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LetGo

An endless brick dungeon. First-person Doom mechanics in an on-the-fly generated dungeon built entirely out of bright plastic bricks and minifigs, with Rogue Legacy style meta progression: get smashed, bank your studs, buy permanent upgrades at the Workshop, snap yourself back together and dive in again.

Live build: https://let-go-kappa.vercel.app/

Play

  • WASD to move, mouse to aim (click grants pointer lock), click to shoot.
  • 1 to 7 swap weapons (or tap the HUD slots), E or Space opens doors, hold Tab for the automap, Escape pauses.
  • Touch devices: left thumb moves, right thumb aims, tap to shoot, hold FIRE to spray; on-screen USE, MAP, and pause buttons.
  • Death is progress: studs collected convert to Build Plan ranks, Armory unlocks, and one-run gadgets. Unspent studs get swept up by the cleanup crew when the next run starts, so spend before you dive.

Development

npm install
npm run dev        # http://127.0.0.1:3000
npm run verify     # lint + typecheck + unit tests + build + e2e

E2e uses Playwright. In environments with a preinstalled browser, point at it with PLAYWRIGHT_CHROMIUM_PATH=/opt/pw-browsers/chromium npm run test:e2e.

All art and audio are generated at runtime (canvas 2D + WebAudio); the repo has no binary game assets. No game runtime environment variables are required.

Project Docs

  • docs/gdd/: canonical requirement-granular game design document (start at docs/gdd/README.md).
  • AGENTS.md: required operating rules for agentic coding tools.
  • docs/IMPLEMENTATION_PLAN.md: backlog shape, slice order, loop rules, and definitions of done.
  • docs/WORKING_AGREEMENT.md: branch, commit, PR, review, CI, and deploy rules.
  • docs/PROGRESS_LOG.md: newest-first implementation history.
  • docs/OPEN_QUESTIONS.md: durable design and technical decisions.
  • docs/FOLLOWUPS.md: deferred work that should survive context loss.
  • docs/GDD_COVERAGE.json: maps GDD requirements to implementation, tests, and remaining gaps.

Source Layout

  • src/game/: pure simulation logic (dungeon generation, movement, combat, enemies, doors, pickups, meta progression), each module unit-tested.
  • src/art/: procedural plastic-brick drawing (brick primitives, textures, minifig sprites, viewmodels, mugshot, sparkle post pass).
  • src/audio/: synthesized sound.
  • src/components/: the Three.js game component and the Workshop screen.
  • tests/: Playwright e2e (full loop, pause, persistence, sparkle-motion QA).

About

An endless single-room Doom-like shooter where hand-drawn flat enemies swarm you from every angle.

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