I got killed by a fire imp and crashed the same way.
Fnoord 30 days ago [-]
Oops... Suddenly, the dungeon collapses
marcingas 31 days ago [-]
Love it :D
marcingas 31 days ago [-]
Author here! Thanks for posting! This game is written in a Clojure-like programming language I've made. So this is a (B)rogue-like in a Clojure-like :)
What I think is interesting is that this game computes the entire world state each tick and does so efficiently thanks to persistent data structures.
To anyone who dared to fire it up: thank you for playing, I'm curious what you think!
allknowingfrog 31 days ago [-]
I did a quick run on the web version. I was able to sneak attack everything on the first two levels, which felt like a bug, but I'm honestly not sure.
When I found a spear, I kind of expected to be able to throw it, but I didn't find a throw option anywhere. I think that makes the short sword better in every case, but maybe I missed something.
Overall, I love the execution. Quality retro fun with a really nice interface.
marcingas 31 days ago [-]
This totally is a bug. Was this recently? I thought I fixed this in WASM version.
allknowingfrog 30 days ago [-]
Yeah, this was yesterday in the web version. I only did the one run, and only for a couple of levels, so I don't think I can give you any help reproducing it.
jackpirate 31 days ago [-]
The name let-go of your programming language is awesome!
marcingas 31 days ago [-]
Thanks! Please check it out and leave me a star if you like it :)
cmrdporcupine 31 days ago [-]
My 15 year old's (who is a roguelike fanatic) first comment was: there's no diagonal movement?
"The visuals are interesting.... oh I died."
marcingas 30 days ago [-]
I don't have a numpad so it did not occur to me to add diagonals :D
Good feedback though, I'll add it. Thanks to your 15 year old!
jdiff 30 days ago [-]
most roguelikes also add (IIRC looking at my phone keyboard and reverse engineering muscle memory) yubn for diagonals.
fhn 29 days ago [-]
definitely need this. Enemies can attack you diagonally but you can't attack back
onlyrealcuzzo 31 days ago [-]
This is awesome!
I'm interested in building something similar, any tips besides looking at what you've done and Brogue?
marcingas 31 days ago [-]
I'd say don't immediately go into making an ECS and don't sweat about perf too much. You can totally do this in any programming language. This is a good talk about roguelike software design in general: https://www.youtube.com/watch?v=JxI3Eu5DPwE
Little buggy (dying from things not on the screen), but I love the dwarf fortress esque vibes
Oakwhisper 31 days ago [-]
There was a commit a few minutes ago that fixed the instakills for me
marcingas 31 days ago [-]
This was caused by a stdlib bug in the language, I bypassed it :D
31 days ago [-]
dgb23 30 days ago [-]
I don't think you have specified that "," is used to pick up stuff in the bar below the log.
fhn 29 days ago [-]
it's not. pickup is auto
hales 30 days ago [-]
Been having fun today trying to work this game out.
Questions:
1. How do I learn the magic/rune system? I can inscribe them on weapons & armour. Some are verbs and some are adjectives. I am yet to see obvious effects (edit: except for 'arc'), so I wonder if they always do things or often do nothing unless specific combinations are used (like subject-verb-object requirements of a sentence or certain weapon/armour+spell combo validity)?
2. What does "magic" mean when I try to inscribe more than one rune on a thing? Does this mean one rune is free but multiple require magic and are detrimental if you have none?
3. How do I interpret the weapon stats? Eg "Current: 3-5 -> 2-4"
Notes:
1. The game is much easier if I set my gamma up (xgamma -gamma 1.5). Most of the levels are very dark (10% of RGB values dark) so I easily miss items and routes to check otherwise.
2. There are a lot more keybinds than shown onscreen. 'x' to autoexplore, 'r' for a runes page I'm trying to work out. Shift+Z to autorest/heal. '>' will fasttravel you to the stairs down if you have already found them. Shift+direction will autowalk.
3. Don't press 'q'. There is no confirmatin prompt. There are no saves. Aieee :D
marcingas 30 days ago [-]
Thank you for playing!
1/2. There are no docs, in fact, the system is not really fleshed out yet. The core idea is that these runes really stand for lispy threading macro that gets evaluated by the game engine. So for instance `(magic-> fire)` sets the default target (enemy you hit, coordinates you shoot with the bow etc.) of action on fire, `(magic-> (area 2) fire)` is the same but here, the area rune expands the target into a circular zone. `(magic-> (damage 2) self (heal 2))` would damage the target, reset the target to yourself and heal you. The entire world state is chained through these expressions so it should enable some insane spells to be made: travel back in time, swap minds with a door, modify creatures ai etc.
Try looking at the runic weapons you find, they show the spell syntax in the inventory.
