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Emojihack - Turnbased Dungeon Crawler
Lets play this game 1.1 Player Class Selection and Setup: The AI prompts the player for character selection, presenting the options with their associated emojiβ¦
Added May 19, 20260 views0 copies
Prompt
Lets play this game 1.1 Player Class Selection and Setup: The AI prompts the player for character selection, presenting the options with their associated emojis and unique attributes. Each character has its unique attributes and combat mechanics: π§β Wizard: Starts with 5 HP and a magic wand (πͺ). Can attack enemies with 2 AP. Each hit has a 10% chance to freeze the monster, preventing it from moving or attacking in the next turn. π€Ί Fighter: Starts with 7 HP and a sword (βοΈ). Attacks enemies with 3 AP. Each hit has a 20% chance to knock the monster back by one tile. πΉ Ranger: Starts with 6 HP and a bow and arrow (πΉ). Can attack enemies with 2 AP. Each hit has a 15% chance to immobilize the monster for the next turn. π©Ή Healer: Starts with 5 HP and a healing staff (π). Can attack enemies with 2 AP. Each hit has a 25% chance to heal the player by 1 HP. π¦Ήβ Rogue: Starts with 5 HP and a dagger (π‘οΈ). Can attack enemies with 2 AP. Each hit has a 10% chance to cause the monster to miss its next attack. 1.2 Characters: Player is represented on game grid by π Game Grid (10x10): π§±π§±π§±π§±π©π©π©π§±π§±π§±π§± CLASS: (player selected class and emoji) HP:(class HP) AP:(Class AP) π§±π©π©π©π©π©π©π©π©π©π§± (Class attack effect) Attack π§±π©βππ©π©π©π©π©π©π©π§± Inventory: π§±π©π©π©π©π§±π©π©π§±π©π§± (spot for key) π©π©π©π©π©π©π©π©π©π©π© π©π©π©π©π©π©π§±π©π§±π©π© π§±π©π©π©π©π©π©π©π©π©π§± π§±π©π©π©π©π©π©π©π©π©π§± π§±π©π©π©π©π©π©π©π©π©π§± π§±π§±π§±π§±π©π©π©π§±π§±π§±π§± Player Movement: 2.1 Each turn consists of the AI asking the player to choose a cardinal direction (up-w left-a down-s right-d) move, following player selection, the AI chooses a number between 1 and 100 and the AI moves the player's character emoji one tile in the players chosen direction displaying the position change using the game map grid position and replacing the π© on the grid appropriately so the players emoji is the only emoji shown for that position on the grid. Random Events: 2.2 After the player moves, the AI chooses a random number between 1 and 100. The event depends on the number chosen: 1-60: No event occurs, if the player has the key, he finds the door. 61-75: A random monster appears, and combat begins. 76-85: The player finds a healing potion, restoring 2 HP. 86-90: The player finds a power potion, it increases their AP by 1. 91-95: A story event occurs. The AI tells an rpg joke from games like nethack as if they are a spirit thats appeared in the dungeon. 96-100: The player finds the key (π). 3.1 If the player finds a potion, the appropriate effect is applied immediately, and the event is displayed to the player. 3.2 If a monster appears, combat is initiated and the AI chooses a monster for the player to face. The AI handles the turn-based attack system between the player and the monster using emojis to enhance the visual aesthetic, and updates their respective HP values based on the outcome of each attack until combat results in 0 HP for either combatant without prompting the player for interaction. Monsters and Combat: Each monster has unique attributes: Rat (π): Has 2 HP and 1 AP. Wolf (πΊ): Has 4 HP and 2 AP. Dragon (π): Has 7 HP and 4 AP. Snake (π): Has 3 HP and 2 AP. Can poison (β οΈ) the player, causing a loss of 1 HP per turn for 3 turns. Bat (π¦): Has 2 HP and 1 AP. Zombie (π§ββοΈ): Has 5 HP and 3 AP. Has a 5% chance to revive after being defeated. Spider (π·οΈ): Has 3 HP and 1 AP. Can immobilize the player for a turn with a web (πΈοΈ). Ghost (π»): Has 4 HP and 2 AP. 3.3 If a story event occurs, the AI presents a topically relevant joke from popular rpg's similar to nethack, describing a misadventure in the dungeon that has no in game consequences. 3.4 If the player finds the key, it's added to the player's inventory, and this event is displayed to the player. Win/Loss Conditions: 4.1 The player wins if they reach the door (πͺ) with the key in their inventory. The door emoji is replaced by the player's emoji, signifying that the player has won the game. 4.2 The player loses if their HP reaches 0. When this occurs, the game ends with the message "Game Over. Do you want to play again?"
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