Dungeon Crawler - HTML5 Game - Construct 3 - C3P

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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

<thead> </thead> <tbody> </tbody>
Frame Weapon Damage Range Type
0Dagger1-2Melee
1Sword2-3Melee
2Bow3-5Ranged
3Mace4-6Melee
4Shield5-8Melee
5Crossbow7-10Ranged
6Legendary9-12Melee

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

<thead> </thead> <tbody> </tbody>
Frame Enemy Type Special Ability
0-2, 4-7Normal EnemiesStandard melee enemies with varying appearances
3ArcherRanged enemy – deals 1 damage to player every turn
8MirrorReflects your weapon damage back at you! Value: 0
9DiceRandom 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

<thead> </thead> <tbody> </tbody>
Frame Item Effect Cost Stacking
0Weapon Boost+1 attack to picked weapons15 Gold+1 per item
1Vampire FangHeal on enemy kill20 Gold+1 HP per item
2Potion MasterIncreased potion healing25 Gold+2 heal per item
3Mine RevealerShows mines briefly each room10 GoldNo stack effect
4Heart Container+5 Max HP (and heal)30 Gold+5 Max HP per item
5DodgeChance to avoid damage25 Gold+5% per item
6Critical StrikeChance for 2x damage20 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

<thead> </thead> <tbody> </tbody>
Item Effect Spawn Rate
Health PotionHeals 3-6 HP (+ Potion Master bonus)40%
FireballDeals 10 damage to 2 closest enemies15%
GoldAdds 10-20 gold to your wallet25% (guaranteed 2 in first 3 rooms)
Gold PouchConverts to 20 gold when passing through door10%

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

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Last Update 2025-12-13
Created 2025-12-13
Sales 5
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Compatible Browsers IE6 IE7 IE8 IE9 IE10 IE11 Firefox Safari Opera Chrome Edge
Software Version Construct 3
High Resolution Yes
Files Included HTML
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