Deterministic floors
Each floor derives from one seed and a small PRNG — rooms, corridors, chests, and shrine deals replay identically. No assets are downloaded; every sprite is drawn from 8×8 bitmaps.
Playable project · Pixel roguelike
A turn-based tower crawler about knowing when to stop. Every floor is richer and meaner than the last; your gold only counts if you carry it back to the entry portal. Hoard too much and the tower sends Greed Wraiths to collect.
Start a new climb or continue a saved one.
Built like the rest of the portfolio: dependency-free, deterministic, and honest about its constraints.
Each floor derives from one seed and a small PRNG — rooms, corridors, chests, and shrine deals replay identically. No assets are downloaded; every sprite is drawn from 8×8 bitmaps.
Gold is the score, the shop currency, and the danger dial at once: hoard thresholds spawn wraiths, rats steal from the rich, and only banked gold survives death.
The game is fully turn-based — the canvas repaints only after an action resolves, so an idle tab costs nothing. State persists to localStorage after every turn.
Seedbound Depths, the first playable demo, lives on the homepage — and I’m always up for talking about game systems, procedural generation, or practical frontend work.