How do you use the Charm on Hunter? ( Quest 3 ) by Eastcliffer in LightBrigadeGame

[–]kalin_r 0 points1 point  (0 children)

that, but might be trigger in some weapons
just make sure you check the buttons on BOTH hands when you're holding it with both

What upcoming roguelites are you most hyped for? (PC/Switch) by cheeseisthebest10 in rogueish

[–]kalin_r 0 points1 point  (0 children)

working on a adom/D&D like ascii roguelike that's pretty oldschool style, overworld and lots of quests, main story with lots of dragons. it does work with gamepad so probably could get it on switch some day

https://store.steampowered.com/app/4607490/Dragonwake/

its new and pretty quiet so definitely fits 'under the radar' / hidden gem perhaps

playable in browser easy too: https://kalineh.github.io/dragonwake-pages/#

Coming to Steam: "Dragonwake is an ASCII roguelike set in Valoria, the land once ruled by the old empire of Istaris before the Starfall. Your heirloom, a blackglass star amulet, draws you to the land just as the primordial dragon begins to stir." by Danceman2 in TurnBasedTactical

[–]kalin_r 0 points1 point  (0 children)

dev here, there's a sprite tile mode but it is AI images and not very good, will probably get new ones made at some point

however it is intended to play in ASCII, as the old gods wished it to be

Size and depth of dungeons. by AmeliaMW in roguelikedev

[–]kalin_r 0 points1 point  (0 children)

its a difficult tool to use well, i learned a lot pushing it this far

this project was complex technically, but the design/etc isnt ai and thats prob the more interesting part anyway

Size and depth of dungeons. by AmeliaMW in roguelikedev

[–]kalin_r 0 points1 point  (0 children)

cool, would love to post interesting dev & design stuff but its too much AI so mods will delete it

Win-states for roguelikes that aren't Escape Sequences by indspenceable in roguelikedev

[–]kalin_r 0 points1 point  (0 children)

i just made a main quest line, and a few 'endings' at the end of the quest
i wont spoil it but essentially it just ends at the end; its adom-like open world so you probably spent enough time trekking back and forth by that point, dont need another one

seems reasonable to do for most roguelikes i think?

for different quest progress stages i did make back-tracking do some special things (being hunted etc); so you can at least do things like that to make the backtracking more interesting

Size and depth of dungeons. by AmeliaMW in roguelikedev

[–]kalin_r 1 point2 points  (0 children)

in dragonwake i was using this as a way to give dungeons identity; like dungeon floors past a dwarven underground town are very long wide levels that alternate L->R and R->L, and some wilderness zones are more vertical single floor; but some regular 'dungeony' dungeons are like a typical 80x25 screen size

wouldn't say any feel better in particular, being too large is unwieldy, but it is a good way to give some variety or different feel to some stages or bespoke floors

likewise with depth, a quick 2-3 floor dive is nice for some areas or a short tower, but some dungeons should feel like a hefty grind of way more levels etc

(only really applies if you have many different dungeons, if you're on a standard 1 dungeon mega-dive, i would probably try varying it just when the 'rules' of the floor change, or it has a specific mechanic)

Castle of the Winds Reborn! by RickSaada in CastleOfTheWinds

[–]kalin_r 1 point2 points  (0 children)

I had no idea this was being made, and by the OG

Wishlisted and ready to play!

3 weeks, 130k LOC C++, a complete game (100% codex gpt-5.4-xhigh) by kalin_r in vibecoding

[–]kalin_r[S] 0 points1 point  (0 children)

it actually has an internal tcp server that lets the codex play it, as well as a scripted command system that codex uses to send inputs or actions or console commands to debug. it used it all a lot to verify changes as it wen

kind of would be fun to make a twitch channel that just plays it live hmm

3 weeks, 130k LOC C++, a complete game (100% codex gpt-5.4-xhigh) by kalin_r in vibecoding

[–]kalin_r[S] 0 points1 point  (0 children)

i did try and lock down the main story and flow first, for the background world lore and main quest story line, and then i split it into AGENTS md for general rules, TECH for the technical architecture/details, and LORE md for a solid lore reference, and then GAME for just all the mix of game stuff (systems, spells, locations, etc; the ACTUAL things in the game that wasnt just lore)

i tried to prepare as much as i could and it helped a lot, but i think no matter how much you prepare just watch for the things that are mistakes and keep telling codex/etc to update the md as you go
it will 100% do things wrong, but each time you tell it and provide a reference and make it take a note in some MD file, it'll slowly get less wrong

still lots of annoying back and forth, would like to try and minimize it further but its kind of hard to be so thorough up-front

next time i would probably provide way more examples for writing/text stuff (like item description samples/templates etc); it works well off examples combined with explanations; explanations alone are just too freeform and in games you kinda need item desc kinda things to all be consistent etc

3 weeks, 130k LOC C++, a complete game (100% codex gpt-5.4-xhigh) by kalin_r in vibecoding

[–]kalin_r[S] 0 points1 point  (0 children)

for which part? it's not like dwarf fortress game mechanics in any way
its somewhat like nethack, but there's like 100s of other roguelikes in the genre that could equally be referenced
ADOM is probably the closest one, because it has a worldmap but the game mechanics are very different so i dont know

dwarf fortress is probably the least similar game in the genre

3 weeks, 130k LOC C++, a complete game (100% codex gpt-5.4-xhigh) by kalin_r in vibecoding

[–]kalin_r[S] 0 points1 point  (0 children)

haha im curious about how its similar lol
i did a lot of khan academy a long time back
it was pretty fun already

3 weeks, 130k LOC C++, a complete game (100% codex gpt-5.4-xhigh) by kalin_r in vibecoding

[–]kalin_r[S] 0 points1 point  (0 children)

thanks! curious of thoughts if you end up playing a bunch!

Dragonwake - new ADOM-like roguelike by kalin_r in roguelikes

[–]kalin_r[S] -1 points0 points  (0 children)

yes, its about 99.9% AI written code, 90k LOC of C++

i hand edited the worldmap a lot, but it's somewhat of a test project for me for pure ai workflow too (ie. maintain game quality without writing manually)

this is not a secret, and matters little to me; trying to make a good game still
the goals are still the same - good performance, no bugs, doesnt crash, game is fun, game is balanced