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Xs of Y – roguelike that names itself every run. Written in 4kLoC

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Re: Xs of Y – roguelike that names itself every run. Written in 4kLoC

#51

Author here! Thanks for posting! This game is written in a Clojure-like programming language I've made. So this is a (B)rogue-like in a Clojure-like :) What I think is interesting is that this game computes the entire world state each tick and does so efficiently thanks to persistent data structures. To anyone who dared to fire it up: thank you for playing, I'm curious what you think!

[deleted]

Re: Xs of Y – roguelike that names itself every run. Written in 4kLoC

#52

Earlier quoted context omitted.

Is this a troll comment? I don't see where the author used AI to generate the code and if you don't see the point of experimenting with technology, you're on the wrong website.

You really don't see where the author uses ai? Pretty much everywhere, all the docs, the overview of the project, a LOT of the code is obviously primarily ai written, etc.

FWIW it's a good fuzz test for the interpreter ;)

Re: Xs of Y – roguelike that names itself every run. Written in 4kLoC

#53
I killed myself with a flaming spear and the game said this:

> FATAL ERROR: [program exited] "cannot subtract nil and let-go.lang.Int", :data {:trace ("game-loop ()" "game-loop ()" "update-world ()" "run-until-player-turn ()" "creature-turn ()" "update-ai-state ()" "distance ()")}}

A fatal error indeed!

Re: Xs of Y – roguelike that names itself every run. Written in 4kLoC

#54

I killed myself with a flaming spear and the game said this: > FATAL ERROR: [program exited] "cannot subtract nil and let-go.lang.Int", :data {:trace ("game-loop ( )" "game-loop ( )" "update-world ( )" "run-until-player-turn ( )" "creature-turn ( )" "update-ai-state ( )" "distance ( )")}} A fatal error indeed!

Love it :D

Re: Xs of Y – roguelike that names itself every run. Written in 4kLoC

#55
post #12

Pretty fun! I keep getting instantly killed by things though and I'm not sure why, possibly a bug.

I see you haven't played Noita!

I feel this comment. Seriously though, damage reflection was one of the many insanely annoying things about that game.

Re: Xs of Y – roguelike that names itself every run. Written in 4kLoC

#56
post #50

Earlier quoted context omitted.

You really don't see where the author uses ai? Pretty much everywhere, all the docs, the overview of the project, a LOT of the code is obviously primarily ai written, etc.

So the author used the latest and greatest development tech to create a unique little demo in their custom language. I'm unsure your point. You know what I don't use to program with anymore? Punch cards and Borland C++. The industry has evolved for better or worse.

What are you going on about?

No idea what you think you are arguing. Are you in the wrong thread?

I said I don't get why people keep posting essentially vibe coded game clones... I get bored checking out GitHub projects on HN that are doing absolutely nothing new and are essentially baby projects made by Claude on a weekend, and terribly architected to boot. Cluttering the feed.

Re: Xs of Y – roguelike that names itself every run. Written in 4kLoC

#57

Author here! Thanks for posting! This game is written in a Clojure-like programming language I've made. So this is a (B)rogue-like in a Clojure-like :) What I think is interesting is that this game computes the entire world state each tick and does so efficiently thanks to persistent data structures. To anyone who dared to fire it up: thank you for playing, I'm curious what you think!

This is awesome!

I'm interested in building something similar, any tips besides looking at what you've done and Brogue?

Re: Xs of Y – roguelike that names itself every run. Written in 4kLoC

#58

Isn't this the kind of thing you can essentially fully offload to Claude code these days? Don't really get the point of these tiny primarily llm generated game clones tbh.

Consider them prototypes. Like the games submitted to game jams.

Re: Xs of Y – roguelike that names itself every run. Written in 4kLoC

#60

Isn't this the kind of thing you can essentially fully offload to Claude code these days? Don't really get the point of these tiny primarily llm generated game clones tbh.

Consider them prototypes. Like the games submitted to game jams.

I wouldn't even dare posting this to a game jam... or HN at this point but someone posted it for me, welp.
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