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Grim Fight

A snappy roguelite auto-battler with drag-and-drop squad building, crunchy item crafting, and flashy abilities.

TL;DR

Build a team, place them on a tactical grid, and hit Space to watch the chaos.

Merge components into powerful items, pick augments every few floors, and climb as far as you can on a single run.

Lightweight 2D action built with Phaser + React, shipped via Electron.

Features

  • Tactical Auto-Battles: Your squad fights automatically; you set the stage with placement, items, and synergies.
  • Deep Item Crafting: Combine components into completed items (think TFT-style recipes). Drag an item onto a hero to equip; merge automatically when a valid pair is present.
  • Augments & Events: Every few floors, pick from random augments that reshape your run. Enemies earn augments on milestones too.
  • Abilities With Style: From Dracula’s blood hunt to Rogue’s blink-flurry and Ymir’s freezing nova, each unit has a defining kit.
  • Roguelite Loop: 3 lives, escalating floors, gold rewards, occasional loot drops, and run records saved locally.
  • Satisfying Juice: Damage numbers, glow/border highlights, blood bursts, lighting, and smooth tweened movement.

How to Play

  • Drag heroes from your roster/bench onto the grid.
  • Equip items by dragging components onto a hero. Valid pairs auto-merge into completed items.
  • Press Space to start the round.
  • Win the floor to earn gold, loot, and augments at milestones. Lose all lives and your run ends (your record is saved).

(Dev only) D: toggle physics debug.

Recipes (Quick Peek)

Components combine 2-by-2 into completed items. Examples:

  • Sword + Sword → Deathblade
  • Sword + Tear → Shojin
  • Rod + Rod → Rabadon
  • Gloves + Gloves → Thief’s Gloves (limits other slots)

In-game tooltips show possible recipes and highlight what’s craftable with your current stash.

Roadmap (selected)

  • More characters, traits, and items
  • Boss floors & special events
  • Balance & AI improvements
  • Options (keybinds, VFX intensity, color-blind assists)

Tech Stack

  • Engine: Phaser (Arcade Physics, Lights, Graphics)
  • UI: React + MUI, event-bridged with a lightweight EventBus
  • Desktop: Electron via electron-vite
  • Persistence: localStorage (progress, characters, run records)

Contributing

Issues, balance notes, and PRs welcome. Please include:

  • Repro steps (what you did, what you expected, what happened)
  • Logs and screenshots/GIFs when relevant

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