Crossword Dungeon
Imagine a crossword forming the layout of an old-school dungeon crawler.
Each letter is a "room" and each room has a treasure, trap or monster. Solving a letter of the crossword levels-up the connected rooms, making the dungeon harder. The puzzle solving confounds the RPG elements and the RPG mechanics confound the puzzle solving.
Uses old puzzles from Washington Post.
Sound by mother_of_tears
| Updated | 14 days ago |
| Published | 21 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | enegames |
| Genre | Puzzle, Role Playing |
| Tags | ascii, Dungeon Crawler, Roguelite |
| AI Disclosure | AI Assisted, Code |
Development log
- Dungeon generation14 days ago
- Approach (How I use AI for code from a software engineer's perspective)21 days ago
- Mechanics work, bringing the game to life with content34 days ago
- First playtest38 days ago
- Origin38 days ago







Comments
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Excellent game! Still haven't come close to winning, mostly due to the luck element. Lots of replay value.
A few comments that I hope are helpful:
- It might be nice to change the popup prompts to clear with any keypress rather than requiring space.
- A menu with options to disable music, disable the "tilted" orientation, etc. could be nice.
- Longer, multiline clues can get cut off from the bottom of the view screen.
- Is the XP for each Level set up correctly? It takes 240 XP to get to L1, and then only 50 XP more (290 XP total) to get to L2. I normally die on the second level because the monsters are too strong, so maybe make L1 easier to attain?
- Some words are very hard, especially because you have less "crossing" clues that help you fill in letters, as you would in a regular crossword.
Hello, thank you for playing! You have some good suggestions, I will consider them. And I'll look into the XP, it should be slightly logarithmic, but maybe I have a bug. In terms of difficulty, if you plan your solve approach carefully and use your reveal spells you should be able to clear all levels without relying on luck.