98 comments

  • seabass-labrax 2 days ago

    I killed myself with a flaming spear and the game said this:

    > 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!

    • jdiff 2 days ago

      I got killed by a fire imp and crashed the same way.

    • Fnoord a day ago

      Oops... Suddenly, the dungeon collapses

    • marcingas 2 days ago

      Love it :D

  • marcingas 2 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 2 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 2 days ago

        This totally is a bug. Was this recently? I thought I fixed this in WASM version.

        • allknowingfrog a day 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 2 days ago

      The name let-go of your programming language is awesome!

      • marcingas 2 days ago

        Thanks! Please check it out and leave me a star if you like it :)

    • onlyrealcuzzo 2 days ago

      This is awesome!

      I'm interested in building something similar, any tips besides looking at what you've done and Brogue?

    • biosubterranean 2 days ago

      Little buggy (dying from things not on the screen), but I love the dwarf fortress esque vibes

      • Oakwhisper 2 days ago

        There was a commit a few minutes ago that fixed the instakills for me

        • marcingas 2 days ago

          This was caused by a stdlib bug in the language, I bypassed it :D

    • dgb23 a day ago

      I don't think you have specified that "," is used to pick up stuff in the bar below the log.

      • fhn 9 hours ago

        it's not. pickup is auto

    • 2 days ago
      [deleted]
    • cmrdporcupine 2 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 2 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 2 days ago

          most roguelikes also add (IIRC looking at my phone keyboard and reverse engineering muscle memory) yubn for diagonals.

        • fhn 9 hours ago

          definitely need this. Enemies can attack you diagonally but you can't attack back

  • hales a day 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 a day 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 9 hours ago

      damn, so that's what all those runes are for? I could have been so much stronger!

  • cheald 2 days ago

    "Applied theology with inadequate safety margins" might just be my favorite difficulty description ever.

  • Jeremy1026 2 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 a day ago

      Same in Firefox for Android 151.0b4

  • fhn 2 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.

    • marcingas a day ago

      Good point! Thanks.

    • Pay08 a day ago

      And how would you quit the terminal version?

      • IX-103 a day ago

        Control-C is the usual for that.

        • Pay08 5 hours 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.

  • ssalka a day 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 a day ago

      Interesting idea... maybe it could send terminal bell or tint the screen red at low health?

      • ssalka 18 hours ago

        honestly any indicator would help <3 love the game! I keep coming back to it haha

  • MeshHideaki 16 hours 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.

  • Parcival 2 days ago

    Pretty fun! I keep getting instantly killed by things though and I'm not sure why, possibly a bug.

    • andai 2 days ago

      I see you haven't played Noita!

      • marcingas 2 days ago

        Noita was another inspiartion when making this - the inverted power curve is real! Start squishy, become a god, die anyway.

        • zardo 2 days ago

          A wand related accident has to be the number one cause of a Noita run ending.

      • ticulatedspline 2 days ago

        I feel this comment. Seriously though, damage reflection was one of the many insanely annoying things about that game.

      • CyberShadow 2 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 2 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 2 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 2 days ago

              Yeah that was it, the let-go stdlib changed.

        • dpkp 2 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 2 days ago

          yeah. something is wrong. You don't even get to fight back.

        • marcingas 2 days ago

          I think I fixed it!

    • devindotcom 2 days ago

      that's actually a beloved feature of "true" roguelikes

  • bean469 a day ago

    Nice, an actual roguelike (as in, like Rogue)

  • gchamonlive 2 days ago

    Reminds me a lot of NetHack, good times

  • imdsm a day ago

    This brings back ADOM memories from ages past. Thank you for that.

  • pgt 2 days ago

    Not a Rogue-like specialist, it's hard – I haven't made it out of level 1 yet.

    • fhn 2 days ago

      I just got to lvl2 only because goblins aren't insta-killing me

  • sandoze 2 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 2 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 2 days ago

        I know, this is intentional :)

        I took things I like from Brogue and added my own spin on it.

    • marcingas 2 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 2 days ago

        Amazing and great work!

    • somewhatgoated 2 days ago

      Calling it rogue-like is basically attribution since Brogue is just the follow-up to Rogue which invented the genre

      • sandoze 2 days ago

        I’ll be sure to keep that in mind with my next plumber platformer

        • somewhatgoated 2 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 a day 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 a day ago

          Brogue was released in 2009 for what it’s worth.

          • fsckboy 19 hours 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 2 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 2 days ago

        Brogue is insanely well balanced and ingeniously designed. XsofY is a mere tribute ;)

      • protocolture 2 days ago

        Sounds like its close to red.

    • SubiculumCode 2 days ago

      I'm a little confused. There were some differences, but this stuff is straight out angband/moria lineage stuff. https://angband.readthedocs.io/en/latest/version.html#previo...

      • jdiff 2 days ago

        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 2 days ago

          Some of the many variants did expand on the ASCII graphics a bit, but yeah, I see what you mean.

    • 2 days ago
      [deleted]
    • BeetleB 2 days ago

      Wouldn't the credit go to ... rogue?

  • Razengan 2 days ago

    Noun of Noun

  • bennettpompi1 2 days ago

    fun project!

  • otikik 2 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 2 days ago

      yep. should be equipped from the start.

    • marcingas 2 days ago

      Agree, will patch this.

    • marcingas 2 days ago

      fixed

  • butz 2 days ago

    [dead]

  • hope2 2 days ago

    [dead]

  • binary0010 2 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 2 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 2 days ago

      Consider them prototypes. Like the games submitted to game jams.

      • marcingas 2 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 a day 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 2 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 2 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 2 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 2 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.

        • marcingas 2 days ago

          FWIW it's a good fuzz test for the interpreter ;)

    • Andy_Donner a day ago

      [dead]