Dungeon Typist by the_noffs
Mavis Beacon Teaches Dungeon Crawling?
A first-person roguelike where you use words to explore randomly generated dungeons, slay kobolds, and slam doors.

Arrow keys to move. Type HIT to shoot letters at monsters! Type OPEN or CLOSE to manipulate doors! Most importantly of all: master the art of touch typing!
Me & Tech
I like to combine simple tools that do one thing well.
I wrote everything in vanilla ES5 Javascript. regl for WebGL 3D graphics, nano-ecs for Entity-Component-System logic, budo for rapid prototyping, dungeon-generator for level generation, and the excellent DawnLike tileset as a base for the art.
For actual building tools, I wrote code in vim, graphics in gimp and imagemagick, and tested in chromium.
I have a website and a Twitter thing.
Post-Jam changes
- critical bug fix for Firefox (arrow keys were shooting out, making it unplayable)
| HTML5 (web) | http://eight45.net:8000/dungeon-typing/index.html |
| HTML5 (web) | http://eight45.net:8000/dt-postjam/index.html |
| Original URL | https://ldjam.com/events/ludum-dare/41/dungeon-typist |
Ratings
| Overall | 595th | 3.444⭐ | 38🧑⚖️ |
| Fun | 584th | 3.303⭐ | 40🧑⚖️ |
| Innovation | 295th | 3.684⭐ | 40🧑⚖️ |
| Theme | 272th | 3.974⭐ | 40🧑⚖️ |
| Graphics | 560th | 3.513⭐ | 40🧑⚖️ |
| Audio | 757th | 1.853⭐ | 19🧑⚖️ |
| Humor | 841th | 2.453⭐ | 34🧑⚖️ |
| Mood | 631th | 3.236⭐ | 38🧑⚖️ |
| Given | 17🗳️ | 27🗨️ |
But i like the idea. God job!
Is aiming through open doors working? I had a feeling that i was throwing "hit" on the door
My favorite thing is something you may have not even planned, **shooting alt characters!!!**

Movement was a little "floaty." And I would have liked some indicator when I was doing damage vs. if I was missing or typing wrong. And of course it's a jam, but more content, like chests, would have been nice, and maybe additional combat moves for combos (like punch, fire, shoot, etc.) Or maybe even longer phrases and sentences to pull off spells and the like. :) Those are directions if you continue to develop the game.
Good job over all!
@Lakrits Woah, Firefox shoots arrow keys?! This is what I get for only testing on Chromium! I deployed an emergency fix if you'd like to try it out without this (crippling) bug. Sorry I messed that up! Glad you spoke up!
For that, this idea is great. Congratulations!

Edit: Nevermind it's working again!
This game has a great feel to it. You are on to something here. The letters bouncing off the walls or attaching to the doors just feels right. I wasn't sure if I hit the pokesaurs or if they were hitting me. Apparently I did something right because I got to level 5 or maybe 6 before my hits got stuck in a door and I died. Was hoping for an endgame and some more commands to type. +1 for coding in vim. ;)
A fun little game with potential!
BTW, GolfZ is *so great*!
@vinterskog Thanks for the comments. Lots of stuff I can polish up for a post-jam version. :)
Some small things: When I didn't aim my letters at anything in particular, the letters would sometimes have a weird movement in the end. Often I was too fast, resulting in 'hithit', and I also hat the open door 'hit' problem. The doors move funny when you walk through.
The enemy is pretty difficult to kill, needing to type several times to kill. I think this need some balance.
I liked the art style combining pixel art with 3D too. Good job here!
Take a look a my game too: https://ldjam.com/events/ludum-dare/41/confessional
Another interesting aspect of the game is the exploration. The environment feels mysterious yet threatening.
Congratulations on the project!
We also did a game using typing mechanics. If you are interested you can check it at https://ldjam.com/events/ludum-dare/41/type-n-jump
@papaver Thanks for playing & writing back!
@rodrigo-denubila Thanks for playing & writing back. Yeah I *really* wanted mouselook too, but mouselook works best with WASD controls, which are of course dedicated to the typing mechanic. I'm totally open to having mouselook though if you can think of a way to do it :)
@infinitycore Ha yeah a lot of people mentioned the enemies feeling tough. What I think happens is that the enemies "stack" on each other, so it looks like one enemy. The post-jam version is going to have collisions between mobs, so they don't pile up on each other. Thank you for playing!
Shooting words feels amazing. It also feels that these are the base mechanics for a much greater game! It would been awesome to use these word powered skills to do some slightly more DnD stuff, like levers, or puzzles.
Awesome job indeed! Congratulations!
Come and try my game! https://ldjam.com/events/ludum-dare/41/tactical-hydra
Because OPEN and CLOSE both appear to have infinite range (so long as your letters can reach their target) it took me about 5-10 minutes of kiting an enemy before I realized I wasn't dealing any damage to it, and had to wait for it to get very close before I saw those damage values ticking. The game could definitely use some way of better illustrating that HIT has a limited range. Judging from the comments, I don't think I was the only one who struggled to realize this.
One other nitpick I had was that it felt awkward going back and forth from regular typing to the arrow keys. I'm sure the player could eventually get used to it, but something about it just felt a bit off/odd as it was.
Other than that, the game was just very simple. I don't think this is necessarily a bad thing for games, but this is the type of game that absolutely could benefit from plenty of depth. I really do hope you can expand upon this more than what's in the post-jam version (how do you eat the apples, and what does SLAM do?), as I do think this could be a novel addition to the Dungeon Crawler genre.
Re going back and forth between arrow keys and typing: yeah, it's kind of awkward isn't it? I am oh so very open to suggestions here. It's a part I'll continue to ponder on; uniting the two input interfaces is the dream!
I do say though, the horizontal line in the middle of the dungeon tiles was giving me a bit of a fit, visually. I would have slightly raised (or lowered) the viewpoint to keep that seam from being obvious.