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.
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:
The MVP contains:
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.
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.
No completed page designs yet.
Completed design pages will appear here when they are ready to preview.
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