
YENDOR
YENDOR is a {rogue, zach}-like programming game centered on navigating a bot around NetHack-inspired dungeons. Buy upgrades, iterate on your bot, and uncover the mystery of the Wizard of Yendor...
We made this game for the Langjam Gamejam, building the entire thing (minus shaders!) in a language we created over the first couple days. nh is an evil child of C, Python, and OCaml - best of luck :)
Check out the full nh game code at https://github.com/olifog/YENDOR/tree/main/game
And the nh self-interpreter at https://github.com/olifog/YENDOR/tree/main/interpreter
Blog post coming soon with full development log/architecture explanation. The game itself is compiled via Bison to C, and then to wasm via Emscripten, with a lightweight C runtime injected in between to supply OpenGL bindings (and stuff like garbage collection) to the nh code. The entire game then operates using these low level graphics APIs, with a bit of Javascript in between to handle IO.
Huge thanks to the langjam organisers, this was such a cool jam!
| Status | Released |
| Platforms | HTML5 |
| Authors | olifog, GreenMan891, kenL4 |
| Genre | Puzzle |
| Tags | Dungeon Crawler, programming, Roguelike, zachlike |
| Code license | GNU General Public License v3.0 (GPL) |
| Average session | About a half-hour |
| Inputs | Keyboard, Mouse |
| Links | Homepage, GitHub |



Comments
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Love this concept, but I struggle most with the syntax error messages. E.g., a nested error will usually result in "missing '<'", which is not the actual issue. Also, I can't for the life of me get structs to compile. It keeps telling me there's a missing '.', which is patently not the case.
hey I stumbled upon this game totally by accident and I have to say its really fun and I am really impressed how you actually wrote most of the game in the language you created!
Here is some feedback on some things that could have been improved:
TL;DR of these points is that gold generation is too slow and the increase isn't always justified with change in complexity.
- need to get much more gold for adding new rooms. Adding the first room makes it MUCH harder. Should be significant increase. Like doubled or even tripled gold or something. Otherwise you are incentivized to just run with 1 room and rack up a bunch of gold.
- same with random stairs, should be larger increase.
- same with enemies. Should add more gold then what it does.
- as you know, technically once you know how to write the code you don't have to unlock in future games. Not a big issue, but perhaps if you had more time you could have language features actually locked out.
The pathfinding and search functions basically mean that all of the code written for earlier in the game can go away. Its a bit sad and also means that the hardest part of the game is the beginning. I think if you were going to continue on this game some more thought would be needed on how to make the play arc more enjoyable. Like unlocking the function is great, it feels powerful... but then all of the hard work you spent on implementing similar things before isn't needed anymore. If anything, I could see a case that having access to that function earlier in the game would be better and in the late game you lose access to it so are forced to re-implement it or something.
Anyways, great job!
Fun game! If only my cat had fingers to play it tehe
Nice but loops are rarely working ("Missing '<'" error when there is a closing bracket or other nonsense).
ooo that's not good, it's most likely a syntax error within the loop that flags as a loop closing error (sorry!) - if you send your code can fix! :)
This is sooooo cool! I love it. One suggestion is to fix it so those of us who type with other keyboards can use the code editor too. It automatically assigns only qwerty keys even though my keyboard is actually dvorak so I can’t really get very far.
Hey, glad you like it! I tried to make a hotfix and push it but I don't have a dvorak keyboard to test it with. Try playing it again :)