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What an ingenious game! I really enjoy it. It captures the fun and tension of LG's masterpiece indeed - that's what I call a well made "demake"!

Thanks! I've been a fan of the Looking Glass style of games since Ultima Underworld and on into Dishonored. I love the emphasis on creating an immersive atmosphere; on giving the player a bunch of fun systems to play with, even if they're not balanced; and the exploration of non-combat interactions with enemies.

There's an older ThiefRL I did that's available elsewhere (https://sites.google.com/site/mcneja/thiefrl) that is much more explicitly trying to ape Thief. It has a few more features (a friendly NPC, lock-picking, secret doors, extinguishable lights) but is a single hand-made map.

This game (ThiefRL2) was primarily an attempt to come up with a random map generator for that style of stealth gameplay in the space of a few days. It turned out pretty well; my wife still plays it. I'm working on some follow-ups.

Absolutely terrific game! Would you consider adding left-hand controls (eg: q w e a s d z x c)? I have an injury in my right arm which prevents me from really getting into playing this. Would love to do so if I could.

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Glad you enjoyed it! I have added a left-hand control scheme, like you described. It's the version 8 download above.

Huzzah! Thank you so much for this! Have just been having a great time evading those guards. A really great game which I am already recommending to my friends :) 

If I may ask, I am an aspiring developer (despite the the RSI - I often use Dragon & Caster voice recognition for coding) and would love a recommendation about a good tutorial (or a starting codebase) for learning to make Roguelikes. (I work mainly in Javascript or Python so far, have not yet ventured into C++, but do hope to study it someday.) I'm much more interested in learning to code directly than learning something like Unity.

Cool! Always great to have another Roguelike developer. It's a genre that really helps to focus development effort on gameplay, systems, and imagination.

I have been working on this stuff for decades so I'm not always sure what advice is relevant. But here's a shot at it.

Josh "Kyzrati" Ge is the developer of Cogmind and tireless pillar of the Roguelike-development sub-reddit. He wrote an article, How to Make a Roguelike, that has some good general advice.

Another thing they do on that sub-reddit is an annual communal working-through of the LibTCOD Roguelike tutorial. Roguelike developers being what they are, people will often work alongside in some new language they want to try. For instance, this one from Lokathor, in Rust. I've learned quite a bit from Lokathor's Haskell attempt from the year before the Rust one.

If YouTube videos are your jam, the annual Roguelike Celebration generates some good ones. I enjoyed Bob Nystrom's talk about how he architects his Roguelike, for instance. I'm still kicking myself for not going to the Roguelike Celebration yet; maybe next year.

For Javascript there's rot.js, a Roguelike development toolkit that might be of interest, for educational purposes if nothing else.

Hope this helps!

After thinking a bit, here's some advice from me specifically:

  • Deadlines are good. 7DRL, that sort of thing. To encourage finishing.
  • Testers are good. If you can rope a friend or two into playing the game for you it helps a ton. I put a keystroke logging and playback system into ThiefRL and got play session recordings from my brother and a friend, and it really helped me find spots where the game was confusing.
  • If making a game is your goal, always ask yourself what the simplest solution that could possibly work would be.
  • Make sure that AI systems are focused on the player experience. If there is a complex simulation that isn't communicated well to the player, it just looks like random things happening, or worse, is never noticed at all.
  • Making games is an endurance sport. It takes years of effort, each piece built on the ones that came before. A lot of the indie hits of recent years are 5-7 year projects, which is a bit of a slog.

Thank you James!  I will try the update.

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Wonderful game. 

 I'm just wondering if there's a way to make it larger to see.

Thanks! Glad you enjoy it. For full screen are you thinking of something that scales up? Or changing the screen resolution? What resolution and screen size are you using?

Sorry for the delay! I had some time before starting this year's 7DRL so I put in a zoom feature on this game. You can press 2 to get 2X tile size, 3 for 3X, and 4 for 4X if you want them ridiculously large.

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Great game, but I would like to continue from the same level I fail.

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Hi James,

Sorry, I edited my post.  I meant is there a way to make the map larger?

I have problems viewing it, because it's so tiny.

Thank you.