A polished CLI game built to demonstrate engineering clarity, systems thinking, and real-time UI design.
Rogue Dungeon isn’t “just another terminal game.” It’s a demonstration of:
- Real-time terminal UI engineering
- Complex state management
- Procedural map generation
- Turn-based combat systems
- Animation inside a CLI
- Architecture thinking & clean code design
The goal was simple:
Build something fun, technical, and uniquely impressive to practice. Something more than just CRUD apps.
This game is the result.
Every run produces a new map using a controlled random-walk algorithm.
Built using Blessed → interactive panels, borders, HP bar, enemies list, log feed.
Cells flash on hit, enemies chase intelligently, combat feels alive.
Goblins:
- Chase the player using Manhattan distance
- Attack when adjacent
- Wander if unaware
Separated into:
dungeon.js→ world generationgame.js→ engine, UI, combat logic
This shows deliberate design choices
###############################
#@....g...$.......###.........#
#.....###.....G...............#
#...T.....E....................#
###############################
Stats:
HP: #########--------- (11/20)
ATK: 5
Gold: 3
Log:
You hit goblin for 3 dmg.
Goblin died.
| Layer | Tech |
|---|---|
| UI Rendering | Blessed (terminal UI framework) |
| Game Engine | Node.js (event-driven game loop) |
| Map Gen | Random Walk + grid-based algorithms |
| Architecture | Modular JS, entity-driven design |
| Animations | Timed cell flashes using Blessed |
This mix is rare → and very impressive for a backend engineer.
git clone https://github.com/YOUR_USERNAME/rogue-dungeon.git
cd rogue-dungeon
npm install
npm start| Action | Keys |
|---|---|
| Move | Arrow Keys / WASD / HJKL |
| Next Level | N |
| Restart | R |
| Quit | Q / Esc / Ctrl+C |
- Designing interactive CLI apps
- Building my own tiny “engine loop”
- Procedural generation
- Structuring a clean modular codebase
- Real-time rendering with Blessed
- Managing user input events and game timing
- Working with 2D grids, AI, and entity systems
These translate directly into backend + systems engineering skills.
- Inventory & items (potions, weapons, armor)
- Fog of war (FOV shadow-casting)
- Boss floors
- More enemy types
- Talent system (perks on level-up)
- Save/load with JSON
- Mini-map
- Tile-based lighting
- More advanced animation effects (shake, glow, pulses)
This project is intentionally modular — easy to modify, extend, or fork. Feel free to:
- Add monsters
- Add new dungeon generators
- Improve AI
- Add weapons or magic
- Create your own version
PRs are welcome!
MIT — free for anyone to use or build upon.
