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| author | Christian Cleberg <[email protected]> | 2026-07-12 18:33:51 -0500 |
|---|---|---|
| committer | GitHub <[email protected]> | 2026-07-12 18:33:51 -0500 |
| commit | de2460845efda51820eb3c6343fb158661ae76bb (patch) | |
| tree | 0f13d11450541e31a4746cff422d4c471ac101e3 /README.md | |
| parent | f1fdbe26c84ca6e9021ebc08ed4fc2c8198b06c3 (diff) | |
| download | micro-roguelike-de2460845efda51820eb3c6343fb158661ae76bb.tar.gz micro-roguelike-de2460845efda51820eb3c6343fb158661ae76bb.tar.bz2 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.
Diffstat (limited to 'README.md')
| -rw-r--r-- | README.md | 69 |
1 files changed, 69 insertions, 0 deletions
diff --git a/README.md b/README.md new file mode 100644 index 0000000..f2e6ae5 --- /dev/null +++ b/README.md @@ -0,0 +1,69 @@ +# 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).* |
