> and loot tables. Use for a roguelike/roguelite or turn-based grid dungeon crawler with procedural levels.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill roguelike
A playbook for roguelikes — the turn engine, procedural dungeons, field-of-view, permadeath,
and run economy. This is a compositional skill: it orchestrates procedural generation,
tilemaps, save handling, and AI into a run-based game. It does not re-teach noise/RNG or
tilemap APIs; it defines the loop and the systems that make a *run* compelling.
run and the world is regenerated — a roguelike or "roguelite" (with meta-progression).
When *not* to use: real-time action with roguelike *dressing* → build the action genre
(platformer/fps-shooter) and layer procedural-gen. Deep stats/quests/dialogue without
permadeath → rpg. Open-world needs/crafting → survival-crafting.
The community reference is the Berlin Interpretation (RogueBasin, IRDC 2008): a set of
"roguelikeness" factors, not a checklist. The high-value ones are the design targets:
random environment generation, permadeath, turn-based, grid-based, non-modal (all actions
in one mode), complexity (many item/monster interactions), resource management,
hack-and-slash, and exploration & discovery. Lean into these to feel roguelike; pick
which to keep deliberately. "Roguelite" usually relaxes permadeath with meta-progression.
**Take a turn (move / fight / use) → the world resolves its turn → see new state → descend /
loot / survive → die and restart with a fresh dungeon.** Replayability comes from the *world*
changing each run, not the player memorizing a fixed layout.
| Knob | Effect | Notes |
|------|--------|-------|
| Dungeon size / room count | run length, density | Scale with depth. |
| Connectivity guarantee | no unreachable rooms | Always verify reachability after generation. |
| Monster density / depth curve | difficulty ramp | Spawn by depth-weighted table. |
| Loot rarity weights | power variance | Rarer = bigger swing; identify adds discovery. |
| FOV radius / lighting | tension, information | Smaller radius = scarier, slower. |
| Resource scarcity (food/HP/ammo) | pressure to descend | Core tension lever in classic RLs. |
| Permadeath vs meta-progression | run stakes vs. retention | Roguelite softens the wall. |
| Identification / unknowns | exploration value | Unidentified items reward experimentation. |
| Seedable RNG | daily runs, debugging | Always allow a fixed seed (see procedural-gen). |
# Pseudocode. One seeded RNG per run makes dungeons reproducible (daily runs, bug repro).
run_seed = chosen_seed or random_seed()
rng = Rng(run_seed) # use your engine's seedable RNG, not global random
dungeon = generate_dungeon(rng, depth) # same seed + depth => same dungeon
# Persist run_seed in the save so a crash can resume the same world (see save-systems).
# Pseudocode. Each actor gains energy each tick and acts when it has enough.
# Faster actors gain more per tick, so they act more often — no fixed "player then enemies".
TURN_COST = 100
def next_actor(actors):
while True:
for a in actors: # stable order avoids ties favoring one side
a.energy += a.speed # e.g. speed 100 = normal, 150 = hasted
if a.energy >= TURN_COST:
a.energy -= TURN_COST
return a # this actor takes exactly one action now
# Pseudocode. Recompute visibility from the player each time they move.
visible = compute_fov(map, player.pos, radius=8) # symmetric shadowcasting (see refs)
for cell in visible:
explored.add(cell) # remember it forever (dim "fog of war")
# Render: visible -> lit; explored-but-not-visible -> dim; never-seen -> hidden.
Use a proven FOV algorithm (recursive shadowcasting or symmetric shadowcasting). Do not
roll a naive raycast-per-cell — it produces asymmetric, "blinking" vision. See refs.
pass and carve corridors until every walkable cell is reachable.
Use shadowcasting; test symmetry.
discrete turn at a time; queue input.
*profile* state (unlocks, scores) when saving (see save-systems).
true permadeath; keep only the profile.
procedural-gen (noise, seeded RNG, dungeon/room algorithms) — the engine of replayability.godot-tilemap / unity-tilemap-2d for the grid; level-design for set-piece rooms/vaults.game-ai for monster decision-making (often simple on a grid: seek/flee/patrol).save-systems for run-resume, profile/meta-progression, and true permadeath wipes.godot-resources / unity-scriptableobjects to define items, monsters, and drop tables as data.godot-ui-control for the message log, inventory, and HUD.game-feel for hit/death juice — screen shake and hit-stop that sell impacts on a turn-based grid.FOV (shadowcasting), and weighted loot/spawn tables, read references/generation-fov-loot.md.
Automate web scraping and data extraction with Apify -- run Actors, manage datasets, create reusable tasks, and retrieve crawl results through the Composio Apify integration.
Scrapes content based on a preset URL list, filters high-quality technical information, and generates daily Markdown reports.
Web search, content extraction, crawling, and research capabilities using Tavily API
| Bulk extract content from an entire website or site section. Use this skill when the user wants to crawl a site, extract all pages from a docs section, bulk-scrape multiple pages following links, or says "crawl", "get all the pages", "extract everything under /docs", "bulk extract", or needs content from many pages on the same site. Handles depth limits, path filtering, and concurrent extraction.
Deep web scraping, screenshots, PDF parsing, and website crawling using Firecrawl API. Use when you need deep content extraction from web pages, page interaction is required (clicking, scrolling, etc.), or you want screenshots or PDF parsing.
Build a fully automated AI-powered data collection agent for any public source — job boards, prices, news, GitHub, sports, anything. Scrapes on a schedule, enriches data with a free LLM (Gemini Flash), stores results in Notion/Sheets/Supabase, and learns from user feedback. Runs 100% free on GitHub Actions. Use when the user wants to monitor, collect, or track any public data automatically.
Scrapes content based on a preset URL list, filters high-quality technical information, and generates daily Markdown reports.
Scrape, crawl, search, and extract structured data from websites using Firecrawl API - converts web pages to LLM-ready markdown
Take gamedev-skills/roguelike from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.