Inspiration

OVERRANK was inspired by the preparation loop in dungeon-crawling games: choose how to improve, enter a dangerous expedition, collect resources and return stronger. The goal was to make a compact mobile experience where preparation choices visibly affect survival.

What it does

OVERRANK is a single-player, portrait dungeon crawler in the Survival & Resource Management genre. Players begin in a Guild, spend Gold and Mana Crystals on training, weapon upgrades and blessings, then enter five-depth expeditions. They fight enemies, dodge telegraphed attacks, collect resources and use them to prepare for increasingly difficult encounters. Clearing the third expedition promotes the player to Rank E and completes the prototype session.

How we built it

The game was built as a self-contained Three.js and HTML5 project with AI assistance. Early systems were developed with Google DeepMind Antigravity AI Assistant, and later work continued with ChatGPT/Codex. The final build keeps the game code readable in one index.html file, includes Three.js locally in a vendor folder and uses procedural graphics and Web Audio for local assets. Browser-based tests were used to check combat, progression, touch controls, portrait layout, offline behavior and packaging.

Challenges we ran into

The project went through several redesigns. Dungeon visuals, enemy readability, mobile controls and progression all required repeated testing. We also removed systems that made the prototype feel scattered, including inactive upgrade paths and unclear resource mechanics. A technical challenge occurred when long AI prompts exceeded the model context limit, and part of the chat history was later lost during context management. The saved source, screenshots and Build Log became the reliable project reference.

Accomplishments that we're proud of

We created a complete playable session rather than a menu demonstration. The prototype includes a guided Guild, three escalating expeditions, physical resource drops, permanent upgrades, different weapon rarities, varied room encounters, boss phases and a Rank E ending. The touch controls support movement and attacking at the same time, and the build runs from a local package without external requests.

What we learned

AI-generated code needs continuous testing. Small, verifiable changes were more reliable than large rewrites. We also learned that focus matters: removing half-finished systems improved the clarity of the core combat and resource loop.

What's next for OVERRANK Project

The next version would expand the progression through Rank S, add more enemy variants and boss patterns, improve the visual art and deepen equipment choices while preserving the focused gather, upgrade and survive loop.

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