One Quick Dungeon
20 April 2025
One Quick Dungeon is loosely based on an old web game I once played. The basic gameplay, a single screen where enemies are represented by boxes and clicking is attacking, is the same, but the game I'm thinking of was larger in all ways, including items, quests, locks and keys etc.
I’ve tried many times to find it again, but no luck. Not surprising as it would easily be over a decade old at this point. I can’t be certain now, but I believe it was Japanese. If you think you know the game, please let me know!
Instructions
- The dragon lies at the heart of this dungeon. Defeat it, and save the kingdom!
- To challenge an enemy, simply click, and the battle shall begin.
- Should you find yourself low on HP, there are two ways to heal.
- Rest by pressing the REST button in the top right, but know this, enemies will also take advantage of the opportunity. If you're fortunate enough to find a healing pool, you may fully heal instantly, as long as its waters remain.
- Good luck, mighty warrior!
Mechanics
The game operates under the following logic:
- You’ll do damage equal to your current level, with a minimum of two damage for level one.
- Each turn will cost you one HP, unless it’s healing via the rest button or at a healing pool.
- A room will award you with XP equal to half of its original value.
- Levelling up will heal you fully. The level up takes place before any damage is calculated, so if the final hit of a room will level you up, and potentially kill you, you will not die and instead be full HP.
Notes
- Losing it pretty much impossible as long as you keep an eye on your HP, so aim for the fewest turns.
- There's also a full screen button in the bottom right, which can be a little hard to see. ✌️
I would like to try making another game with this concept in the future, maybe bring it closer to what I remember. Since right now you can essentially slowly click through from the smaller rooms to the bigger ones, it doesn’t require a lot of strategy. Perhaps a change for a future version would be to limit the available rooms to only ones adjacent to a room you’ve entered in to before? I’ll mull it over.