Shipped this project!
In this ship , i have made this Dungeon Game in Advanced Level with more feature and you feel like playing a real shooting game.. WELL ENJOY IT !!!!
In this ship , i have made this Dungeon Game in Advanced Level with more feature and you feel like playing a real shooting game.. WELL ENJOY IT !!!!
I fix some of the logic error in this game. The player dies and click R to restart means , the player can play from the level where he died. And also change some gun store UI. Mainly, this devlog is for the logic error solved.
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NOW I have added a guns feature guys.. In the gun feature there are many guns with different powers. We can buy the guns using the coins gaining by killing the enemies and collecting coins. Every Guns has unique UI and also player can equip any guns which the player is brought.
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I have added a another feature that is Level Page . And also have added a localStorage for the coins too. The coins value is calculated by collecting a coin is 10 and killing enemies is about 100 coins. And the coming update is adding a About icon in that player can see the feature and know how to play. And also adding a gun visuals in the next update guyssss. !!!!!
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Good Job !! very nice and beautifull . keep it up captian
I have added a local storage option for the game . You can play some levels and after few minutes you can continue to play from the levels where you top. And also added a Select page where you select the level and play. If you completed a levels means a star appears on the level count. And also added few levels . Now the game consists of 10 levels and one final Boss Fight.
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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 !!
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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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.
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.
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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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.
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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