dungeon-system

Automate dungeon map generation and depth progression for card battle games.

Updated Nov 27, 2025
One-click install
npx skills add https://github.com/sunbreak-pro/original-card-battle --skill dungeon-system
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: dungeon-system
Source: https://github.com/sunbreak-pro/original-card-battle/tree/main/.claude/skills/dungeon-system
Command: npx skills add https://github.com/sunbreak-pro/original-card-battle --skill dungeon-system

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Add or modify dungeon exploration mechanics for a card battle game, enabling flexible depth-based progression and node-based encounters.

Core Features & Use Cases

  • Node-based dungeon structure with battle, elite, boss, rest, event, shop, treasure, and mystery nodes to create varied run experiences.
  • Depth progression and return system that governs progression, risk, and loot retention across depths.
  • Map generation and data models that support deterministic dungeon layouts and repeatable encounters across play sessions.

Quick Start

Integrate or modify dungeon nodes, map generation, and return progression for your card battle game.

Frequently Asked Questions about dungeon-system

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate a dungeon map for a card battle game?

Dungeon map generation for a card battle game uses domain models for DungeonNodeType and DungeonNode interfaces to create deterministic layouts with battle, elite, boss, rest, event, shop, treasure, and mystery nodes for varied run experiences.

What is depth progression in dungeon exploration mechanics?

Depth progression in dungeon exploration governs player advancement, risk, and loot retention across multiple depths. It works with a persistent DungeonRunProvider to track progression and manage return systems during a dungeon run.

How do I add different node types to a dungeon crawler?

Adding dungeon node types involves implementing the DungeonNodeType domain model to categorize encounters. Supported types include battle, elite, boss, rest, event, shop, treasure, and mystery nodes, which structure the exploration and combat flow.

Can I track dungeon run state and player progression persistently?

Yes, dungeon run state and player progression are tracked persistently using a DungeonRunProvider. This component maintains progression data and manages the return system logic across multiple depths throughout the dungeon exploration session.

Does dungeon exploration logic require external dependencies to modify?

No external dependencies are required to modify dungeon exploration logic. The system operates independently using internal domain models, interfaces, and a persistent provider, allowing direct integration into existing card battle game architectures.