Players will create a character and either randomly or from a pool of points, assign scores to measures such as strength, intelligence, dexterity, and constitution. This impacts HP (Health) and Armor Class (How hard they are to hit), or how much damage they do.
Players will progress through randomly generated "rooms" within the dungeon, and will encounter randomly-generated monsters and/or items.
Players will be faced with the choice to fight or flee from encounters. Fighting will occur in "turns", influenced by "Initiative" scores. Initiative is a random "dice roll" number and will determine who attacks in what order. Higher scores will allow characters to go first.
Defeating monsters will add XP (Experience points) and money (Gold) to the player character object, which will be evaluated as a score at the end of the game.
There can be some sort of penalty (perhaps randomly generated) that applies if you run away, apart from no score being gained from fled encounters.
The end goal is to escape the dungeon with a high score in XP and money.
There can be checkpoints after n number of rooms, which will prompt players to exit the dungeon or continue. There can be goals at the end of each dungeon as needed.
Environment
Players will be prompted with messages to a screen after creating their character. The screen will contain information on encounters with monsters or items.
Rooms can randomly be generated with random properties, such as number of monsters, number of items, etc.
If there are monsters in the room that have been randomly generated, this prompts the player to either fight or flee the encounter. If the player fights, they are given the option at the beginning of each turn to continue to fight, or flee. Fighting will continue in this manner until either all monsters have been defeated, or the player flees or is killed. If the player chooses to glee the encounter, some penalty will apply (TBD).
When a player wins combat, a property of the Monster object called xpValue will assign XP to the player. Monsters and rooms might also contain money or items, which can be "looted" by the player and added to player inventory.
After an encounter is won and monsters defeated, the player MUST proceed to the next room, unless the next room in the rooms array is a checkpoint (currentRoom === roomsArray.length).
If a player flees a room encounter, their next room entered is not the same room; instead, another random room is generated, and the fled encounter does not count toward the checkpoint limit.
Rooms will progress in difficulty with each checkpoint reached. Initially rooms could be randomly generated from only the "easy" rooms, and then step up to "medium" at checkpoint 1, etc.
Describe the game flow from a player's perspective: characters, actions, etc. What the end product would look like.