Expedition – Real time test


Wanted to get this off my head.

Made on phaser, seems to work fine but not sure how it would work for long voyages on the Atlantic, would have to test with big maps.

Basically you can rotate your ship and the speed depends on the difference between the wind direction and your heading (needs some tweaks so that it’s not linear)

Also, wondered how the art would work on this top down view. Worked a second version using the current 8 directions pixel art and ocean animation (that one needs a bit of work but is much more at my grasp)



Life of Chuckles – Ludum Dare 40

(I must have posted this some weeks ago, but I’ve been a bit busy!)

My name is Santiago and I’m a game jam addict.

But, for some reason, I had never done a Ludum Dare. It was about time so I jumped into it right after I finished Github Game Off (crazy!)

The theme for Ludum Dare 40 was “The more you have, the worse it is“. I created a game where you have to juggle an ever-growing set of responsibilities as you grow up, while at the same time you try to have a happy life.


The way I programmed the game, I could have added much more content to the life of chuckles, including branching situations and dilemmas. But I feel I managed to convey the message I wanted to express.


The game was made using the Phaser+ES6+Webpack bootstrapper and used JSFXR for sound.

Source code is available at Github. Play now at itch.io and don’t forget to report thy feat if you manage to win 🙂

Rogue Program – Github GameOff

(I must have posted this some weeks ago, but I’ve been a bit busy!)

Some months ago, a conversation on twitter inspired me to make a game inside a character based UI from the 80’s…. for some reason.


I decided to go ahead and try to implement the idea as an entry for the Github Game Off, whose theme for this year was “retro” (very fitting). Since github provided the location for the Roguelike Celebration (and was publicizing the jam at the event), I felt more encouraged to participate.


In Rogue Program, you are a character living inside the Alameda Video Rental System. The Rogue Program has activated and is turning the characters of the system into vicious monsters. Adventure through the different modules and menus of the system looking for clues and tools, while learning what has happened to the outside world.


I went for a P1 phosphor green monochrome 80×25 CP437 characters appearance, using a fixedsys font and unicodetiles.js. I used my JSRL boilerplate as a foundation but despite looking as a traditional roguelike, the game is more of a simple cRPG with fixed locations and plot (REXPaint by GridSageGames was a hugely helpful tool to draw the maps). I think however that it should provide a fun time and a decent challenge.


Source code is available at Github. Play now at itch.io and don’t forget to report thy feat if you manage to win 🙂

Roguelike Celebration 2017, San Francisco

November 11 and 12 2017 were the dates selected by the organizers for the second roguelike celebration in San Francisco, California. This time it was two full days, with a single track for talks, and it was awesome. You can check the videos for all the talk at the Internet archive. Following is a summary of the events that took place during the celebration.

Check out the full article here.


JSRL – JavaScript boilerplate roguelike released

Well, I decided to release this based on my work this year on Monster Trainer Roguelike; one of my first mistakes was spending time during the 7DRL to build a simple generic roguelike engine as a basis for the game… the question is, I never released it in such simple form! I decided to release it as I think it may be helpful for devs to use as a starting point for their roguelike or character based games!

It’s now in github at https://github.com/slashman/jsrl, you can also check the online demo here

If you are curious what kind of games can be created from it, check Monster Trainer Roguelike


What is this about

A very bare bones roguelike with a character based display


  • Player can walk around
  • Raycasting Field of View algorithm
  • Player can move between persistent levels
  • Enemies move around chasing the player
  • Player can pick up, drop and use items (including using items on a given direction)
  • Player remembers visited maps
  • A simple Being class based on Races definitions, with “random” and “follow player” intents
  • A simple Item class based on Item Type definitions
  • Infrastructure for Level Generation
  • Line wrap text boxes

How to use

  • Clone the repo
  • Delete .git
  • Create awesoem gaem


Uses unicodetiles for IO – http://tapiov.net/unicodetiles.js/

Researching the historical origin of the “Roguelike” term

On November 11 2017, at the Roguelike Celebration in San Francisco, I had the pleasure of doing the opening talk, titled “What is a Roguelike?, 2017 Edition”, where I explored some of the interpretations on the Roguelike term.


Something interesting I found while doing research for the talk was what could be the first efforts to organize a group of games similar to rogue under an umbrella term. This happened on Usenet, the technological precursor to Internet Forums, throughout which most of the discussion of computer games happened.

My current progress on this research indicates that the efforts to define this hierarchical relationship, intended mainly to facilitate discussion, ended up serving the purpose of creating a community of niche developers and players who through the constant usage of the term ended up giving it an evolving, collective meaning that was relatively stable until the 2010’s decade, with the growth of the indie games scene and diffusion of the more action focused “Roguelike” labeled games.

Read the full article here