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DUNGEON GAME

10 devlogs
31h 56m 42s

Dungeon 3D is a first-person 3D survival shooter built entirely with HTML, CSS and JavaScript using a raycasting engine.
The game has six stages — five dungeon levels and a final boss arena. Each level has a different map, wall colour and difficu…

Dungeon 3D is a first-person 3D survival shooter built entirely with HTML, CSS and JavaScript using a raycasting engine.
The game has six stages — five dungeon levels and a final boss arena. Each level has a different map, wall colour and difficulty. The goal is simple — find all the hidden keys, shoot the enemies, and reach the exit. Every level gets harder with faster spawns, tougher enemies and more keys to collect.
After completing all five levels the player faces the Final Boss in a closed arena. No keys, no coins, no exit until the boss is dead. The boss takes 30 hits, enters an enraged Phase 2 at 50% HP, and moves faster than anything in the previous levels. Players enter with full HP and 35 ammo.
Built from scratch with no game engine. Just a browser and a text editor.

This project uses AI

I used AI for debugging and Error Solving

Demo Repository

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dineshnk167

Shipped this project!

Hours: 19.2
Cookies: 🍪 346
Multiplier: 17.99 cookies/hr

I ship this game with adding a full feature and options . The Game is might be a good for enjoying in the bore time. You will love this game !!

dineshnk167

I have make changes in the Home Main Menu UI . Also I have added a Settings Option , in that we can control the volume and given support email in it. I have made a player visuals in Main Menu . Changed the UI of special Powers. And also added a Break page in between completing very level. And another update is made a fast running by pressing shift button.

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This update enhances gameplay with a stronger focus on strategy and variation. Three special power-ups — Health, Ammo, and Shield — are now available with limited usage across the entire game, with Health and Ammo appearing twice and Shield restricted to a single instance, encouraging careful resource management. Keys and coins have been randomized across levels to reduce predictability and keep exploration engaging. In addition, a dynamic weather system has been introduced, where conditions such as Clear, Rain, Storm, and Fog cycle automatically over time, alongside an independent day-night cycle. These combined systems create changing environments that impact visibility and overall gameplay feel.

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Three things changed in this update.
Every level now has a visible exit gate that only appears after the player meets two requirements — collecting all keys and reaching a kill count. Level 1 requires 4 kills, increasing by 1 each level up to 8 in Level 5. A progress bar at the bottom of the screen tracks both in real time, turning green when each condition is met.
Mouse and trackpad controls are now fully supported. Moving the mouse left and right turns the player, and left clicking shoots. The mouse locks to the canvas during gameplay and releases automatically when paused.

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Two quality of life improvements have been added in this update.
The first is a pause system. Players can now press ESC or click the pause button to freeze the game at any moment. The pause screen shows three options — Resume, Restart and Main Menu. Resuming triggers a 3 second countdown before gameplay continues exactly where it was left off. Main Menu returns to the start screen without losing the session.
The second is sprite occlusion. Enemies, keys and coins no longer show through walls. A depth buffer now tracks the wall distance for every screen column and sprites are only drawn when they are physically in front of a wall from the player’s perspective. The dungeon now feels properly three dimensional.

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Audio Update :
Sound effects have been added to the game.
Six audio effects now play at key moments — gunshot on every fire, distinct sounds for coin and key pickups, enemy death on every kill including the Final Boss, player death on game over, and a win sound when the game is completed.
All sounds are managed through a single sound.js file and rewind before each play so rapid events never cut off.

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dineshnk167

Shipped this project!

Hours: 6.24
Cookies: 🍪 75
Multiplier: 12.02 cookies/hr

I made this project which my full interest . This game is unique and make people to play every time without boring. Dungeon game is most preferred by the children’s and adult too.

dineshnk167

After completing all five levels, players now face a Final Boss in a closed arena with no keys or coins — just a straight up fight.
The boss is 3x larger than normal enemies, takes 30 hits to kill, and enters an enraged Phase 2 at 50% HP — turning orange and moving significantly faster. A large HP bar at the top of the screen tracks the fight at all times.
The exit gate stays completely hidden until the boss is defeated. No door, no minimap dot, nothing. Once the boss falls the gate appears, the minimap reveals the exit, and the player can walk through to complete the game.
Players enter the arena with full HP and 35 ammo to keep the fight fair.

