r/roguelikedev

I built Turn Based Combat game using OOP in python!
▲ 8 r/roguelikedev+3 crossposts

I built Turn Based Combat game using OOP in python!

Hey everyone

I just finished building a small RPG game in Python and wanted to share it here for feedback.

It’s a turn-based combat game where you fight different enemies like Goblins, Skeletons, Dark Mages, and a final boss (Ancient Dragon).

⚔️ Features:

- Turn-based combat system

- Leveling + XP progression

- Weapons & armor equipment system

- Inventory system (potions, items, etc.)

- Quests with rewards (gold + XP)

- Different enemy scaling based on level

- Boss fight with multiple phases

I built it mainly to practice OOP and game logic in Python, and I learned a lot about structuring systems like combat, inventory, and progression.

It’s still not fully balanced and I know there are things I can improve, especially:

- Damage balancing

- XP progression

- UI/UX improvements

Would really appreciate any feedback or suggestions 🙏

GitHub:

https://github.com/Ezz08/DragonFall-GameProject

u/Mean_Tomorrow_6612 — 3 hours ago
▲ 43 r/roguelikedev+1 crossposts

We're making a modern roguelike inspired by the aesthetics of the original Game Boy.

Hi! We're a small indie team currently working on Sorry, My King.

We've always loved how classic Game Boy games could create such a strong atmosphere with only two colors to work with. That inspired us to build a modern roguelike entirely in a minimalist 1-bit art style.

One of the biggest challenges has been keeping everything readable. The world is procedurally generated, combat can get pretty hectic, and there's often a lot happening on screen at once. We wanted to make sure the visuals never turned into noise and remained easy to read at a glance.

We'd love to hear from people who enjoy this kind of aesthetic. What do you think of the visual style? Does it capture the spirit of the early Game Boy era?

u/rugadazu — 5 hours ago

Sharing Saturday #630

As usual, post what you've done for the week! Anything goes... concepts, mechanics, changelogs, articles, videos, and of course gifs and screenshots if you have them! It's fun to read about what everyone is up to, and sharing here is a great way to review your own progress, possibly get some feedback, or just engage in some tangential chatting :D

Previous Sharing Saturdays

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u/Kyzrati — 2 days ago

Stamina?

Hey guys.
I’m thinking about adding Stamina to my roguelike but starting to reconsider/evaluate.
The plan is/was to make it quite simple: stamina fatigue would only affect melee dmg (100-60% stamina = no effect, 59-30% - 1 dmg and 29-0% - 2 dmg).
And then say stamina starts/maxes out at 100 and a melee-attack costs 10%, magic spell casting 20%, fire ranged weapon 15%. Walking and waiting would increase for 8-10%.

The aim is to force the player to not just auto-melee but perhaps have to dance away a few turns and so on.

Thoughts? Ideas?

reddit.com
u/CFJL-Swe — 3 days ago

Sharing Saturday #629

As usual, post what you've done for the week! Anything goes... concepts, mechanics, changelogs, articles, videos, and of course gifs and screenshots if you have them! It's fun to read about what everyone is up to, and sharing here is a great way to review your own progress, possibly get some feedback, or just engage in some tangential chatting :D

Previous Sharing Saturdays

reddit.com
u/Kyzrati — 9 days ago

building a persistent social simulation layer with ai agents, looking for advice from roguelike devs

hi everyone. this may be a little adjacent to traditional roguelike development, but i think this community might understand the kind of problem i am trying to solve better than most ai communities.

i am building a small persistent simulation where agents live inside a minimal world, accumulate memory, form social threads, react to events, and produce an observable history over time. the current version is not a game yet, and it is not a classic roguelike, but a lot of the architecture problems feel very roguelike shaped: ticks, entities, world state, logs, limited information, emergent behavior, npc routines, and trying to make a tiny world feel alive without faking everything by hand.

the closest ai terms would be generative agents, llm social simulation, ai town, or persistent multi agent runtime. but honestly, the ai world often frames this as “agents completing tasks”, while what i am interested in is closer to a little simulated village or institution. agents should not just answer prompts. they should have continuity. they should remember relevant events, react to other agents, develop relationships, leave traces, and change the world state in small auditable ways.

i am trying to keep the scope grounded. i am not claiming consciousness or anything mystical. the practical question is much simpler and much harder: what is the smallest runtime that makes a society of agents feel like it has continuity?

right now the pieces i care about are persistent state, scheduled ticks, agent memory, social relationships, event logs, derived public history, human oversight, and clear deltas after each run. my biggest challenge is avoiding the trap of building endless wrappers, schemas, viewers, and orchestration layers without actually improving the simulation. the test i keep coming back to is: what can the world do now that it could not do before?

i would love advice from people who have built roguelikes, simulations, dwarf fortress inspired systems, npc schedules, procedural societies, faction systems, rumor systems, or emergent world logs. especially around questions like: how would you structure social memory for agents without making it huge and useless? how do you decide what becomes persistent history versus disposable flavor? how do you keep ticks meaningful instead of just generating noise? how do you make npc behavior feel alive while still being debuggable? and how do you design event logs that are useful both for the system and for the human watching the world?

i am a beginner on the engineering side, more of a stubborn systems thinker/vibecoder than a professional game developer, but i am trying to learn this properly. if you know posts, articles, devlogs, roguelike projects, papers, or design patterns that might help with persistent npc societies or emergent social simulation, i would really appreciate the pointers.

also, if anyone here has worked on something like a tiny simulated society, even without ai or llms, i would love to hear how you approached it.

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u/Midnight_Sun_BR — 7 days ago

Budoka: A roguelike game dedicated to martial arts

Hello everyone, this is my second roguelike (first was with static monsters and generally weird).

There are 6 martial art classes (each acts as attack/defense/HP/always hit/multiple attacks modifier):

  • Aikido
  • Judo
  • Karate
  • Ninjutsu
  • Sumo
  • Taido

In order to promote to the next rank you need to gain experience by defeating enemies and also pick up a corresponding belt

Belts also work like keys to ascend to the previous levels, sometimes it might be useful to gain experience by fighting weaker players on those levels

When you reach 1 dan + black belt you'll get a "sensitivity" skill, meaning you'll be seeing all the enemies on the map. There's also a hidden aggravation mechanism - once you hit your opponent all enemies start chasing you, once you get hit only those enemies located nearby would chase you

Skipping turns or wandering in the dungeon would sometimes generate new enemies

It's written in python using curses for rendering.

Any feedback is much appreciated! Thanks in advance!

https://github.com/maksimKorzh/budoka

reddit.com
u/maksimKorzh — 13 days ago