A browser-based dungeon crawler with an unconventional control scheme: instead of moving the character directly, you slide the rows and columns of the grid to guide them through each room.

Dungeon Slider gameplay screenshot
Dungeon Slider gameplay screenshot
Dungeon Slider gameplay screenshot

Design

Everything started in Figma — game board layout, character design, cell illustrations, UI screens. Since there was no visual reference for this kind of mechanic, the design phase was largely about inventing a visual language from scratch: how do you make a sliding grid feel like a dungeon? SVG assets were the medium, Figma was where every answer got worked out before touching the code.

Development

Built with Claude Code through an experimental, mechanic-first loop: design something in Figma, describe it, get it running, play it, break it, iterate. No framework, no build step — deliberately lean so the feedback loop stayed as tight as possible. Claude wrote the code; I played the game and decided what came next.

What did I learn

That game design is mostly about removing things. Every mechanic that seemed interesting in theory created friction in practice — the fun came from constraint, not from adding more. I also learned that a tight feedback loop between design and playable build is more valuable than any amount of upfront planning: you only know if something works when you can actually play it.

Stack

Vanilla HTML / CSS / JS. SVG vector assets. Installable as a PWA.