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Two new levels have been added to Dungeon 3D, pushing the total to five.

Level 4 is called The Catacombs. The map is built around a tight repeating grid of corridors that makes navigation genuinely disorienting. The walls are dark purple, enemies now take five shots to kill, and four keys are hidden across the map. The player spawns in the center this time instead of the corner, which immediately changes how the level feels to explore.

Level 5 is The Abyss and it is the hardest level in the game. The walls are near black, making it difficult to read the environment at a glance. Five keys are required to open the exit, enemies have six HP and move faster than anything in the previous levels. Finding all five keys while managing a constant stream of spawning enemies is a real challenge.

Both levels follow the same core loop — shoot, survive, collect keys, escape — but the increased enemy HP means players can no longer rely on quick one or two shot kills. Ammo management becomes critical at this point in the game.

With five levels now in the game, there is a proper difficulty curve from the open corridors of The Dungeon all the way through to the oppressive darkness of The Abyss.

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Comments

manojk902007
manojk902007 21 days ago

super

dineshnk167

The biggest update yet. The game now has three full levels — The Dungeon, The Maze, and The Fortress — each with a completely different map layout, wall colour, and difficulty. Enemies get tougher and spawn faster as you progress, and Level 3 requires four keys instead of three.
On the visual side, a proper gun model now sits at the bottom right of the screen with a bobbing animation and muzzle flash on every shot. It makes the combat feel much more grounded.
The minimap also received a useful upgrade — key locations are now marked directly on it in their own colours, so players always know where to head next. Once a key is collected it disappears from the map automatically.
Earlier updates added the full combat system with shooting, a wave-based enemy spawn, kill feed, ammo drops, and the red screen damage effects that pulse harder the lower your health gets. Every session now has a clear arc — fight through the enemies, hunt down the keys, reach the exit, and push into the next level.

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dineshnk167

Shipped this project!

Hours: 6.5
Cookies: 🍪 91
Multiplier: 14.04 cookies/hr

I build this Dungeon Game for enhance my coding skills. This project is one of best project too. I gained more knowledge and error solving skills by working on this project.

dineshnk167

This update transforms Dungeon 3D from a pure exploration game into an action survival experience.
The biggest addition is the shooting mechanic. Players can now fire at enemies using the Space key. Bullets travel instantly along the player’s line of sight using a raycast system. Enemies have a health bar above their head that reduces on each hit. Killing an enemy rewards 100 points and has a 40% chance to drop extra ammo. A kill feed in the top-right corner tracks every kill and ammo drop in real time.
A new enemy now spawns into the dungeon every 5 seconds, keeping the pressure constantly rising. Players start with 30 rounds and must manage ammo carefully — the bar turns red when supplies are low.
The goal remains the same — find all 3 keys and escape — but now you have to fight your way through to do it.

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  1. Enemy Hit Flash
    Every time an enemy touches the player, a sharp red flash instantly covers the screen for a fraction of a second. It fades out quickly so it never blocks vision for too long. This gives the player an immediate reaction — you feel the hit the moment it happens.
  2. Low HP Pulsing Overlay
    When the player’s health drops below 50, a soft red overlay begins pulsing across the entire screen. The lower the HP goes, the stronger and faster the pulse becomes. At 10 HP it is almost impossible to ignore — which is exactly the point. The player needs to know they are in serious danger.
  3. Red Edge Vignette
    When health falls below 75, a red gradient begins appearing around the edges of the screen. The center stays completely clear so gameplay is not blocked, but the border darkens and reddens as HP drops. This is a subtle but effective way to signal danger without being too aggressive.
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