate |
|---|---|---|
| Health Potion | Heals 3-6 HP (+ Potion Master bonus) | 40% |
| Fireball | Deals 10 damage to 2 closest enemies | 15% |
| Gold | Adds 10-20 gold to your wallet | 25% (guaranteed 2 in first 3 rooms) |
| Gold Pouch | Converts to 20 gold when passing through door | 10% |
Game Systems
Core Game Loop
- Movement: Swipe or use WASD/Arrow keys to move one tile
- Combat: Move into an enemy to attack them
- Collection: Move onto items to pick them up
- Door: Kill all enemies to unlock the exit door
- Progression: Advance to next room with increasing difficulty
Grid System
- Size: 6×6 grid (36 tiles)
- Player Start: Always at position (0, 0) – top-left
- Door Position: Random far corner positions
- Responsive: Grid scales to fit screen size
Currency System
- Gold: Resets each run. Used to purchase passive items.
- Score: Total enemy value killed. Saved as high score.
Hazards
- Blocked Tiles: 20% chance, 1-2 impassable tiles per room
- Mines: 30% chance (after room 1), instant death! Path validation ensures rooms are always completable.
Inventory System
- 3 inventory slots for weapons/potions/fireballs
- Weapons are automatically used in combat (best melee weapon)
- Potions can be tapped/clicked to use manually
- Gold Pouches convert to gold automatically at doors
