DungeonFlop
What is DungeonFlop?
DungeonFlop is a web‐based, tile‐by‐tile dungeon explorer where you assemble up to four heroes and venture into randomized, point‐and‐click dungeons. This “for‐fun” project is loosely inspired by an old browser game I loved, though it quickly grew into its own beast. You’ll find classic RPG trappings—loot, traps, and turn‐based encounters—wrapped in a modern HTML5/JavaScript interface.
Each playthrough begins by selecting a team of one to four heroes from your roster. Once inside the dungeon, movement is handled primarily through point‐and‐click: click on an adjacent tile to step there, or use light keyboard input (arrow keys or WASD) to navigate. Enemies, chests, and interactive objects all occupy individual tiles; to attack, open, or inspect, simply click the corresponding tile once your hero is adjacent.
Because it’s a solo project, the current build is a bit rough around the edges—UI elements might shift, and some mechanics are still experimental. But that’s part of the charm: it’s a sandbox for me to experiment with procedural level generation, hero abilities, and simple online leaderboards (where you can compare high scores with friends). Expect more polish over time, but for now it’s a fun glimpse into where DungeonFlop is headed.
Gameplay Features
- Hero Selection: Choose up to four distinct heroes—each with their own stats, skills, and equipment loadout—before entering the dungeon.
- Tile‐Based Exploration: Every dungeon is laid out on a grid. Click a nearby tile (or hit an arrow key) to move your hero step‐by‐step. Collide with enemies to enter turn‐based combat, or search chests and traps by simply clicking on them from an adjacent space.
- Procedural Dungeons: Levels are assembled from predefined “rooms” and corridors. No two runs look exactly alike, but you’ll always find side passages, secret doors, and randomly placed loot.
- Light Keyboard & Mouse Controls: Click‐to‐move makes navigation intuitive, and arrow keys or WASD are available for players who prefer keyboard input. Inventory, skill hotkeys, and quick‐slot abilities can also be triggered by keybinds.
- Roguelite Progression: While each dungeon run is self‐contained, you earn “meta‐currency” and unlock new hero skins, weapons, and abilities between sessions. Fail a dungeon? You can still spend your earned resources to come back stronger.
- Old‐School Inspiration: Based on a classic browser‐game template, but entirely rewritten in modern HTML5/JavaScript. I’ve tried to capture that nostalgic feel (gritty pixel art, text log) while adding new mechanics like skill cooldowns and area‐of‐effect attacks.
- Under Active Development: As a one‐person project, things get messy. Expect occasional bugs, placeholder graphics, and features “in progress.” If you find something broken or missing, I’ve probably already got it on the to‐do list!