Roguelike

Generate procedural roguelike systems with Unity C# and ScriptableObjects.

Updated May 6, 2026
One-click install
npx skills add https://github.com/BasarEkinci/memory-card-game --skill roguelike-basarekinci
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: Roguelike
Source: https://github.com/BasarEkinci/memory-card-game/tree/main/.claude/skills/genre/roguelike
Command: npx skills add https://github.com/BasarEkinci/memory-card-game --skill roguelike-basarekinci

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It helps you implement core roguelike/roguelite mechanics—procedural dungeon runs, turn or cooldown action loops, loot drops, permadeath run state, and meta-progression—so gameplay systems reinforce tension between risk in a single run and rewards across runs.

Core Features & Use Cases

  • Procedural dungeon generation (BSP rooms + corridors): Generate a repeatable dungeon layout from a seed, carve rooms and corridors, and assign room types (start/treasure/shop/rest/boss/exit).
  • Run-based turn management with enemy scaling: Drive action order via an energy/speed turn loop (or swap to a real-time cooldown tick model) while scaling enemy stats per floor.
  • Loot + meta progression with persistence: Define items and drop tables, apply stat modifiers on pickup, track run death/victory, calculate score, convert score to meta currency, and unlock persistent upgrades that alter future runs.

Quick Start

Ask an AI to generate the dungeon generation, turn system (turn-based energy loop or cooldown alternative), loot/drop-table, permadeath run manager, and meta-progression models for a Unity C# project using VContainer and ScriptableObjects.

Frequently Asked Questions about Roguelike

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

FAQPage Schema
How do I implement procedural dungeon generation with permadeath in Unity?

Procedural dungeon generation in Unity uses BSP algorithms to carve rooms and corridors from a seed, while a permadeath run manager tracks death or victory to reset run state. This ensures repeatable layouts and high-stakes roguelike runs.

How does meta progression work with loot systems in a roguelite?

Meta progression in a roguelite converts end-run scores into persistent meta currency, unlocking long-term upgrades that alter future runs. Loot systems define drop tables and apply stat modifiers on pickup, balancing single-run risk with cross-run rewards.

Can I use a real-time cooldown tick model instead of a turn-based energy loop for roguelike action sequencing?

Yes, roguelike action sequencing supports a real-time cooldown tick model as an alternative to a turn-based energy loop. Both drive action order while scaling enemy stats per floor, fitting either real-time or turn-based gameplay.

Does roguelike procedural generation require seed-based reproducibility and ScriptableObjects?

Roguelike procedural generation requires seed-based reproducibility to ensure repeatable dungeon layouts. Data-driven item and enemy definitions use Unity ScriptableObjects, enabling modular C# model and service classes with message-driven decoupling.

What is the best way to structure enemy difficulty scaling by floor in a roguelike?

Enemy difficulty scaling by floor is structured by scaling enemy stats per floor within the run-based turn management system. This progressively increases challenge as players descend, maintaining tension throughout procedural runs.