# Oneshot Roguelike — Fungal Catacombs

## Preset
**Fungal Catacombs** — damp torchlight, ossuary halls, bone gates, lantern warden

## Systems floor

- Single `index.html` file with inline HTML, CSS, and JavaScript; no external images; procedural floor generation using canvas tiles
- Turn-based grid movement; 8-directional keyboard controls; tap-to-move and tap-target on mobile
- 3 floor archetypes per run:
  1. **Ossuary Hall** — narrow corridors of stacked skulls, low ceiling feel, dim ambient
  2. **Bone Gate** — open chambers separated by arching doorways of carved bone, flickering torch light
  3. **Fungus Chamber** — bioluminescent mushroom clusters casting green-violet pools of light, damp walls
- Fog of war with field-of-view reveal (raycasting from player position, radius 5 tiles)
- 6 enemy families with readable, distinct turn logic:
  1. **Shambler** — slow, predictable, always moves toward player
  2. **Crawler** — moves two tiles per turn, alternates direction
  3. **Specter** — passes through walls, attacks from fog
  4. **Bone Knight** — guards a tile, attacks when player enters adjacent tile
  5. **Spore Cloud** — stationary, damages player if stepped on, leaves lingering fog
  6. **Lantern Warden** (boss) — appears on floor 3; patrols two tiles then flashes light that reveals fog in a radius-4 burst
- 4 consumable types: health potion, lantern oil (extends FOV radius), spore sigil (temporary true-sight), bone ward (blocks one hit)
- 3 equipment slots (weapon, armour, lantern) plus 1 relic slot (one-time use, persist across floors)
- 1 mid-run event: a **shrinking lantern shrine** offering a free relic choice
- Permadeath; best-run floor reached persisted to localStorage

## Visual direction
Lantern-lit dungeon with a dark stone base, warm amber torch glows, and bioluminescent green-violet fungus accents. ASCII/unicode tile rendering on canvas — readable, atmospheric. HUD styled as a worn runelog strip at the bottom.

## Output
`index.html` — complete, standalone, no placeholders.
