Game Development Synopsis

Developed for my IT265 class, this small game demonstrates various topics and the process of iterative development. It's a top-down "dungeon crawler" where players use click-to-move and click-to-interact mechanics to navigate through procedurally generated dungeons. Each dungeon room contains 2-5 chests: one always holds a key to the next room, while others may be empty, contain a random reward, a trap, or an enemy. The aim is to survive each level without losing all of the character's life, with each successful level leading to a new, procedurally generated challenge, allowing for an infinite gameplay experience. Players have access to a couple of base abilities to help them survive: a "Sap" ability to stun or disable dangerous chests and a lockpicking ability to open locked chests through a mini-game. Both abilities have limited uses but can be replenished from reward chests.

Versions

This version introduces the core concepts: click-based movement and interaction, procedural dungeon generation, and the various types of chests. It serves as the basic prototype for the game. Try this version

In this version, the game's atmosphere is enhanced with limited light. The primary light source follows the player but gradually fades over time. A new chest reward can extend the light duration. Corridors between rooms now feature random torches for aesthetic improvement. Additionally, various sound effects and particle effects were introduced to enrich the design, style, and theme. A new ability was added, allowing players to scan chests within a radius, making them glow faintly in low light conditions. Chests glow different colors to indicate their contents: yellow for a key, red for a trap, white for empty, orange for a light source extension, purple for an enemy (mimic), and green for a reward. Some UI elements were refined, including a "give up" button for levels that can't be completed and an event log showing player actions like opening chests and doors. Try this version

This version introduces a shop at the end of the dungeon where players can purchase sap/stun attempts, lockpicks, scan attempts, and instant healing items. Shop prices are randomly generated for each level within a certain range. Additionally, a gold bag UI element was added to display the player's current gold amount. Try this version