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Dungeon Crawler

Welcome to Dungeon Crawler – A Strategic Flip-Primarily based Roguelite!
Navigate by countless procedurally generated dungeon rooms on a 6×6 grid. Plan your strikes rigorously, gather weapons, defeat enemies, and survive so long as attainable!

In Dungeon Crawler, each transfer counts. Swipe or use arrow keys to maneuver your hero one tile at a time. Whenever you transfer into an enemy, you assault them. Choose up weapons to deal harm, gather potions to heal, and buy highly effective passive gadgets to reinforce your talents.

The sport options an countless mode the place problem scales as you progress by rooms. Every room is randomly generated with enemies, weapons, gadgets, and hazards. Clear all enemies to unlock the door and advance to the following room.

How far are you able to go?

This documentation offers a complete information that will help you perceive and modify Dungeon Crawler. We’ll clarify the sport’s core techniques, weapons, enemies, gadgets, and the best way to add new content material.

Weapons

Weapons are important for fight. Every weapon has an assault worth that determines how a lot harm it offers. Weapons break after ONE use, so select your targets properly!

Weapon Tiers

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Body Weapon Injury Vary Kind
0 Dagger 1-2 Melee
1 Sword 2-3 Melee
2 Bow 3-5 Ranged
3 Mace 4-6 Melee
4 Defend 5-8 Melee
5 Crossbow 7-10 Ranged
6 Legendary 9-12 Melee

Fight Mechanics

  • With Weapon: Enemy all the time dies. If weapon harm < enemy worth, participant takes the distinction as harm.
  • With out Weapon (Conflict): Enemy dies, however participant takes full enemy worth as harm.
  • Ranged Weapons: Bow and Crossbow robotically fireplace on the closest enemy after every participant motion, dealing 1 harm per shot till depleted.

Enemies

Enemies are positioned randomly in every room. Every enemy has a worth displayed on them – that is each their HP and the harm they deal.

Enemy Sorts

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Body Enemy Kind Particular Potential
0-2, 4-7 Regular Enemies Normal melee enemies with various appearances
3 Archer Ranged enemy – offers 1 harm to participant each flip
8 Mirror Displays your weapon harm again at you! Worth: 0
9 Cube Random worth between 1-12 when attacked

Enemy Scaling

  • Enemy rely: 1-4 per room, scales with problem
  • Whole enemy worth scales from ~4 to ~30 as rooms progress
  • Problem caps at room 50
  • Particular enemies (Mirror, Cube) have 10% spawn likelihood
  • Archers have 15% spawn likelihood (max 1 per room)

Passive Gadgets

Passive gadgets present everlasting bonuses for the present run. They have to be bought with gold and are saved in passive slots. A number of copies of the identical passive merchandise stack!

Accessible Passives

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Body Merchandise Impact Price Stacking
0 Weapon Enhance +1 assault to picked weapons 15 Gold +1 per merchandise
1 Vampire Fang Heal on enemy kill 20 Gold +1 HP per merchandise
2 Potion Grasp Elevated potion therapeutic 25 Gold +2 heal per merchandise
3 Mine Revealer Reveals mines briefly every room 10 Gold No stack impact
4 Coronary heart Container +5 Max HP (and heal) 30 Gold +5 Max HP per merchandise
5 Dodge Likelihood to keep away from harm 25 Gold +5% per merchandise
6 Important Strike Likelihood for 2x harm 20 Gold +10% per merchandise

Passive Spawn Guidelines

  • Assured one passive merchandise in rooms 3-5
  • 15% likelihood to spawn after room 5
  • 8 passive slots accessible per run

Consumables

Consumable gadgets are saved in your 3-slot stock and can be utilized or collected throughout gameplay.

Merchandise Sorts

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Merchandise Impact Spawn Price
Well being Potion Heals 3-6 HP (+ Potion Grasp bonus) 40%
Fireball Offers 10 harm to 2 closest enemies 15%
Gold Provides 10-20 gold to your pockets 25% (assured 2 in first 3 rooms)
Gold Pouch Converts to twenty gold when passing by door 10%

Recreation Methods

Core Recreation Loop

  • Motion: Swipe or use WASD/Arrow keys to maneuver one tile
  • Fight: Transfer into an enemy to assault them
  • Assortment: Transfer onto gadgets to select them up
  • Door: Kill all enemies to unlock the exit door
  • Development: Advance to subsequent room with growing problem

Grid System

  • Measurement: 6×6 grid (36 tiles)
  • Participant Begin: At all times at place (0, 0) – top-left
  • Door Place: Random far nook positions
  • Responsive: Grid scales to suit display dimension

Forex System

  • Gold: Resets every run. Used to buy passive gadgets.
  • Rating: Whole enemy worth killed. Saved as excessive rating.

Hazards

  • Blocked Tiles: 20% likelihood, 1-2 impassable tiles per room
  • Mines: 30% likelihood (after room 1), prompt loss of life! Path validation ensures rooms are all the time completable.

Stock System

  • 3 stock slots for weapons/potions/fireballs
  • Weapons are robotically utilized in fight (finest melee weapon)
  • Potions may be tapped/clicked to make use of manually
  • Gold Pouches convert to gold robotically at doorways


Source