Dungeon Overlord — Heroes vs Boss (3D)
You're the boss. They're the heroes. They're coming. Adapt.
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Prompt
An autonomous 3D Dungeon Keeper-clone. 5 procedurally generated stacked floors with themed rooms (crypt fountain, sarcophagi, spider lair, throne hall, pulsing heart) and L-corridors. 4 hero classes (paladin/ranger/wizard/rogue) using A* pathfinding, ranged projectiles, floating damage numbers. Overlord rotates each run (Vorthak the Eternal, Nyx of the Veil, Skarn Boneking, Hex the Whisperer) with a lieutenant. Overlord acts every 5s — summons monsters, places trap glyphs, casts withering curses, taunts. 12 waves at 90s cadence. Heroes reaching the throne on floor 4 trigger a Demon King boss fight (heroes win on kill). 12 waves survived = overlord wins. Emergent events every ~18s (bard hires, monster traitors, dragon hatching, time-mage rewinds, dungeon collapse). Throne-room side panel with overlord-on-throne and spinning crystal. Dual-tagged chronicle: [VORTHAK] purple, [HEROES] gold, [CHRONICLE] cyan. Auto-restart with new overlord and new dungeon.
Paste this into Claude, Cursor, or Copilot. Change one thing that matters to you.
What I learned shipping it
- A* on a grid is the cheapest hero AI that looks intelligent — heroes navigate L-corridors, dodge trap glyphs, and form a party at chokepoints, all from one shared pathfinder.
- Rotating the overlord (Vorthak / Nyx / Skarn / Hex) per run gives the streamer 4 distinct personality reads across 4 sagas — same engine, totally different tone in the chronicle log.
- Asymmetric autoplay (overlord vs heroes) is naturally watchable — viewers root for one side, the loop has built-in stakes, and a 12-wave timer creates a finite arc.