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medieval roguelike

Warpath Dungeons

You descend a holding one room at a time, nine rooms to a floor, ending on a boss. The enemy in each room is the board: pegs laid out as a skull, a raven or a crown, with the sockets, the eye or the band each powering one of its moves. Pegs bank damage while the stone is in flight and it lands when the stone drains out, and then the enemy answers with the move it had already shown you. Health carries between rooms and nothing saves.

  • Phaser 3
  • Matter.js
  • TypeScript
  • Vite
  • Vitest

How it plays

  1. Drag to aim, then click or press space to loose. Pegs bank damage while the stone is in flight, the damage lands when the stone drains out, and the enemy then takes the move it had already shown you on the board facing yours.
  2. Aim at the anatomy. Every enemy is drawn from its own glyph and every region of that glyph powers one move, so battering the sockets or the eye or the band enough takes the limb off: the move stops happening, the enemy still spends the turn on it, and losing the limb costs it an eighth of its health.
  3. Five stones fire in a fixed order and the bag never grows. Twelve exist, five go down with you, and spoils offer three at a time, so taking one means giving one up. A forge works a stone you already hold, up to three times, and the temper goes with the stone if you trade it away.
  4. Nine rows to a floor, branching two or three wide, at least two rests and two forges, one boss at the bottom. Nothing saves, and both the descent and the death screen print the seed, so a run that killed you can be argued with rather than resented.

The details

A descent
Nine rooms, about fifteen minutes
Enemies
Five, each one drawn as its own board
The bag
Twelve stones exist, five go down with you
Champions
Three. The Engineer to start, two earned
Difficulty
Squire, Knight or Warlord, asked per run
Balance
Tuned against a bot that plays it without drawing it
Assets
One music bed. Every sprite and sound made at runtime

Screens

The other six