All posts by Trystan Spangler



Screen Shot 2015-03-14 at 5.51.39 PM

I added some more minor gameplay and ui tweaks and reworked the level generator. I like it much more now. Also added spike walls that instantly kill anything that bumps into them (or is bumped into them) and a single health potion on each level. It seems like it should be easy, but I keep dying.

I could add more but I tried my idea and it’s kind of fun and I’ve got a week’s worth of cleaning and laundry to catch up on.


Terrible Clojure source on github:

Download the jar:


Creatures are now more varied and dangerous.

At the beginning of each game a list of creature prefixes and postfixes are shuffled then matched up to create a list of creatures that show up in the dungeon. If you’ve ever played Smallword, then it works like that.

Screen Shot 2015-03-13 at 7.18.56 PM
Knockback zombies just keep getting back up.


Screen Shot 2015-03-13 at 11.02.28 PM
A web guard about to get punched.


Also, a bunch of UI tweaks, insomnia-fueled refactoring, and other minor stuff.


Some new things trying to kill you, some new items and abilities to help you, and some new ui stuff.

Some neat emergent gameplay is happening too. I punched an acid monster into a crowd of others. When the acid monster died it changed the nearby floors to acid pools that damaged everyone standing on them. They all died. Unfortunately for me, one was a summoner who spawns a bunch of creatures when it dies and another was an embigining monster that made the newly spawned enemies much harder. Then I died since I couldn’t run around them. Fun times.

Screen Shot 2015-03-12 at 10.44.53 PM
A crude shopping screen.
Screen Shot 2015-03-12 at 10.44.26 PM
Hovering over monsters or items displays details about them.

The levels now have more creatures and a lot more gold and items scattered around. When you move over an item, you lose all your movement points, swap it with whatever is in that item slot, and a new enemy is spawned nearby. Ideally it becomes a risk/reward game of avoiding crappy stuff and deciding how many enemies you want to fight. You can try to grab all the good stuff and fight everyone off or make a run to the exit and maybe grab a few gold when it’s safe.



It’s starting to feel like a real game. Not a good one yet, but a game.

The enemy ai is now more aggressive and will try to attack as soon as it sees you. There’s also a bunch of money lying on the ground that you can pick up and spend in between levels on items and bonuses. They don’t do anything yet, but I should be able to finish the inventory and item stuff tomorrow.

Here’s a screenshot of the 10th dungeon level:

Screen Shot 2015-03-11 at 9.46.14 PM

After working on the items I want to make it so the enemies are more interesting. That should leave Saturday for polish and tweaks and some crazy last-minute ideas I try to cram in.


What a day.

I wasn’t sure what window size and font size to use to I made it so that you can specify when starting. It will default to a 10×10 font and something that will fit on your screen. It took about 60 minutes or so but I think it’s worth it. Much thanks to the fine folks at a thread on the roguetemple forums ( for answering my questions about preferred resolutions and stuff.

Screen Shot 2015-03-10 at 10.31.27 PM
A 640×480 window with 8×8 font. I’ve taken two points of poison damage – one more hit and I’m dead.


Screen Shot 2015-03-10 at 10.24.00 PM
A 800×600 window with a 12×12 font. I’m about to run into a monster that was made larger by the death of a nearby Embiggening monster.


I also added some very generic enemies with various special effects:

  • Web monster: Leaves a bunch of webs when killed.
  • Knockback monster: Knocks others back when killed or attacking.
  • Embiggening monster: When it dies, enemies nearby become larger, stronger, and immune to knockback.
  • Poison monster: Doesn’t do normal damage when attacking but poisons others when killed or attacking. Each point of poison lowers your movement amount, knockback amount, and max health by one. Your poison amount is reduced by one each time you make it to the next dungeon level.

I also added various UI improvements and small tweaks.


You can run around and punch arachnids that are knocked across the room and explode into a mess of webs now.

Walking through webs uses up all your movement points and kind of sucks. The arachnids wander around and will attack and kill you if possible. With only three hit points it’s easy to die. Despite only having a few hours today, it’s starting to feel like the game I wanted to make.

Screen Shot 2015-03-09 at 10.55.20 PM
For some reason all the rooms look the same in this level.



I also changed the display to use 10×10 tiles and added some small UX tweaks but that’s not as much fun as running and punching.


This year I decided to implement an idea that’s been floating around in my head for a few years now: a simplified roguelike where you can move much faster than everything else and have an extreme knockback but have very little health. So far, I’ve got a really simple dungeon generator, running with keyboard or mouse, and stationary creatures that can be knocked back. You can run down to the 10 level, then run back up and win.Screen Shot 2015-03-08 at 11.17.10 PM

I tend to go overboard with my 7DRLs so having a focused idea and using an unfamiliar language (Clojure) will hopefully force me to stay small. But it probably won’t.