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Showing results for tags 'roguelite'.
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Hi all, This one is a mosquito game. You hatch on a swamp in the front yard, get into the house through a torn window screen, and drink blood from seven people and pets: a cat, a dog, a baby, a high schooler, mom, dad and grandpa, in any order. Hold the bite too long and they slap you. The trick is to let go in the half second between them twitching and their hand coming down. The fun of this game is flying the mosquito like a drone, up, down, left and right, finding the spot where it is easiest to drink people's blood, and going slurp, slurp. A mosquito only lives for a day, so a few seconds after you die you are reborn in the grass nearby. Each rebirth you pick one of three evolution cards (30 in total, 6 gold), and you need all seven in a single life to reach the swamp, lay your eggs and see the ending. It is made for PC with keyboard and mouse, and also runs on a phone held sideways. English and Korean, nothing to install. Play (free, no sign-up): oreumgames.com/en/games/mogiz/ Tech, since this is a dev forum. Plain Three.js, no engine, about 2,600 lines across 14 files. The cel look is a three step gradient map with Nearest filtering so the light and shadow bands cut hard, plus an inverted hull outline that pushes back faces out by a constant amount in screen space, so lines stay around 2 px whether you are an inch from the cat or across the room. Hard edged boxes split their outline at the corners, so every vertex gets a second averaged normal just for the outline. The people are built from primitives in code, the bodies are lathe shapes with a hip, waist, chest and round shoulders, and the arms are two joint IK so a hand can actually find the mosquito on its own arm. Collision against people uses their real ellipsoid shapes; I pushed the mosquito into each character from 26 directions and it sinks at most 1.8 mm. The shadow map is only redrawn every third frame because the house never moves and the people barely do, and the first three seconds are timed so slow devices drop a quality step and remember it. The most embarrassing part was loading. The title screen took about 4 seconds on the live site, and when I timed each step the single biggest cost was 0.7 s spent building string keys to match up vertex positions for those outline normals. Switching to integer keys, reading positions from the index first and doing the matrix math by hand brought the build down to about 0.7 s, and a returning visitor now sees the first frame in about 1.2 s. All sounds and the music are made in code with Web Audio, including the buzz. It was made in three days, October 22 to 24, mostly from playtest notes. My favorite bug was mine: for a while the high schooler and grandpa could never hit you, because I added the swatter's length to their reach even when they were not holding it, so their hand always overshot. Made by a very small indie team in Korea. One thing I would really like to know: does the moment of letting go and dodging the hand feel readable, or does the slap feel random? Thanks for playing!
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https://www.humansvsai.io Built a browser space shooter with Phaser 3 + React — sharing my stack and a few lessons I've been building Humans VS AI.IO, a browser-based space shooter with a roguelite upgrade system and multi-phase boss fights, and wanted to share the stack and a few things I learned along the way. Stack: Phaser 3 for the core game engine/rendering React for UI layers (menus, HUD overlays, upgrade selection) Deployed on Vercel Built primarily using AI-assisted development (Claude Code) — happy to talk about that workflow if anyone's curious how that's changed my process as a solo dev A few things that came up building this: Mobile scaling was harder than expected — getting Phaser's canvas to actually fill the viewport correctly across different phone sizes (not just one reference device) took several iterations, especially around safe-area insets and avoiding 100vh issues with mobile browser toolbars Balancing procedural obstacle patterns — building wave patterns that feel varied but always leave a guaranteed dodgeable path turned out to be a genuinely tricky design problem, especially once I added randomized elements (replicating obstacles, multiple pattern types) Performance with layered glow/neon effects — learned the hard way that live blur filters per-object tank FPS fast once obstacle density goes up; switching to pre-baked glow textures made a big difference The game itself: fight through wave-based combat, build out your loadout with common/rare/legendary upgrades between waves, and face down boss fights against a growing roster of AI-parody characters (OGPT, Claudus, Eyes of Gemini, and others). Final boss is currently Copilotron. More will be added. Keep in mind this game is satire so take it for what it is. Play it at humansvsai.io — would genuinely appreciate feedback from other devs, especially on performance or anything that feels janky on your device/browser.
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What's up, Forums community! I'm excited to announce the launch of my new game: Starfish ROOM! Starfish ROOM is an action roguelite with pixel art graphics, a unique creation with a Japanese vibe. In the story, you control Kibo Wave, a catboy chosen to defend "the ROOM" from hordes of monsters and aliens! The gameplay loop is intense and addictive: DEFEND THE ROOM: Enter, eliminate the creatures using your sword and dynamite. POWER UP: Select cards between waves to improve your abilities. FACE THE ALIENS: Get ready to fight the bosses. REPEAT! The adventure is an eternal cycle of defense and combat. Click here to play Starfish ROOM! For those who don't know me, I'm SketBR. I've been making games here on internet since 2016 (starting at just 11 years old!). For this project, I also created the pixel art and some of the music. This is a very personal and important project to me. Thanks, everyone, and enjoy the game!
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- roguelite
- boss fight
- (and 4 more)
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Hi! I'm releasing my new game, called Lost in Jungle! How many days can you survive in a misty jungle full of monsters? Play this turn-based game and find out in your desktop or mobile! Play it for free at: http://www.minzaogames.com
