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authorChristian Cleberg <[email protected]>2026-07-12 18:33:51 -0500
committerGitHub <[email protected]>2026-07-12 18:33:51 -0500
commitde2460845efda51820eb3c6343fb158661ae76bb (patch)
tree0f13d11450541e31a4746cff422d4c471ac101e3 /README.md
parentf1fdbe26c84ca6e9021ebc08ed4fc2c8198b06c3 (diff)
downloadmicro-roguelike-de2460845efda51820eb3c6343fb158661ae76bb.tar.gz
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micro-roguelike-de2460845efda51820eb3c6343fb158661ae76bb.zip
Add 1MB roguelike, player README, and 1KB polish (#1)
* commit WIP 1mb version * Fix beast-collision exploit and shadow-twist torch bug; add balance constants and mobile D-pad - Exit tiles no longer bypass the beast-adjacency death check - Shadow-twist turns now consume torch fuel like a normal wait - Extract torch/beast/relic magic numbers into named constants - Fix floor 2 beast enrage threshold (operator precedence bug) - Add viewport meta tag and on-screen D-pad for mobile play * Split game data into data.js for mod support * Add poisoned effigy hazard: decoy relics that kill on touch * Add minimalist Web Audio sound effects driven by existing fx events * Add camp-checkpoint save/continue via localStorage * Add optional floor 7 postgame descent, unlocked after winning * Add three character-class starting kits (heavy torch, swift, warded) * Check off completed roadmap items in BLUEPRINT.md * Fix relic spots colliding with higher-priority tiles across all floors RELIC_SPOTS coordinates on every floor overlapped exactly with BLOCK_SPOTS, SHRINE_SPOTS, or BRAZIER_SPOTS entries, and tile() resolves those categories before relics, so the relic silently became unreachable whenever the colliding spot was chosen. Floor 6 was the worst case: its relic and brazier candidate lists were identical, masking every relic every run. Moved each affected relic to a free, verified-floor coordinate in the same room instead. * Add player-facing README, drop dev blueprint, bump 1KB font size Replace 1mb/BLUEPRINT.md (a dev-oriented architecture doc) with a top-level README aimed at players, covering both games' controls and goals with links to the hosted versions. Also increase the 1KB version's font size for readability, trimming the now-redundant favicon-suppression tag to stay within the strict 1,024-byte budget.
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+# Micro-Roguelike
+
+Two tiny roguelikes, built at two very different size limits. Explore, grab loot, don't die, try to make it out.
+
+Pick one and open it in your browser — no install, no account, nothing to download but the file itself.
+
+---
+
+## 1MB Version — the full game
+
+**[Play it](https://rogue.zerolabs.sh/1mb/)**
+
+A proper dungeon crawl: a 12x12 grid, torches and shadows, a beast that hunts you, and six floors between you and daylight (plus a secret seventh, if you make it out alive).
+
+### Goal
+Reach the gate on floor 6 carrying the crown and the key. Survive long enough to use them.
+
+### Controls
+| Key | Action |
+|---|---|
+| Arrow keys / WASD | Move |
+| Space or `.` | Wait a turn |
+| `t` | Drop your torch |
+| `m` | Mute / unmute sound |
+| `r` | Restart |
+| `c` | Continue a saved run (from the title screen) |
+
+On mobile, an on-screen D-pad appears automatically.
+
+### The basics
+- **Torch** — keeps the dark at bay. It burns down over time and can be refueled at braziers.
+- **Ward** — a temporary shield. Shrines can raise one for you.
+- **Relics** — pick one up for a real edge, with a real cost. Only one at a time.
+- **Curses, shades, watchers, leeches** — the ruin's hazards. Learn to read them.
+- **The beast** — always out there, always listening. It gets faster the deeper you go.
+
+Between floors, you'll stop at a camp and choose an upgrade for the road ahead. Your progress is saved automatically at each camp, so you can pick up where you left off.
+
+### Game modes
+From the title screen, press a number to start:
+
+1. **Standard** — the full campaign, as intended
+2. **Iron** — the beast wakes up early
+3. **Greed** — richer loot, steeper prices
+4. **Dark** — a weaker flame and faster dread
+5. **Daily** — everyone gets the same seed today
+6. **Heavy** — start with a lit torch and extra fuel
+7. **Swift** — pits can't catch you
+8. **Warded** — start already shielded
+
+Win once, and a hidden seventh floor opens up — for anyone who isn't done yet.
+
+---
+
+## 1KB Version — the hypertext original
+
+**[Play it](https://rogue.zerolabs.sh/1kb/#g)**
+
+The whole game fits in about a kilobyte of HTML. No JavaScript — just links between rooms. Click your way through the ruin: find the torch, dodge the beast, don't reach for the wrong thing.
+
+### Controls
+Click the links. That's it.
+
+### Goal
+Find the key and the crown, and make it back out through the gate. Die, and you're one click from trying again.
+
+---
+
+*Both versions are free and open source, licensed under the GPLv3 — see [LICENSE](LICENSE).*