3. These are damage ranges.
re gamma, key binds and q: thanks for the feedback, I'll look into improving these.
fhn 29 days ago [-]
damn, so that's what all those runes are for? I could have been so much stronger!
cheald 31 days ago [-]
"Applied theology with inadequate safety margins" might just be my favorite difficulty description ever.
Jeremy1026 31 days ago [-]
Gets stuck in a redirect loop with the message:
> Interactive input unavailable (no cross-origin isolation).
> Deploy coi-serviceworker-js alongside this file.
in Safari on 26.4
feirlane 30 days ago [-]
Same in Firefox for Android 151.0b4
fhn 30 days ago [-]
let's not have q=quit. most rouge games have q=quaff. I mean if people want to quit, they can just refresh or close the tab. At the very least, ask.
Pay08 30 days ago [-]
And how would you quit the terminal version?
IX-103 30 days ago [-]
Control-C is the usual for that.
Pay08 29 days ago [-]
1. That doesn't work in Powershell.
2. The standard keybind to quit is in fact q. See less, info, and fzf for examples.
marcingas 30 days ago [-]
Good point! Thanks.
Parcival 31 days ago [-]
Pretty fun! I keep getting instantly killed by things though and I'm not sure why, possibly a bug.
andai 31 days ago [-]
I see you haven't played Noita!
marcingas 31 days ago [-]
Noita was another inspiartion when making this - the inverted power curve is real! Start squishy, become a god, die anyway.
zardo 31 days ago [-]
A wand related accident has to be the number one cause of a Noita run ending.
ticulatedspline 31 days ago [-]
I feel this comment. Seriously though, damage reflection was one of the many insanely annoying things about that game.
CyberShadow 31 days ago [-]
No, I think I'm seeing the same bug. Time seems to sometimes subjectively freeze:
─── Messages ───
Old man shuts the gate behind you. You hear him mutter "every time, I swear..."
You must retrieve the Amulet of Lost Semicolons.
You kill the rat! (sneak attack!)
The rat squeals and dies!
You wait. (x10) ᛜ
ᚢ You kill the rat! (sneak attack!) ᛉ
The rat squeals and dies!
You hear muttering. ᛋ
You hear muttering.
You hear muttering.
You hear a distant creak. ᛖ ᛃ
The runestone crumbles as you touch it. You learn: ᛟ means "ice"! ᛚ
You hear a distant creak.
The goblin misses you. (x3)
The goblin hits you for 4.
The goblin hits you for 3. ᛏ
The goblin hits you for 4.
The goblin hits you for 3.
The goblin misses you. ᛚ
The goblin hits you for 4.
The goblin hits you for 2.
The goblin hits you for 4.
The goblin misses you.
The goblin hits you for 2.
The goblin misses you. (x2)
The goblin hits you for 2.
The goblin kills you!
You die...
Note how there were no user action messages during the time the goblin was attacking.
marcingas 31 days ago [-]
Definitely a bug. I'll look into this at some point. Please note that this is not a finished game by any means. If anyone asked I'd call it a tech demo at this point :)
CyberShadow 31 days ago [-]
Seems to be that the sort function accepts a ternary predicate but then passes it to an implementation accepting a boolean one?
marcingas 31 days ago [-]
Yeah that was it, the let-go stdlib changed.
dpkp 31 days ago [-]
I see the same but only in browser / wasm. Also notice that the mobs dont move in browser mode. Local via lg in console works great though.
fhn 31 days ago [-]
yeah. something is wrong. You don't even get to fight back.
marcingas 31 days ago [-]
I think I fixed it!
devindotcom 31 days ago [-]
that's actually a beloved feature of "true" roguelikes
ssalka 30 days ago [-]
Not sure how you feel about including sound, but I feel like there needs to be a warning sound that plays when you're low HP, like in Pokemon. I keep dying because I don't realize I'm at low health
marcingas 30 days ago [-]
Interesting idea... maybe it could send terminal bell or tint the screen red at low health?
ssalka 30 days ago [-]
honestly any indicator would help <3 love the game! I keep coming back to it haha
gchamonlive 31 days ago [-]
Reminds me a lot of NetHack, good times
bean469 30 days ago [-]
Nice, an actual roguelike (as in, like Rogue)
pgt 31 days ago [-]
Not a Rogue-like specialist, it's hard – I haven't made it out of level 1 yet.
fhn 30 days ago [-]
I just got to lvl2 only because goblins aren't insta-killing me
MeshHideaki 30 days ago [-]
Computing the entire world state every tick with persistent data structures is a really interesting design choice. Makes the whole system feel unusually coherent for a roguelike.
imdsm 30 days ago [-]
This brings back ADOM memories from ages past. Thank you for that.
sandoze 31 days ago [-]
No credit for the art direction and inspiration? Brogue?
