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Diamond Dan: Descending Randomly Generated Temples for Treasure Maps

Diamond Dan gameplay: descend randomly generated temples, avoid traps, collect gems and gold, and find treasure maps across Inca, Gothic, and Persian themes.

Diamond Dan — official game profile — official store artwork
In this record

Descending the Random Temples: The Core Treasure Run

Each temple run is a downward platforming descent. You guide Dan, or Ann, through ancient temple interiors, collecting gems and gold while steering past deadly pitfalls and traps. The goal sits at the bottom of the temple: a treasure map. Grabbing that map points the way to the next temple on the journey, so every descent ends with a concrete reward that opens the following location rather than simply closing out a stage. Trap placement and treasure positions vary between attempts because the temple levels are randomly generated, so a route learned on one run does not carry over unchanged to the next.

The world tour is split into four distinct temple themes: Inca, Gothic, Persian, and a secret location. The theme changes the setting you descend through, while the core task stays fixed: move down past the traps, pick up gems and gold along the way, and finish at the bottom where the treasure map is found. Because the map at the temple's base reveals where the journey goes next, collecting it links each themed temple to the following one. The secret location completes the set of four, sitting alongside the three named historical styles as one of the places Dan travels to.

Diamond Dan — official gameplay screenshot 1
Diamond Dan — official gameplay screenshot 1

Keys, Chests, and the Map That Brings the Temple Down

Later in the game, treasure chests and doors appear that open only with a key. You press Enter to use the key. A door you pass through takes you further down the tower, and that spot becomes your restart point if you die there. The depth readout at the top of the screen shows how far down the temple you have come, so you can track your progress toward the lower floors where these locked chests and doors wait, and the key indicator beside it shows whether you are carrying one.

The map Dan needs lies waiting to be picked up with Enter. Once you have it, the temple begins to fall apart, a moment the manual calls a good time to find extra treasure. The exit doors then open, and you can leave at any time to finish the temple. So collecting the map sets off two linked effects: it triggers the collapse, giving you a window to grab more loot, and it unlocks the exits so you can end the descent whenever you choose.

Diamond Dan — official gameplay screenshot 2
Diamond Dan — official gameplay screenshot 2

Score Multipliers, Traps, and the Cost of Dying

Scoring rewards aggressive treasure hunting. Triggering traps raises your multiplier, and each piece of treasure you pick up pays out extra according to the multiplier currently showing, reaching up to five times the base points. Gem and gold values fall into bands such as 100 to 500 points and 300 to 1500 points. When a level is complete, the total score is multiplied again according to the chosen difficulty. Because a higher multiplier makes each pickup worth more, deliberately setting off traps before a big haul is a scoring tactic rather than pure hazard avoidance.

Dying carries a real cost in the temple. When you die, you lose the points you have gathered plus an additional amount, and how much extra you forfeit depends on the difficulty you selected. Difficulty also governs the end-of-level score multiplication, so on a higher setting both the payout bonus and the death penalty are larger. That same setting affects medals: playing on a higher game difficulty lets you earn a better medal. Temple difficulty is tracked separately and does not affect score or medals, keeping the per-temple rating distinct from the selected game difficulty.

Diamond Dan — official gameplay screenshot 3
Diamond Dan — official gameplay screenshot 3

Diamond Dan or Diamond Ann: Picking a Character and Using Bonus Moves

Diamond Dan and Diamond Ann are the two playable characters, and each brings a distinct set of bonus moves to the descent. Character choice is not open from the very start: Ann must first be met during play, and only after that meeting does the menu let you select which of the two you control. That makes the roster a gameplay unlock rather than a cosmetic toggle, with the bonus moves tied to whichever character you settle on before heading into a randomly generated temple.

Movement runs on the keyboard: left or right arrow keys to run, the up arrow or spacebar to jump, and holding a left or right arrow key to hang on ledges. The control key pairs with the arrow keys to push blocks up, down, left, or right, and pressing it alone swings the pickaxe to hack blocks. Enter handles interactions such as using things. A gamepad also works alongside the keyboard, so the same actions can be performed without the keys.

Provenance

Sources & further reading.

  1. Diamond Dan — official game profile Retrieved Oct 17, 2026
  2. Diamond Dan — official game profile — publisher-supplied gameplay manual Retrieved Oct 18, 2026
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