
Gridfall: A Proto-Roguelike
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.
| Status | Released |
| Platforms | HTML5 |
| Author | ZandolieArts |
| Genre | Role Playing |
| Made with | Unity |
| Tags | Roguelike |
Development log
- Gridfall: A One-Month Roguelike PostmortemOct 10, 2025




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