Puzzlum / Gamepad Enforcer / Dungeon

Dungeon Player's Guide

A self-contained guide for playing Dungeon: exploring maps, reading the HUD, using keyboard, mouse, and GE gamepad controls, managing party members, abilities, Essence, shops, chests, body bags, Battle Mode, and save behavior.

Document date2026-07-03
AudiencePlayers
Primary play root/public/alpha/Dungeon/
StatusLiving guide / play notes

1. Start Here

Dungeon is a browser-based, GE-supported adventure game built around map exploration, actors, abilities, Essence, containers, party management, and Battle Mode. It may be played with mouse, keyboard, gamepad, and the GE HUD depending on your current device and the build you are running.

Best first move: load the game, move one tile, hover or focus the nearest interactive actor, then try Action A and Action B. Dungeon maps are data-driven, so the exact result depends on the actor, tile, and active save slot.
1Load

Open Dungeon and let the GE HUD, assets, conditions, and active save data finish loading.

2Move

Use keyboard, mouse, or gamepad movement to confirm your player actor responds.

3Inspect

Hover, face, or select nearby actors, doors, chests, shops, and special tiles.

4Act

Use Action A or Action B to interact, open panels, trade, level up, fight, or trigger map behavior.

Dungeon uses the word actor for active map entities. That includes enemies, merchants, chests, body bags, party members, interactive features, and any map entity that carries behavior.

2. What You Are Doing

Your moment-to-moment goal is to explore the current dungeon map, survive encounters, collect or spend Essence, manage your party and inventory, unlock paths, and use abilities or items at the right time. Some maps are test maps or works in progress, so the local goal may be different from one save slot to another.

ExploreMove through rooms, corridors, special tiles, doors, locks, containers, hazards, and actor-controlled areas.
InteractUse actions on actors and tiles. Merchants, chests, body bags, level-up actors, and battle actors can all open different panels.
PrepareWatch Health, Stamina, Mana, Level, Essence, inventory slots, key amounts, and ability availability.
SurviveChoose actions carefully in Battle Mode. Defeat can cost Player Level, and a level that drops too low can end that actor's run.

Dungeon's rules are condition-driven. That means timing, battle behavior, shop rules, locks, and interaction details may be tuned by the current project data rather than being identical in every map.

3. Screen and HUD

The main view is the Game Portal. It shows the map, your player actor or party, nearby actors, animated ability sprites, panel overlays, GE HUD elements, and contextual feedback. The HUD and panels may change depending on the game state.

Screen elementWhat it meansPlayer habit
Game PortalThe active play area where map movement and actor interaction happen.Move only when no modal panel is taking input.
Cursor or focus markerMouse, keyboard, or GE gamepad focus for hover and interaction.Hover the target actor or tile before using context-sensitive actions.
GE HUDShared Gamepad Enforcer overlay controls and supported HUD items.Use it even while panels are open when a GE HUD item is meant to stay active.
Party PanelParty status, party member selection, inventory, and related controls.Handle party actions here; normal movement should not bleed through.
Battle ModeTurn/action selection and battle feedback.Select the intended action before confirming; do not assume the default is safe.
Shop PanelTrade, free transfer, chest access, body-bag access, or level-up service.Check direction, cost, amount, and target slot before confirming.
Panel rule: Party Panel, Battle Mode, and Shop Mode consume normal Game Portal controls so movement and attacks do not accidentally happen behind the panel. GE HUD activation remains available where designed.

4. Controls

Dungeon supports multiple input surfaces. The exact physical labels can vary by controller, and GE resolves device-specific aliases so that Xbox, Sony, Nintendo, 8BitDo, keyboard, and mouse layouts can be handled without assuming one raw button order.

Core action vocabulary

ActionMeaningTypical use
Move / FaceMove the player actor or face a direction without committing an interaction.Explore, line up with a door, face an actor, avoid blocking party members.
Hover / FocusPoint at or select the intended target.Target chests, shops, level-up actors, GE HUD items, and battle options.
Action APrimary action.Confirm, choose, interact, use a selected option, or activate the common action for the focused target.
Action BSecondary/context action.Back/cancel in many contexts, alternate interaction, or open special actor behavior such as level-up services when hovering the right actor.
GE HUD activationActivate a HUD item through GE hitboxes.Open overlay items, rankings, or other shared GE-supported controls.

