Day 7: Success!


It is finally done. The final day was more productive than we expected. The content might not be perfectly balanced, since most of it was added during the last few hours. The first days were not very productive, so we had to hurry during the last few days and most of the code is just tangled spaghetti code and dirty hacks, but it works.

The game was made with Typescript and Purescript. Most of the problems we encountered happened because part of the gameplay mechanics were implemented in Typescript and the rest of them were implemented in Purescript and they were not playing nicely together. If we could start again, we would implement the whole game either in Typescript or in Purescript and use yendor.ts instead of rot.js.

You can play the game here.

Github repository:


Here is a comment from one of our team members:

”After countless hours of intense code vomiting and bandaging, I think we finally managed to produce some passable spaghetti.”

mikrkilk – Lead Typescript Programmer

And here is a comment from our illustrious team leader:

”I am a bit surprised that we managed to finish the game. Hopefully next year we will have more time for polishing and testing.”

Maqqr – Project Leader, Programmer and Honorary Sausage


Day 6: Hmm…


  • Message log… done.
  • Picking up items… done.
  • Combat… done?
  • Inventory… almost done.
  • Potions, balancing combat, equipping items and final boss. Not done.

There are still lots of things to do.

Here is a comment from one of our team members:

”I feel like we have focused on re-inventing the wheel in the past six days.”

mikrkilk – Lead Typescript Programmer

Day 5: Items, enemies and pathfinding


Items and enemies were added to the dungeons. Enemies can move towards you and hit you. Items can not be picked up yet.


Unfortunately Morkelqua, our lead Purescript programmer, had to leave the team, but the rest of us will try to finish the game.

Here is a comment from one of our team members:

”The odds of finishing the game are dwindling. Nevertheless, we will push on.”

Maqqr – Project Leader, Programmer and Honorary Sausage

Day 4: A new world


It feels like this day was more productive than all the previous days combined. We finished item generation and added field of view calculations for the player. We also remade the world map, which you can see below.


Here is a comment from one of our team members:

”wood  <- pure Wood

2375 lines of shit”

Morkelqua – Lead Purescript Programmer

Day 2: Dungeons


Dungeon generation is finally working. The player can enter a dungeon from the world map.


These blog posts have been quite brief so far, but I’ll try to do better next time.

Here is a comment from one of our team members:

No type class instance was found for

Data.Eq.Eq { prefix :: WeaponPrefix , chance :: Int }
while checking that expression \$28 -> ...

”Why the fuck does this not work?”

Morkelqua – Lead Purescript Programmer

Day 1: Slow progress


We started working on datatypes and designing the world map. Next we will probably concentrate on drawing the world map and player movement.

Here is a quote from one of our team members:

”I managed to finish some other projects, so now I am ready to work on this project full-time. My engines are just starting to warm up. Rawr.”

mikrkilk – Lead Typescript Programmer