Image 1 — After a lot of testing, I finally launched my co-op dungeon crawler PnP: "The Crypt". What do you think of the tile-based layout, high-difficult and minimalist design?
Image 2 — After a lot of testing, I finally launched my co-op dungeon crawler PnP: "The Crypt". What do you think of the tile-based layout, high-difficult and minimalist design?
Image 3 — After a lot of testing, I finally launched my co-op dungeon crawler PnP: "The Crypt". What do you think of the tile-based layout, high-difficult and minimalist design?
Image 4 — After a lot of testing, I finally launched my co-op dungeon crawler PnP: "The Crypt". What do you think of the tile-based layout, high-difficult and minimalist design?
Image 5 — After a lot of testing, I finally launched my co-op dungeon crawler PnP: "The Crypt". What do you think of the tile-based layout, high-difficult and minimalist design?
▲ 44 r/TTDungeonCrawler+1 crossposts

After a lot of testing, I finally launched my co-op dungeon crawler PnP: "The Crypt". What do you think of the tile-based layout, high-difficult and minimalist design?

Hello everyone!

I wanted to share a personal project I’ve been working on: The Crypt, minimalist co-op dungeon crawler Print & Play game.

In The Crypt, players explore procedural tile-based rooms, manage Energy, fight monsters, and defeat bosses while trying to survive the depths. My goal was to create a hard baseline difficulty game, yet featuring adjustable rules to suit each group's experience level, which I called "Merciful Crypt Variants" and "Merciless Crypt Variants" variants. They do not alter the core rules, but can make the game easier or even harder. Do you think players will welcome this?

The concept is to master the game over time while ensuring replayability remains consistently high.

Also, feel free to give me your thoughts about the minimalist concept. Is it the right approach for a dungeon, being it PnP?

P.S. Photos show the Spanish version, but all the components (including the rulebook) were translated into English as well!!

You can find a 9-second sweep with display and components here: https://imgur.com/a/7V5Xdp7

Thanks for your insights!

  1. Full board layout after a few turns of exploration.
  2. Enemies and bosses — printed and mounted on cardboard.
  3. 6 playable hero classes with unique abilities, stats, and inventory slots.
  4. Random event decks. Items, consumable and gear deck.
  5. 30 modular room tiles with unique room types and monsters, items and events icons.
u/ThePlayWellStudio — 3 days ago

After months of designing, I finally launched my co-op dungeon crawler PnP: "The Crypt". What do you think of the tile-based layout and minimalist design?

Hi everyone!

I wanted to share a personal project I’ve been working on: The Crypt, a bite-sized and minimalist co-op dungeon crawler Print & Play game.

In The Crypt, players explore procedural tile-based rooms, manage Energy, fight monsters, and defeat bosses while trying to survive the depths. My goal was to create a dark, tactical dungeon crawl experience with minimal setup and high replayability.

I’ve just released the English version on Etsy!

I’d love to hear your thoughts on the visual layout and mechanics. If anyone is interested in checking it out or giving feedback, feel free to ask or visit my profile for the link.

P.S. Photos show the Spanish version, but all files are fully available in English!

You can find a 9-second sweep with display and components here: https://imgur.com/a/7V5Xdp7

Thanks for taking a look!

  1. Full board layout after a few turns of exploration.
  2. Enemies and bosses — printed and mounted on cardboard.
  3. 6 playable hero classes with unique abilities, stats, and inventory slots.
  4. Random event decks. Items, consumable and gear deck.
  5. 30 modular room tiles with unique room types and monsters, items and events icons.
u/ThePlayWellStudio — 17 days ago