Been having fun today trying to work this game out.<p>Questions:<p>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)?<p>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?<p>3. How do I interpret the weapon stats? Eg "Current: 3-5 -> 2-4"<p>Notes:<p>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.<p>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.<p>3. Don't press 'q'. There is no confirmatin prompt. There are no saves. Aieee :D
I killed myself with a flaming spear and the game said this:<p>> 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>)")}}<p>A fatal error indeed!
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 :)<p>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.<p>To anyone who dared to fire it up: thank you for playing, I'm curious what you think!
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.<p>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.<p>Overall, I love the execution. Quality retro fun with a really nice interface.
The name let-go of your programming language is awesome!
This is awesome!<p>I'm interested in building something similar, any tips besides looking at what you've done and Brogue?
Little buggy (dying from things not on the screen), but I love the dwarf fortress esque vibes
My 15 year old's (who is a roguelike fanatic) first comment was: there's no diagonal movement?<p>"The visuals are interesting.... oh I died."
"Applied theology with inadequate safety margins" might just be my favorite difficulty description ever.
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.
Gets stuck in a redirect loop with the message:<p>> Interactive input unavailable (no cross-origin isolation).<p>> Deploy coi-serviceworker-js alongside this file.<p>in Safari on 26.4
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
Pretty fun! I keep getting instantly killed by things though and I'm not sure why, possibly a bug.
Reminds me a lot of NetHack, good times
Not a Rogue-like specialist, it's hard – I haven't made it out of level 1 yet.
No credit for the art direction and inspiration? Brogue?<p>Or did I miss the attribution?<p>* 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.<p>The author wasn’t so much inspired the by Brogue style, but copied it directly down to the animations and ASCII.
> No credit for the art direction and inspiration? Brogue?<p>In the age of LLMs the "author" might not even know where the art direction and inspiration came from!
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.<p>I'll link to Brogue in the README :)
Calling it rogue-like is basically attribution since Brogue is just the follow-up to Rogue which invented the genre
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)
I’ll be sure to keep that in mind with my next plumber platformer
I'm a little confused. There were some differences, but this stuff is straight out angband/moria lineage stuff. <a href="https://angband.readthedocs.io/en/latest/version.html#previous-versions-outdated" rel="nofollow">https://angband.readthedocs.io/en/latest/version.html#previo...</a>
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".<p>Brouge isn't the only rouge-like with LoS mechanics.
Wouldn't the credit go to ... rogue?
Noun of Noun
fun project!
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.
[dead]
[dead]
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.
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.
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.
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.
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.
What are you going on about?<p>No idea what you think you are arguing. Are you in the wrong thread?<p>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.
FWIW it's a good fuzz test for the interpreter ;)
Consider them prototypes. Like the games submitted to game jams.