Or did I miss the attribution?
* Edit: I’m not looking for the downvotes or to stir things up. I’m simply calling out that this is a small niche community we notice these things, we’re very free with our code, and copy is a compliment, but so is attribution.
The author wasn’t so much inspired the by Brogue style, but copied it directly down to the animations and ASCII.
bayarearefugee 31 days ago [-]
> No credit for the art direction and inspiration? Brogue?
In the age of LLMs the "author" might not even know where the art direction and inspiration came from!
marcingas 31 days ago [-]
I know, this is intentional :)
I took things I like from Brogue and added my own spin on it.
marcingas 31 days ago [-]
yeah, this is a Brogue-like. I love Brogue and have been inspired by it. XsofY is not an exact clone but I've studied Brogue C source heavily when making this.
I'll link to Brogue in the README :)
sandoze 31 days ago [-]
Amazing and great work!
somewhatgoated 31 days ago [-]
Calling it rogue-like is basically attribution since Brogue is just the follow-up to Rogue which invented the genre
sandoze 31 days ago [-]
I’ll be sure to keep that in mind with my next plumber platformer
somewhatgoated 31 days ago [-]
No one calls them plumber platformer though…
If you call it “Mario-like” then I would say most people would understand where the inspiration comes from.
fsckboy 30 days ago [-]
most people would name hack (1984) or the fork nethack (1987) as the successor to rogue (1980). brogue (2018) i never heard of till now but probably i aged out by then (aged out of spending many mindless i.e. repetitive hours of fun)
Widdershin 30 days ago [-]
Brogue was released in 2009 for what it’s worth.
fsckboy 30 days ago [-]
thanks, since i had never heard of it i had to look it up but I guess I misread it, wikipedia says the project was started in 2009, latest version in 2018. I noticed the difference in word between "project started" and "released", i'm growing numb-er, and jumped to a terribly erroneous conclusion. I have been killed by a rattlesnake.
deathanatos 31 days ago [-]
While I can see perhaps a claim of "inspiration", when I put Brogue & this side-by-side, while artistically there is similarity, I wouldn't say "copied".
Brouge isn't the only rouge-like with LoS mechanics.
marcingas 31 days ago [-]
Brogue is insanely well balanced and ingeniously designed. XsofY is a mere tribute ;)
the lighting effects are very brogue and like nothing I've seen in angband, which is very very barebones ASCII by comparison. brogue-likes push into ANSI art territory with their abuse of terminal formatting.
SubiculumCode 30 days ago [-]
Some of the many variants did expand on the ASCII graphics a bit, but yeah, I see what you mean.
31 days ago [-]
BeetleB 31 days ago [-]
Wouldn't the credit go to ... rogue?
sandoze 31 days ago [-]
The genre of course. But this is almost a 1-1 copy of the Brogue style. Right down to the colors, animation, and ASCII
devindotcom 31 days ago [-]
are you not familiar with the actual game rogue, or nethack?
Yes. I don’t think we’re having the same argument though.
otikik 31 days ago [-]
Found it a bit annoying having to press 'i' at the start in order to equip the dagger and armor that were on my backpack, but well done.
fhn 31 days ago [-]
yep. should be equipped from the start.
marcingas 31 days ago [-]
Agree, will patch this.
marcingas 31 days ago [-]
fixed
Razengan 31 days ago [-]
Noun of Noun
bennettpompi1 31 days ago [-]
fun project!
butz 31 days ago [-]
[dead]
hope2 31 days ago [-]
[dead]
binary0010 31 days ago [-]
Isn't this the kind of thing you can essentially fully offload to Claude code these days? Don't really get the point of these tiny primarily llm generated game clones tbh.
marcingas 31 days ago [-]
I see your point but I like to think it's not as sloppy as you'd expect. This one is written in a programming language I've been making since 2021 and it's not a direct Brogue clone despite its looks.
postalrat 31 days ago [-]
Consider them prototypes. Like the games submitted to game jams.
marcingas 31 days ago [-]
I wouldn't even dare posting this to a game jam... or HN at this point but someone posted it for me, welp.
postalrat 30 days ago [-]
I guess it depends whats more important, getting the game in your head out where others can try it, or the process of building the game itself.
frakt0x90 31 days ago [-]
Is this a troll comment? I don't see where the author used AI to generate the code and if you don't see the point of experimenting with technology, you're on the wrong website.
binary0010 31 days ago [-]
You really don't see where the author uses ai? Pretty much everywhere, all the docs, the overview of the project, a LOT of the code is obviously primarily ai written, etc.
sandoze 31 days ago [-]
So the author used the latest and greatest development tech to create a unique little demo in their custom language. I'm unsure your point. You know what I don't use to program with anymore? Punch cards and Borland C++. The industry has evolved for better or worse.
binary0010 31 days ago [-]
What are you going on about?
