DungeonDescent by thisyc
Descent into a deep, dark dungeon. A roguelike matching game inspired by Slay the Spire, Dungeon Raid and a mobile game I played over 10 years ago. Can you last 100 turns?
Play my game on itch.io
Controls
Match tiles by drawing a line holding down Left Mouse Button to connect three or more of the same symbols. Click RMB to deselect.

Tiles
Collect coins to enter the shop. Collect keys to open the chest. Collect potions to restore HP. Kill enemies to level up.
Enemies
Damage enemies by connecting them to swords (you only need a total of 3, so 2 skulls and 1 sword is okay). Connecting enemies only will damage them with your base attack.


Skills
Skills are active powers that have X turns of cooldowns. Learn skills by leveling up. Activate them by clicking on the skill button.


Trinkets
Trinkets are passive powerups that last the entire run once you got them. You can get trinkets from shops or chests. Certain rare trinkets can only be obtained through opening chests.
Made with Unity
Art created with WACOM tablet in Photoshop
Sound effects generated by sfxr, some recorded and processed in Audacity
Font by Craftron Gaming
Post-submission UI bug fix (no game content change): now is windowed with fixed resolution 1280*720. Fixed a bug when tiles sometimes overlap. The Windows build is recommended if you run into UI bugs with Web build.
Ratings
| Overall | 171th | 3.387⭐ | 64🧑⚖️ |
| Fun | 78th | 3.6⭐ | 62🧑⚖️ |
| Innovation | 177th | 3.172⭐ | 63🧑⚖️ |
| Theme | 280th | 2.434⭐ | 63🧑⚖️ |
| Graphics | 280th | 2.59⭐ | 63🧑⚖️ |
| Audio | 219th | 2.617⭐ | 62🧑⚖️ |
| Humor | 203th | 2.37⭐ | 56🧑⚖️ |
| Mood | 254th | 2.781⭐ | 59🧑⚖️ |
| Given | 56🗳️ | 76🗨️ |
Some visual glitches happened where different symbols filled the same tile, though it only registered as one specific type. Getting the synergy of the chests and upgrades to work with the skills was a fun strategy to figure out. By the end I had the border skill refreshing itself with enemy kills, a super power hard earned!
Great job!
In any case, after I got the hang of it and figured out how to kill enemies, it became really fun and I spent a solid 15 minutes playing through to round 100. Really addictive gameplay/upgrade loop, nicely done!
@thisisspy I am sorry about the UI bug. I had a hotfix that addressed this issue. It was due to my incorrect build settings. And I'm glad you liked it and got far in a higher difficulty!
@toppervideogames Sorry about the display issue! I had a hotfix that addressed both resolution and tiles overlapping issues. I'm happy you had fun with this and congrats on the OP build!
@chiyeon Thanks for playing! As mentioned before the UI bugs have been hotfixed.
@sypiac Thank you! I do intend to keep working on this in the future and turn up the difficulty a notch.
@javasaurus Thank you for mentioning Balatro and Binding of Isaac, both my absolute favorites. The UI bug has been hotfixed. I completely agree that difficulty should be more tuned, but that is in the future. Have a good time!
@polymathld Thank you for the suggestion on tutorials! I agree, what you said is exactly what I planned on doing if had more time. Too bad I was panicking and just tried to get everything submitted near the end ( The tiles getting stuck on top of each other bug has been hotfixed. Thanks for spending time playing through the whole game! Have a good time!
I finished this game on the hardest. UI is a bit rough, sizes of tooltips and stuff like that, but nothing game breaking. Only feedback is balance, but still an amazing job for 2 days, core gameplay is perfect. I ended with 173 base damage, no enemy stands a chance with that :) I honestly would have kept playing longer, but seems 100 is a hard end.
Thank you! This was super fun!
I also did not remember the briefing screen and couldn't understand a lot of mechanics, for example, I never figured out which of the skull's numbers was their health and their damage. Tooltips would be good.
Great work for 2 days.
It would be great to see more skill-based gameplay, with room for tactical decisions and strategic planning. These elements could add depth and make the experience more rewarding. The core idea has a lot of potential — with some refinement and a better balance between chance and player agency, this could become a really solid game.
Thank you!
The visuals are simple, but the gameplay is very solid!
I can definitely see a game like this being expanded into a full version. Great job!

so that definitely felt good!
So the concept is definitely interesting and new enough. I do wish the overall presentation (polish, visuals etc) was a bit cleaner, but that's still a solid entry!
Very good game, like
This is incredibly satisfying, btw.

