TL;DR

Developers have created ‘Xs of Y,’ a roguelike game that generates a unique title, quest, and rune mappings every run. It is written in 4,000 lines of Lisp code and runs in browsers via WebAssembly. The project is still in development.

A new roguelike game called ‘Xs of Y’ generates a unique title, quest, and rune mappings for each run and is written in approximately 6,900 lines of Lisp dialect code, making it a notable example of minimalist, self-generating game design. It is currently playable in browsers via WebAssembly, though still in development.

The game, shared on Hacker News, features procedurally generated content, including titles like ‘Gazebos of Mounting Dread’ and quests such as retrieving the ‘Spatula of Futility.’ Each run creates a new set of rune mappings, with spells represented as s-expressions, and the game logic is embedded in a Lisp-like language called ‘let-go.’

Developed in a compact codebase of around 6,900 lines, the game is built on a Clojure dialect running on a Go bytecode VM, with persistent data structures and no external dependencies. It boasts a 6-millisecond startup time and can run natively or in browsers via WebAssembly. The game is still in progress, with features like the magic system and dungeon mechanics actively being refined.

Why It Matters

This project demonstrates how complex, engaging roguelike gameplay can be achieved with minimal code and innovative procedural generation. Its self-naming feature and use of Lisp for game logic highlight experimental approaches in game development, especially within the constraints of small codebases and browser-based deployment. It may inspire developers interested in minimalism, procedural content, and self-generating narratives.

Exploring Roguelike Games

Exploring Roguelike Games

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Background

This development follows a trend of minimalist and experimental roguelikes, with influences like Brogue and other procedural games. The use of Lisp and compact code reflects ongoing interest in code efficiency and creative game design. The project is still in early stages, with core mechanics functional but not yet fully polished.

“It’s not finished, but it’s playable. Expect some mild peril and unscheduled explosions.”

— the developer

“Each run generates a new title, quest, and rune mappings, making every experience unique.”

— the developer

LISP IS MY FAVORITE LANGUAGE IN LIFE FIVE MONTHS TO LEARN: Funny beginner's noteook to Learn LISP Programming Step-by-Step(PROGRAMMING LANGUAGE)| ... and perfect resource for any developer

LISP IS MY FAVORITE LANGUAGE IN LIFE FIVE MONTHS TO LEARN: Funny beginner's noteook to Learn LISP Programming Step-by-Step(PROGRAMMING LANGUAGE)| … and perfect resource for any developer

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What Remains Unclear

It is not yet clear how fully developed the game’s mechanics will become or when it will reach a stable release. Some features, such as the magic system and dungeon interactions, are still under active development.

Hands-On Game Development with WebAssembly: Learn WebAssembly C++ programming by building a retro space game

Hands-On Game Development with WebAssembly: Learn WebAssembly C++ programming by building a retro space game

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What’s Next

The developer plans to continue refining core gameplay mechanics, improve stability, and possibly expand content. Future updates may include more complex interactions, polished UI, and broader accessibility, with a potential release for wider testing.

The Guide to The Illogical War on Video Games

The Guide to The Illogical War on Video Games

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Key Questions

Is ‘Xs of Y’ available to play now?

Yes, the game is currently playable in browsers via WebAssembly, but it remains in development with ongoing feature additions and refinements.

What makes this roguelike different from others?

Its content is procedurally generated each run, including titles, quests, and rune mappings, and it is written in a minimal Lisp dialect in just under 7,000 lines of code.

What programming languages or technologies are used?

The game is written in a Lisp dialect called ‘let-go,’ built on a Clojure-like language, running on a Go bytecode VM, with deployment via WebAssembly for browsers.

Is the game intended for a specific audience?

It appears aimed at developers, hobbyists, and enthusiasts interested in minimalism, procedural generation, and experimental game design.

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