The project has three core pillars:
1. The Roguelike: A deep, turn-based game with a "dungeon crafting" system. Instead of playing random levels, you combine presets to compose a dungeon with specific properties, and the same combination always generates the same seed. The endgame involves unlocking a developer console to script the game world.
2. The 75+ "Minigames": This is where my obsession really shows. To grind EXP, you can play a huge variety of side content, including: A physics/chemistry sandbox: I wrote a 2D engine from scratch that simulates rigid bodies, cloth, fluids (SPH), thermodynamics, and chemical reactions. You can even design custom materials by combining elements from a periodic table. A spreadsheet app: A surprisingly functional Excel clone with a formula engine (=SUM, VLOOKUP, etc.), formatting, and even XLSX import/export. Other tools: A word processor, paint program, circuit simulators, and tons of classic games (Chess, Tetris, etc.).
3. The To-Do List: This is my experiment in gamification. It's a real To-Do list where you set your own real-life tasks. Completing them gives you in-game rewards (EXP, rare items), while negative tasks (like "stayed up too late developing this game") can apply penalties. This has been a massive learning experience and a true labor of love, free from commercial constraints. I wanted to see how far I could push what's possible in a browser with just the basics. I'd be happy to answer any questions about the implementation, the design philosophy, or why I thought building an Excel clone for a roguelike was a good idea. Feedback is deeply appreciated!