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Escape from the Depths cover image
Game Jam

Escape from the Depths

Guide four heroes out of a collapsing mine while an ancient demon of fire hunts you. One bridge stands between escape and the dark. Idle survival roguelite, "hand"- drawn pixel art (I used my mouse ).

Developed by: R2games
Free
Play mode
Single player
Platforms
  • Web Browser
Game engine
HTML5 Canvas
Genre
Idle Roguelite RPG
Built with Claude Minds

Screenshots

Gameplay Mechanics

Four heroes descend through a procedurally generated mine. You steer the lead hero; the others follow in formation and fight on their own. Light burns down as you go — run out and you crawl in the dark. Halfway out, an Ancient Flame wakes and begins hunting you. From then on the run is a chase: clear rooms, gather gold and food, buy upgrades, and reach the bridge before it reaches you.

Key Features

  • Four classes with distinct weapons, reach and abilities — dwarf, elf, wizard, ranger
  • A pursuing boss that never stops, turning every fight into a cost/benefit decision
  • Light as a resource: torches, the wizard’s Staff Light, and real darkness
  • A scripted climax on the bridge — the mage stays behind so the company can cross
  • Persistent relics carried between runs

What makes it stand out

Most idle games let you sit still. This one punishes it. The Ancient Flame closes distance while you fight, so every extra room you clear is a gamble against the thing behind you. And it ends with an authored moment rather than a score screen: the mage turns, raises the staff, and holds the span.

Every sprite, tile and screen in the game is hand-drawn pixel art made for this jam, along with the soundtrack and sound effects.

AI Tools Used

  • Claude — implementation: engine code, sprite and audio integration, animation systems, debugging
  • Minds (Game Designer Mind) — design consultancy

How AI was integrated

Art, music and sound were made by hand. AI was used for engineering and for design analysis.

The Game Designer Mind produced ten design artifacts that this build was tuned against:

  • Concept — FED24B3E-F36B-1410-8465-00039CE7DF11
  • Design pillars — 0BD34B3E-F36B-1410-8465-00039CE7DF11
  • MDA analysis — 25D34B3E-F36B-1410-8465-00039CE7DF11
  • Skill chain — 63D34B3E-F36B-1410-8465-00039CE7DF11
  • Fun classification — 89D34B3E-F36B-1410-8465-00039CE7DF11
  • Player profile — A4D34B3E-F36B-1410-8465-00039CE7DF11
  • Balance pass — 47D54B3E-F36B-1410-8465-00039CE7DF11
  • Readability spec — 31D84B3E-F36B-1410-8465-00039CE7DF11
  • Economy and balance v2 — 33D84B3E-F36B-1410-8465-00039CE7DF11
  • Consolidated review — 65DB4B3E-F36B-1410-8465-00039CE7DF11

These are not decoration: the upgrade cost curve, the enemy effective-HP tiers and the threat-readability rules in the shipped game come directly from those documents. The economy pass in particular reshaped how quickly upgrades become affordable, which changed how far a run can push before the Flame catches up.

Claude handled implementation across the whole build: the procedural mine generator, the pursuit AI, the sprite and animation pipeline, the Web Audio system, and the choreographed bridge climax.

Easter egg

The SHADE enemy found deep in the mine is a cameo of Dungeon Raising, a fellow entry in this jam — https://verse8.io/b6u2g7e

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