Also I'm proud to announce that I have successfully leveled up my ATK to 249 in LV5. :yum:

actually loved this, the "mm" sound effects are etched into my brain now. the gameplay loop is very addicting and surprisingly balanced (although my first runs ended quite quickly lol), which is tough to achieve in such a short dev period. the ui and font choice could use some work, and I wish you could hover over passives/trinkets after you open them from the chest to see their effects. you could definitely polish this up a little and release it as a full game, the juice and base idea is incredible - spent most on this than any other game so far. nice job!

Oof and congrats on breaking my game! Some of the broken builds may get fixed in the future and some may not. I mean that's part of the fun with roguelikes right?
Skills were: world, lottery, collect coins, double coins.
Activate lottery -> double coins -> world -> collect coins to collect the full board, followed by two full boards of doubled coins, followed by one final board of normal coins.
I feel like enemies may not scale quickly enough, maximum coin values should be capped at a certain point, or perhaps the required coins for improvements should scale over the course of the game.
Regardless, I had a good time, thanks for making this!
Edit: Oh, additionally, I feel like diagonal connections are way too strong without being behind an upgrade, but that could just be me.
Oh, my friend, also I tryed to make some music for you. If you want, you can use it however you want, its totaly free ^_^
This is music that I made in Ultraabox:
https://tinyurl.com/2yo6qlb6
OMG thank you for the music, it is so fire. I never would have thought, and I'm a little speechless.. I will find a place in my game for it. It is such an amazing gesture, thank you my friend.
I hope you also keep working on your game! Include more sections of the novel and keep up that humor! Have a good time!
On a side note, that would be good to show dynamically how much damage you gonna deal, because it's not obvious to know if you wasting swords or underdamaging.
There is very potent combo World + item that has chance to reset abilities cooldown (Crystal ball). Probably it should be one chance per turn, not per kill, because now its allow spam World every turn. Also powerful combined with item adding +maxhp per kill (Berserker chain). Basically making you unstoppable (and UI doesn't expect you can go over 999/999 hp)
There is slight issue with popups. All 3 windows can pop together (lvlup upgrade, chest item, shop 4 items), so sometimes I accidentally buy full-heal because it appears as I was clicking something else. And descriptions somewhat overlaps (yeah my game has same problem, sigh). Also, item inventory doesn't expect to show more than 5x5 items (and world+crystall fills that by 60 turn).
Edit: and I think if Gold progress (not keys) filled more than 1 bar, first shop choices lost and overwritten by second. And what happens if you click World before collected all rewards?
Edit: after stacking many Gold rings, shop popup constantly reopens because you're overwhelmed by massive gold income. So you can't reach playfield, and World skill is your main option. Also I've noticed picking Gold ring increases your gold score immediately, not for future collecting.
Maybe I missed somewhere, but I didn't see description of what Magic potion do. (I've checked now, but it could be difficult to discover)
I know cancellation of move is hard in this type of game. On PC you can cancel with right-click, but on touch that's not very feasible. Something like, moving finger out of playfield, or moving two tiles along illegal combination, could cancel path (actually better not cancel, but greyout, to give chance for player to restore it moving finger back).
P.S. Oh and it would be great for some way to reset or swap skills on long run.

Sorry for lenghtly rant, I wish you good luck and to release this great game! It can be expanded with lots of ideas, like locked tiles on field, various enemies, etc etc.
1. default upgrade option is too strong, agreed
2. dynamic damage display: yes I will do it, I mean I already have it in the code to display that 'X' overlay on skulls, I don't know why I didn't do it lol
3. World + Crystal Ball breaks the game, yes Crystal Ball definitely will be nerfed.
4. popups: I will have to look into those and probably rewrite the control flow, ugh
5. There is no explicit description for what magic potions do, mainly to avoid lengthy skill description
6. You can cancel your move by backtracking, hovering one tile back at a time. I believe it is an ideal solution for on touch?
Again, thanks so much for writing this, and for making valid points. Have a good time!