Gridfall is a compact grid-based roguelike built in one month. Every action is a turn. Every turn matters.

Core Loop

Move through procedurally-generated dungeons on a grid. Enemies only act after you do. Field-of-view hides unexplored areas. Bump into enemies to attack. Reach the stairs, descend, repeat. Survive 5 floors and defeat the boss—or die and start over.

What's In It

Combat: Three weapon types with distinct behaviors. Dagger for crits, Mace for armor-shred, Bow for range. Status effects like Bleed and Stun add tactical depth.

Build Variety: Find consumables (bombs, healing potions, smoke bombs). Spend gold at shops between floors. Choose perks at Floors 2 and 4 (+Vision, +Crit, +Inventory Slot). Runs feel different based on what you find.

Enemy Archetypes: Slimes, Runners, Brutes: each tests different approaches. Spawn tables shift enemy distribution as you descend, ramping difficulty.

Boss Fight: Floor 5 ends with a unique encounter featuring phase mechanics and minion spawns.

What This Is (and Isn't)

This is a focused, functional roguelike slice. It's not sprawling, it's not endless, and it doesn't pretend to reinvent the genre. It's designed around the classic roguelike loop: explore, fight, loot, adapt, die, learn.

  • Procedural generation ensures replayability via seeded dungeons (BSP room generation).
  • Save/load system lets you quit mid-run without losing progress.
  • Post-run stats show seed, turns taken, damage dealt/received, and cause of death.

Built in Unity over 4 weeks as a structured challenge. Every system is modular. Every feature is complete.

Controls

  • WASD / Arrow Keys: Move
  • Period (.): Wait
  • Number Keys: Use consumables
  • R: Restart run
  • ESC: Menu

Play Time: 15-20 minutes per run. Difficulty: Fair but unforgiving. Mistakes stack quickly. Saves: Auto-saves on floor transitions.

Development log

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