Roguelike

Provides Dungeons & Dragons-style templates for building scalable roguelike game systems.

3|Updated Apr 8, 2026
One-click install
npx skills add https://github.com/XeldarAlz/KlondikeSolitaire --skill roguelike
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: Roguelike
Source: https://github.com/XeldarAlz/KlondikeSolitaire/tree/main/.claude/skills/genre/roguelike
Command: npx skills add https://github.com/XeldarAlz/KlondikeSolitaire --skill roguelike

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Provides scalable roguelike patterns to streamline the design of dungeon crawlers, enabling teams to implement procedural generation, permadeath, loot systems, and meta-progression with consistent mechanics and faster iteration.

Core Features & Use Cases

  • Procedural Dungeon Generation: BSP-like layouts, room carving, and corridor connectivity to produce replayable maps.
  • Turn-Based / Real-Time Action: Flexible turn systems or cooldown-based actions to suit different roguelike styles.
  • Loot, Progression, and Meta-Progression: Item definitions, drops, stat modifiers, and persistent upgrades that affect multiple runs.
  • Bosses and Elite Encounters: Scaled enemies, boss phases, and encounter tuning to balance challenge across floors.

Quick Start

Illustrate a basic roguelike loop with procedural dungeon generation and permadeath for a simple dungeon-crawler prototype.

Frequently Asked Questions about Roguelike

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate procedural dungeons with BSP-like layouts and room carving?

Procedural dungeon generation uses BSP-like layouts, room carving, and corridor connectivity to produce replayable maps. You configure generation parameters to output varied dungeon floors with connected rooms for your roguelike prototype.

What is meta-progression and how does it persist upgrades across multiple runs?

Meta-progression applies persistent upgrades that affect multiple runs, surviving permadeath. It uses a saveable per-run state model to carry stat modifiers forward, letting players grow stronger across repeated dungeon attempts.

Can I use ScriptableObjects for data-driven configs in a roguelike loot system?

Yes, roguelike loot systems support data-driven configs via ScriptableObjects. You define item definitions, drops, and stat modifiers as configurable assets, enabling faster iteration on loot tables without code changes.

How do I scale enemies and tune boss encounters across dungeon floors?

Enemy scaling and boss encounters are tuned using scaled enemies, boss phases, and encounter balancing configurations. You adjust difficulty parameters per floor to maintain consistent challenge progression throughout the dungeon.

Does this roguelike pattern support both turn-based and real-time action systems?

Yes, the roguelike patterns support flexible turn systems for turn-based gameplay and cooldown-based actions for real-time action. You choose the combat style that suits your roguelike design within the same code organization framework.

What code organization is needed for a dungeon crawler with permadeath and meta-progression?

A roguelike dungeon crawler requires organized code modules for the dungeon model, generator, turn system, loot, and meta-progression. This structure pairs with a per-run state model and saveable progress to handle permadeath and persistent upgrades.