Vibe Coding – ASCII Inspired Adventure Game (Paused)

Alpha 1

These versions of the game are very rough and fast to implement new features. I did not have this website set up to display new updates so there are limited information on the changes in each one. Feel free to play them, as long as they stay up on the webserver.

Version 1 – May 15, 2025

Version 2 – May 15, 2025

Version 3 – May 16, 2025

Version 4 – May 18, 2025

Version 5 – May 19, 2025

Version 6 – May 26, 2025

This version is playable to a sort of complete ending. After this version, I wanted the aesthetics to be different and more understandable.

Alpha 2

Version 1 – June 1, 2025

The first look at the new style of gameplay. Taking everything I learned from Alpha 1’s development and implementing with an object oriented mindset.

You can see through the gameplay, MUCH as changed and many features from Alpha 1 still have yet to be implemented. Firstly, the inventory is much easier to understand and navigate. You can use 1-9 to select to select your item, and you can clearly see your health and stats at a glance. In addition to toggling the player stats on/off with (i) key.

On the right, the info-box contains critical information about the environement. Alpha 1 strugged to explain its surroundings organically without special debug features or using the documents (&) or the clues (?)… which is great for directly telling the player what’s going on, but felt too “on the rails”.

New Hold

In this version, I added the ability to “hold” and object in front of the character making it cooler. This version was no longer bound the the actual grid of the symbols, but just structured in a set grid. Now the symbols can be any size, shape, and orientation within the grid. This allows the item selected to be offset and put in the layer above. In usual fashion, this will most likely cause some headaches later down the line.

Version 2 – June 8, 2025

Hostiles (!)

The new type of hostile I am working on I am calling Siphon. I was inspired by Alien Isolation and other types of chase games, where the player has to run and hide, rather than just hack and slash their way through areas. This was a huge leap in what mechanics the game will deploy to tell the story.

Yellow flashing means the enemy is hunting for you. Red means they are in direct pursuit of you. There is a general distance in which the Siphon can see, but that depends on line-of-site.

Merchant (@) and Windows (=)

Right now in this version, the merchant has the ability to give some exposition about the world. Currently he contains the only way to get into the room at the top of the level. The blue (=) are windows that are see-through but do not allow player movement. I believe that this can give some interesting dynamics to being hunted or a way to show an exit in a maze.

Vases (v)

Vases are a weird object that I was experimenting with. I wanted the ability to ‘distract’ the Siphon from their normal patrol without having them chase you. This mechanic can be useful for strategic movements.

You can use these vases by picking them up and ‘throwing them’ on the ground to make a breaking sound. You can also pick them up if you walk directly on top of them and use the pick up key.

Lack of story

There is a general lack of story to this game. The game is hard to develop. I want to focus on mechanics that give me a fun toolset to play with when I start building a story. Maybe I’ll call our protagonist (@) “Bit”.

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