Keyboard and mouse

Arrow Keys / WASDMouse HoverClickEnter / ConfirmEsc / Back

Use the on-screen prompts for the current build when they are present. This guide uses the stable action names, not a promise that every map binds every key the same way.

Gamepad

D-Pad / StickFace ButtonsAction AAction BGE Overlay

Raw face labels such as A, B, X, and Y are treated as Xbox-style labels by default. Nintendo-style labels are selected only when GE or the device configuration identifies a Nintendo/Switch/Joy-Con/8BitDo Nintendo-style layout.

Do not fight the panel: if a panel is open, use panel controls. Movement, normal actions, and battle choices are intentionally captured by the front-most panel so clicks and button presses do not affect the map behind it.

5. Movement and Exploration

Movement is tile- and actor-aware. Some actors block movement, some can move out of the way, some are hidden, and some tiles or doors require a condition, key, lock amount, or actor interaction before you can pass.

  • Face or hover before using a context action on a nearby target.
  • Do not assume an actor is hostile just because it occupies a tile. Merchants, chests, body bags, guards, and special map logic are all actors.
  • Party members should not step through each other. When a unit moves, members may need to recursively get out of each other's way.
  • Guard units may track the whole player unit rather than only the leader.
  • Roads, corridors, or authored paths may use Auto-Walk behavior when the current map supports it.

Blocking and Z order

Actors can have blocking behavior and a visual order. If an actor looks like it is in front of you, treat it as interactable or blocking until the game state proves otherwise. Doors and other actors should respect their intended ZIndex and hitbox order so the visible target matches the clickable target.

6. Actors and Interaction

An actor is any map entity that can carry identity, stats, inventory, flags, sounds, BGM, blocking, hidden state, trade behavior, purge behavior, or battle behavior. Player-facing actor types can include party members, enemies, guards, merchants, chests, doors, body bags, special triggers, and level-up services.

Friendly or neutral actorsMay talk, trade, open a panel, play BGM, provide a level service, block movement, or act as a map feature.
Enemy actorsMay trigger Battle Mode, pursue the party, guard an area, or leave body-bag containers when defeated.
Container actorsChests and body bags can use shop-panel transfer mechanics for taking, depositing, or clearing items.
Hidden actorsMay still carry gameplay logic even when not visually rendered on the map.

When an actor does not react the way you expect, try a different approach: move adjacent, face it, hover it, use Action A, use Action B, or open the relevant panel.

7. Party Panel

The Party Panel is where you review party members, check resources, choose or inspect inventory slots, and manage party-specific actions. Party members may have battle stats, inventory slots, and abilities.

Party fieldPlayer meaningWhat to watch
HealthSurvival resource.If it reaches a dangerous level, heal, retreat, or end the fight quickly.
StaminaPhysical effort resource.Physical actions may become harder or unavailable when depleted.
ManaMagic or special ability resource.Save it for abilities that matter.
LevelOverall growth and defeat buffer.Combat defeat costs Player Level; dropping too low can end the actor's run.
EssenceCurrency/value resource, shown as Ess.Needed for shops and level services.
Action InventoryUp to 15 item/ability slots for battle and interaction.Choose the correct slot before spending or confirming an action.
Input capture: while the Party Panel is open, it owns normal mouse, keyboard, and gamepad input. Close or back out of the panel before trying to move on the map again.

8. Items and Abilities

Dungeon treats items and abilities through shared inventory slot behavior. Actors can carry up to 15 item/ability slots, and the same amount and depletion rules should apply to ordinary items, abilities, keys, locks, containers, shops, and battle actions.

Displayed sprites

In ability listings, the ability sprite appears before the ability name. If an ability has no animation in the live game, it should show a grey placeholder box. That grey placeholder is specifically for listed abilities without animations, not for every missing sprite in the game.

Amounts are rounded up for display

Stored amounts can be fractional. The displayed count rounds up so the player sees that a partial remaining amount still exists.

stored amount: 0.25  → displayed count: 1
stored amount: 1.00  → displayed count: 1
stored amount: 1.10  → displayed count: 2
  • A slot with a visible count of 1 may contain a fractional amount.
  • Using an item, key, lock charge, or ability may deplete part of the stored amount.
  • When an amount reaches zero, purge behavior may remove the empty stack.
  • Do not assume a displayed count tells you the exact decimal amount.