No idea what you think you are arguing. Are you in the wrong thread?
I said I don't get why people keep posting essentially vibe coded game clones...
I get bored checking out GitHub projects on HN that are doing absolutely nothing new and are essentially baby projects made by Claude on a weekend, and terribly architected to boot. Cluttering the feed.
> FATAL ERROR: [program exited] "cannot subtract nil and let-go.lang.Int", :data {:trace ("game-loop (<unknown>)" "game-loop (<unknown>)" "update-world (<unknown>)" "run-until-player-turn (<unknown>)" "creature-turn (<unknown>)" "update-ai-state (<unknown>)" "distance (<unknown>)")}}
A fatal error indeed!
What I think is interesting is that this game computes the entire world state each tick and does so efficiently thanks to persistent data structures.
To anyone who dared to fire it up: thank you for playing, I'm curious what you think!
When I found a spear, I kind of expected to be able to throw it, but I didn't find a throw option anywhere. I think that makes the short sword better in every case, but maybe I missed something.
Overall, I love the execution. Quality retro fun with a really nice interface.
"The visuals are interesting.... oh I died."
Good feedback though, I'll add it. Thanks to your 15 year old!
I'm interested in building something similar, any tips besides looking at what you've done and Brogue?
Tbh the whole channel is a gold mine of inspiration. Also check: https://discord.gg/bgd2GrhR
Questions:
1. How do I learn the magic/rune system? I can inscribe them on weapons & armour. Some are verbs and some are adjectives. I am yet to see obvious effects (edit: except for 'arc'), so I wonder if they always do things or often do nothing unless specific combinations are used (like subject-verb-object requirements of a sentence or certain weapon/armour+spell combo validity)?
2. What does "magic" mean when I try to inscribe more than one rune on a thing? Does this mean one rune is free but multiple require magic and are detrimental if you have none?
3. How do I interpret the weapon stats? Eg "Current: 3-5 -> 2-4"
Notes:
1. The game is much easier if I set my gamma up (xgamma -gamma 1.5). Most of the levels are very dark (10% of RGB values dark) so I easily miss items and routes to check otherwise.
2. There are a lot more keybinds than shown onscreen. 'x' to autoexplore, 'r' for a runes page I'm trying to work out. Shift+Z to autorest/heal. '>' will fasttravel you to the stairs down if you have already found them. Shift+direction will autowalk.
3. Don't press 'q'. There is no confirmatin prompt. There are no saves. Aieee :D
1/2. There are no docs, in fact, the system is not really fleshed out yet. The core idea is that these runes really stand for lispy threading macro that gets evaluated by the game engine. So for instance `(magic-> fire)` sets the default target (enemy you hit, coordinates you shoot with the bow etc.) of action on fire, `(magic-> (area 2) fire)` is the same but here, the area rune expands the target into a circular zone. `(magic-> (damage 2) self (heal 2))` would damage the target, reset the target to yourself and heal you. The entire world state is chained through these expressions so it should enable some insane spells to be made: travel back in time, swap minds with a door, modify creatures ai etc.
Try looking at the runic weapons you find, they show the spell syntax in the inventory.
3. These are damage ranges.
re gamma, key binds and q: thanks for the feedback, I'll look into improving these.
> Interactive input unavailable (no cross-origin isolation).
> Deploy coi-serviceworker-js alongside this file.
in Safari on 26.4
2. The standard keybind to quit is in fact q. See less, info, and fzf for examples.
Or did I miss the attribution?
* Edit: I’m not looking for the downvotes or to stir things up. I’m simply calling out that this is a small niche community we notice these things, we’re very free with our code, and copy is a compliment, but so is attribution.
The author wasn’t so much inspired the by Brogue style, but copied it directly down to the animations and ASCII.
In the age of LLMs the "author" might not even know where the art direction and inspiration came from!
I took things I like from Brogue and added my own spin on it.
I'll link to Brogue in the README :)
If you call it “Mario-like” then I would say most people would understand where the inspiration comes from.
Brouge isn't the only rouge-like with LoS mechanics.
Brogue looks like this: https://syltefar.com/screenshot/?id=624
1: https://sites.google.com/site/broguegame/
No idea what you think you are arguing. Are you in the wrong thread?
I said I don't get why people keep posting essentially vibe coded game clones... I get bored checking out GitHub projects on HN that are doing absolutely nothing new and are essentially baby projects made by Claude on a weekend, and terribly architected to boot. Cluttering the feed.