dungeon-rush

byDaniel Lovaysa

Quiero crear un videojuego web 2D llamado Dungeon Rush. Será un juego arcade de partidas cortas y repetibles, donde el jugador controla un personaje dentro de una mazmorra, derrota enemigos, recoge monedas y experiencia, consigue mejoras y busca obtener la mayor puntuación posible. Quiero que el proyecto esté pensado como un producto comercial escalable, con una arquitectura que permita agregar posteriormente personajes, skins, armas, habilidades, misiones, logros, ranking, cuentas de usuario y monetización mediante publicidad. El juego debe funcionar en navegador de escritorio y dispositivos móviles. Quiero comenzar con un MVP pequeño pero completamente jugable y posteriormente evolucionarlo por etapas. Antes de escribir código, quiero que analices el concepto, generes los requisitos funcionales y no funcionales, propongas el flujo de usuario, arquitectura tecnológica y un plan de desarrollo por etapas. No implementes todavía funcionalidades fuera del MVP.

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System Requirements

System Requirement Document
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System Requirements Document for dungeon-rush

1. Introduction

Dungeon Rush is a 2D web arcade game of survival and action, built for short, repeatable runs. A player controls a character inside a dungeon with a top-down view, moves freely, fights enemies manually, collects coins and experience, chooses temporary upgrades when leveling up, and tries to reach the highest possible score. When the character's health reaches zero, the run stops and the final result is shown.

The product is conceived as a scalable commercial game: the current release is a small but fully playable MVP, and its architecture must allow later addition of characters, skins, weapons, skills, missions, achievements, ranking, user accounts, and advertising-based monetization. Those capabilities are future horizons and are not implemented in the MVP.

The public experience of the MVP consists of exactly three pages: Landing, Partida, and Resultado. All visible game content is in Spanish. The gameplay must work correctly on desktop, tablet, and mobile browsers.

The project's planning material (concept analysis, functional and non-functional requirements, user flow, technical architecture, and the staged development plan) is maintained as internal project documentation. It is not part of the player-facing experience and is not a page of the game.

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2. System Overview

Dungeon Rush delivers a first-party browser game through custom application pages. It is publicly accessible and anonymous: there is no login, registration, or account creation in the MVP, and no identity has to be established to play.

Current active human actors are:

  • Jugador — the public visitor who plays Dungeon Rush and pursues higher scores across repeatable runs.
  • Responsable de producto / evolución del juego — the internal role that keeps the project's planning documentation and the staged evolution path.

The MVP contains:

  • A public landing experience that presents Dungeon Rush, explains the game loop and the desktop/mobile controls, and offers the dominant action "Jugar".
  • Partida, the real gameplay: a controllable character, manual combat, progressive waves of Goblins and Orcos, coins, experience, temporary upgrades, score, and a HUD showing health, experience bar, level, coins, score, and wave.
  • Resultado, a simple Game Over screen showing the final score, enemies defeated, coins obtained, and level reached, with the actions "Jugar de nuevo" and "Menú".

The MVP explicitly excludes: login, registration, accounts, ranking, shop, skins, purchases, advertising, multiplayer, chat, missions, persistent achievements, additional characters, additional weapons, multiple maps, bosses (jefes), persistent inventory, and permanent progression. There is also no persistent shop: coins exist only inside the run and contribute to the score.

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2a. Product Interpretation and Delivery Boundary

Dungeon Rush is a public, anonymous web game. A player can open the Landing page in a desktop, tablet, or mobile browser and start a run immediately, without creating an account or storing a player identity. Nothing in the MVP binds progress to a person: every run starts from the same baseline, and all progression achieved during a run is reset when a new run begins.

The delivery boundary is deliberately narrow. The current release owns exactly three player-facing surfaces — Landing, Partida, and Resultado — and everything the player can see or do happens inside them. Partida owns the gameplay itself: the character, the enemies, the waves, the collectibles, the upgrade selection, the score, and the HUD. Resultado owns the outcome of the finished run and the two accepted continuations: play again, or return to the menu.

The planning documentation of the project — concept, requirements, visual direction, component list, frontend and Phaser architecture, entity model, state system, waves system, combat system, progression system, user flow, and the staged task plan — is an internal project artifact. It is deliberately kept out

No completed page designs yet.

Completed design pages will appear here when they are ready to preview.

Landing: Open game in browser
Landing: Review control guidance
Landing: 1. Select Jugar
Landing: 2. See initialization error
Landing: 3. Retry initialization
Partida: 4. Control character in dungeon
Partida: 5. Defeat enemies
Partida: 6. Collect coins
Partida: 7. Collect experience
Partida: 8. Obtain available upgrade
Partida: 9. View current score
Partida: 10. See runtime error state
Resultado: 11. View final score
Resultado: 12. Select Jugar de nuevo
Resultado: 13. See missing-result state
Resultado: 14. Return to Landing

No completed page designs yet.

Completed design pages will appear here when they are ready to preview.

Landing: Open game in browser
Landing: Review control guidance
Landing: 1. Select Jugar
Landing: 2. See initialization error
Landing: 3. Retry initialization
Partida: 4. Control character in dungeon
Partida: 5. Defeat enemies
Partida: 6. Collect coins
Partida: 7. Collect experience
Partida: 8. Obtain available upgrade
Partida: 9. View current score
Partida: 10. See runtime error state
Resultado: 11. View final score
Resultado: 12. Select Jugar de nuevo
Resultado: 13. See missing-result state
Resultado: 14. Return to Landing