Five dungeon halls, and beasts wait in every one. While a single one still lives the gate stays down, so there is no way around the fight.
The hero carries a sword, and the halls hide more: a crossbow that fires straight ahead, a chain that sweeps two rings of tiles clean, traps that pin a beast where it stands. Spikes hand the blow back to whoever struck you, a shield grants a steel heart at the start of every hall, rage triples your next swing after you take damage.
Past the fifth hall lies the treasury. Take the chest, choose your reward: another heart, a heavier blade, or a longer stun. Then back down into a dungeon that has grown meaner — every run brings more beasts, faster and tougher, and spitters, walking bombs, skeletons and stone golems join the slimes and goblins.
A run ends in death. The record stays.
How to play
Keyboard controls.
W, A, S, D or the arrow keys — step. Movement is strictly vertical and horizontal; neither the hero nor the beasts move diagonally.
SPACE — swing your sword at the tile in front of you. E — the second weapon, if you found one this run; its cooldown bar sits in the top right corner. R — start over on the death screen.
A beast only wounds you when its own step lands on your tile, so spacing decides everything. A wounded beast is knocked back and freezes for a moment — just enough to finish it off or walk away.
Smash the pots: weapons and passive finds hide inside them. The exit opens once no living beast is left in the hall.
On the upgrade screen between runs pick a card with A and D or the arrow keys and confirm with SPACE.