9. Essence and Appraisal

Essence is the value/currency resource used by shops, appraisal, level services, and other economy behavior. It should display with a space before the unit: 12 Ess, not 12Ess.

BuyingWhen a shop charges Essence, confirm the item, amount, and total before accepting.
SellingSome shops or level services may offer sell-back behavior. Returned value can be lower than purchase value.
Free transferPurge containers behave like zero-Ess shops, so moving items may cost nothing.
AppraisalLevel services and special shops may use appraisal ramps rather than flat prices.

For level purchases and sell-back, Dungeon can use an appraisal ramp. If sell-back is available, it may use half-current-level appraisal per tier instead of refunding the original full purchase value.

10. Shops, Chests, and Body Bags

Dungeon uses the shop panel for more than merchants. Chests, body bags, and special actors can use the same transfer machinery. The panel may represent a normal shop, a free container, a two-way trade interface, a level-up service, or a purge source.

Actor or flagPlayer-facing behaviorWhat to do
Merchant / Shop actorOpens a shop panel with costs or trade behavior.Choose item, direction, and amount before confirming.
ChestContainer actor. Chests have Trade and Purge behavior by default.Take items from the chest or deposit items into it through the shop panel.
Body BagDefeated actors may leave a body-bag container. Body Bags have Purge behavior by default.Loot or transfer items at zero Ess where the map allows it.
TradeAllows two-way transfer through the shop panel.Move items both directions; matching slots are used first, then empty slots.
PurgeFree source/container behavior with zero-unit cleanup.Expect empty stacks to disappear after transfer or depletion.

Transfer rules

  • Matching item or ability slots are preferred.
  • If no matching slot exists, an empty slot may be used.
  • Fractional amounts are preserved behind the displayed rounded-up count.
  • Zero-unit stacks can be purged automatically.
  • Panel input is captured while the shop is open, except for allowed GE HUD activation.

11. Battle Mode

Battle Mode opens when the current actor, condition, map, or action triggers combat. While it is open, Battle Mode owns normal input so the game does not accidentally move or interact with the map behind the battle panel.

1Read

Check enemy, party member, Health, Stamina, Mana, Level, and available actions.

2Select

Move focus to the desired action. Selection state matters.

3Confirm

Use the confirm action only after the highlighted action is the one you want.

4Recover

After battle, check dropped items, body bags, level loss, and party status.

Battle stats

Battle actors can use Health, Stamina, Mana, Essence, Level, and a 15-slot Action Inventory. Health, Stamina, and Mana can each have current, minimum, maximum, regeneration, enchanted, and undead-style behavior depending on the actor data.

Selection warning: choose deliberately. Battle actions should apply the selected action, not a stale or default action, but you should still verify the highlight before confirming.

Defeated enemy actors may be removed from the blocking map and replaced with walkable body-bag tiles. Enemy body bags are expected to be brown; player body bags are expected to be dark grey when that state is used.

12. Levels and Defeat

Level is both progression and a survival buffer. In the current Dungeon rules, combat defeat costs 1 Player Level. If the resulting level is 0 or less, the defeated player actor is expired.

Level-up services

Some actors can provide dedicated level-up shop behavior. When an actor has the right level-up and shop behavior, use Action B while hovering or focusing that actor to open the level-up service.

  • Level purchases may cost Essence based on an appraisal ramp.
  • Sell-back, when available, may use half-current-level appraisal per tier.
  • Check the cost and resulting level before confirming.
  • Do not open a level service in a hurry while a battle or other panel is already active.
Practical habit: spend Essence on levels before a dangerous area only when you can still afford the items, keys, or ability resources needed to get out.

13. Doors, Keys, and Locks

Doors and locks can use the same amount/depletion rules as other items. That means key and lock amounts can be fractional internally while the displayed count rounds up.

  • Face, hover, or focus a door before interacting if the action is directional.
  • A key count of 1 may be a partial remaining amount.
  • A lock may consume a fractional or full amount depending on conditions.
  • Door behavior can depend on actor blocking, ZIndex, current conditions, and inventory state.
  • If a door does not respond, try moving adjacent, facing it, using the other action, or checking inventory.

