Playable project · Pixel roguelike

Tower of Greed

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.

  • Climb: reach the gold stairs to ascend. Each floor banked adds an altitude bonus.
  • Hoard: scoop gold piles, bump chests open, and bargain at gilded shrines.
  • Beware: every hoard threshold wakes a wall-phasing Greed Wraith — and Coin Rats steal.
  • Bank or bust: press Space on the entry portal to leave with your gold. Die, and it all scatters.

Play Tower of Greed

Start a new climb or continue a saved one.

Under the hood

Built like the rest of the portfolio: dependency-free, deterministic, and honest about its constraints.

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.

Risk as a mechanic

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.

No render loop

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.

Like this kind of build?

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.