Because Dungeon is data-driven, not every door is only a door. Some door-like actors may also carry BGM, hidden trigger behavior, trade logic, lock logic, or battle conditions.

14. Audio and Areas

Dungeon can attach BGM behavior to actors, not only to fixed map regions. Any actor can carry BGM behavior, and tracks can loop or crossfade when the authored data calls for it.

Area musicEntering a room or approaching a special actor may start or crossfade background music.
Actor musicA boss, Hexdot, trigger actor, or Granter-backed actor may carry the BGM behavior.
Sound effectsActions, pickups, traps, doors, and battles may play sounds when browser audio is unlocked.
Browser unlockSome browsers require the first click, tap, or button press before audio can play.

If audio seems silent at first, interact once inside the Game Portal and confirm the tab is not muted. Crossfades may take a moment, especially when a save slot loads a different track set.

15. Saves and Active Slots

Dungeon can save active map and project changes into server-side storage. That means the active play state may come from a selected private save slot rather than the original public source assets.

Important: if the game behaves differently from what you expected, the active save slot may be overriding the public originals. Reloading a different slot can change maps, actors, abilities, shops, sounds, and conditions.
  • Use the intended save slot when testing a map.
  • Do not assume the public default is the one you are currently playing.
  • If a shop, chest, door, or battle changed recently, reload the active slot before judging the behavior.
  • If the Editor and the game disagree, check which slot each one is using.

16. Troubleshooting

SymptomLikely causePlayer-side check
I cannot move.A panel may be open, a blocking actor is in the way, Auto-Walk is waiting, or input focus is captured.Close Party, Battle, or Shop panels; click the Game Portal; try a different direction.
My click activates the wrong thing.Another panel or GE HUD item may be on top, or the target's hitbox/ZIndex is not what it appears to be.Move the cursor away and back, close overlays, then hover the target again.
Battle chose the wrong action.The selected action may not have been the one you thought was highlighted.Move selection deliberately, wait for the highlight, then confirm.
My item count is confusing.Stored amounts can be fractional while display counts round up.Treat displayed counts as availability, not exact decimal amounts.
A chest behaves like a shop.That is expected. Chests use shop-panel transfer behavior and have Trade/Purge behavior by default.Use the panel to take or deposit items.
A body bag can be looted.That is expected when a defeated actor leaves a purge-style container.Use the shop/container panel and watch for zero-Ess transfer.
Audio starts late.The browser may require an interaction before audio is unlocked.Click or press a button in the Game Portal once.
The map differs from the files I expected.The active server-side save slot may be overriding public source assets.Check or reload the selected save slot.

17. Quick Reference

Core loop

Move, hover or face, use Action A/B, read panel feedback, collect or spend resources, check party state, continue exploring.

Panel rule

Party Panel, Battle Mode, and Shop Mode capture normal input. Close the front panel before trying to move on the map.

Actor rule

Use “actor” for enemies, merchants, chests, body bags, party members, doors, triggers, and special map entities.

Inventory rule

Amounts can be fractional. Displayed counts round up. A visible 1 can mean a partial amount remains.

Essence rule

Currency/appraisal displays as Ess with a space, such as 12 Ess.

Chest rule

Chests default to Trade and Purge behavior, so you can take from them and deposit into them through the shop panel.

Body bag rule

Defeated actors may leave walkable, lootable body-bag containers with purge-style zero-Ess transfer behavior.

Level rule

Combat defeat costs 1 Player Level. A resulting level of 0 or less expires the defeated player actor.

Save rule

The active server-side save slot can override public originals. Always verify the active slot when testing behavior.

Glossary

TermMeaning
ActorAny active map entity: player, party member, enemy, merchant, chest, body bag, door, trigger, or special feature.
Action APrimary confirm/interact action.
Action BSecondary/back/context action, including level-up service activation on the right actor.
Battle ModeCombat panel where selected actions, stats, and resources matter.
EssEssence currency/value unit.
TradeTwo-way transfer behavior through the shop panel.
PurgeFree container/source behavior with zero-unit cleanup.
GE HUDGamepad Enforcer overlay/HUD controls shared by GE-supported games.