godot-genre-roguelike

SKILL.md

Genre: Roguelike

Expert blueprint for roguelikes balancing challenge, progression, and replayability.

NEVER Do

  • NEVER make runs pure RNG — Skill should mitigate bad luck. Provide guaranteed item shops, reroll mechanics, or starting loadout choices.
  • NEVER overpowered meta-upgrades — If meta-progression is too strong, game becomes "grind to win" not "learn to win". Keep modest (+10% damage max).
  • NEVER lack variety in content — Procedural generation shuffles content. Need 50+ rooms, 20+ enemies, 100+ items minimum for freshness.
  • NEVER use unseeded RNG — Always initialize RandomNumberGenerator with seed. Enables shareable/reproducible runs.
  • NEVER allow save scumming — Save state only on floor transition. Delete save on load (standard for strict roguelikes).

Available Scripts

MANDATORY: Read the appropriate script before implementing the corresponding pattern.

meta_progression_manager.gd

Cross-run persistence for currency and upgrades. JSON save/load with upgrade purchase/level tracking. Encrypt for production builds.


Core Loop

  1. Preparation: Select character, equip meta-upgrades.
  2. The Run: complete procedural levels, acquire temporary power-ups.
  3. The Challenge: Survive increasingly difficult encounters/bosses.
  4. Death/Victory: Run ends, resources calculated.
  5. Meta-Progression: Spend resources on permanent unlocks/upgrades.
  6. Repeat: Start a new run with new capabilities.

Skill Chain

Phase Skills Purpose
1. Architecture state-machines, autoloads Managing Run State vs Meta State
2. World Gen godot-procedural-generation, tilemap, noise Creating unique levels every run
3. Combat godot-combat-system, enemy-ai Fast-paced, high-stakes encounters
4. Progression loot-tables, godot-inventory-system Managing run-specific items/relics
5. Persistence save-system, resources Saving meta-progress between runs

Architecture Overview

Roguelikes require a strict separation between Run State (temporary) and Meta State (persistent).

1. Run Manager (AutoLoad)

Handles the lifespan of a single run. Resets completely on death.

# run_manager.gd
extends Node

signal run_started
signal run_ended(victory: bool)
signal floor_changed(new_floor: int)

var current_seed: int
var current_floor: int = 1
var player_stats: Dictionary = {}
var inventory: Array[Resource] = []
var rng: RandomNumberGenerator

func start_run(seed_val: int = -1) -> void:
    rng = RandomNumberGenerator.new()
    if seed_val == -1:
        rng.randomize()
        current_seed = rng.seed
    else:
        current_seed = seed_val
        rng.seed = current_seed
        
    current_floor = 1
    _reset_run_state()
    run_started.emit()

func _reset_run_state() -> void:
    player_stats = { "hp": 100, "gold": 0 }
    inventory.clear()

func next_floor() -> void:
    current_floor += 1
    floor_changed.emit(current_floor)
    
func end_run(victory: bool) -> void:
    run_ended.emit(victory)
    # Trigger meta-progression save here

2. Meta-Progression (Resource)

Stores permanent unlocks.

# meta_progression.gd
class_name MetaProgression
extends Resource

@export var total_runs: int = 0
@export var unlocked_weapons: Array[String] = ["sword_basic"]
@export var currency: int = 0
@export var skill_tree_nodes: Dictionary = {} # node_id: level

func save() -> void:
    ResourceSaver.save(self, "user://meta_progression.tres")

static func load_or_create() -> MetaProgression:
    if ResourceLoader.exists("user://meta_progression.tres"):
        return ResourceLoader.load("user://meta_progression.tres")
    return MetaProgression.new()

Key Mechanics implementation

Procedural Dungeon Generation (Walker Method)

A simple "drunkard's walk" algorithm for organic, cave-like or connected room layouts.

# dungeon_generator.gd
extends Node

@export var map_width: int = 50
@export var map_height: int = 50
@export var max_walkers: int = 5
@export var max_steps: int = 500

func generate_dungeon(tilemap: TileMapLayer, rng: RandomNumberGenerator) -> void:
    tilemap.clear()
    var walkers: Array[Vector2i] = [Vector2i(map_width/2, map_height/2)]
    var floor_tiles: Array[Vector2i] = []
    
    for step in max_steps:
        var new_walkers: Array[Vector2i] = []
        for walker in walkers:
            floor_tiles.append(walker)
            # 25% chance to destroy walker, 25% to spawn new one
            if rng.randf() < 0.25 and walkers.size() > 1:
                continue # Destroy
            if rng.randf() < 0.25 and walkers.size() < max_walkers:
                new_walkers.append(walker) # Spawn
            
            # Move walker
            var direction = [Vector2i.UP, Vector2i.DOWN, Vector2i.LEFT, Vector2i.RIGHT].pick_random()
            new_walkers.append(walker + direction)
        
        walkers = new_walkers
    
    # Set tiles
    for pos in floor_tiles:
        tilemap.set_cell(pos, 0, Vector2i(0,0)) # Assuming source_id 0 is floor
    
    # Post-process: Add walls, spawn points, etc.

Item/Relic System (Resource-based)

Relics modify stats or add behavior.

# relic.gd
class_name Relic
extends Resource

@export var id: String
@export var name: String
@export var icon: Texture2D
@export_multiline var description: String

# Hook system for complex interactions
func on_pickup(player: Node) -> void:
    pass

func on_damage_dealt(player: Node, target: Node, damage: int) -> int:
    return damage # Return modified damage

func on_kill(player: Node, target: Node) -> void:
    pass
# example_relic_vampirism.gd
extends Relic

func on_kill(player: Node, target: Node) -> void:
    player.heal(5)
    print("Vampirism triggered!")

Common Pitfalls

  1. RNG Dependency: Don't make runs entirely dependent on luck. Good roguelikes allow skill to mitigate bad RNG.
  2. Meta-progression Imbalance: If meta-upgrades are too strong, the game becomes a "grind to win" rather than "learn to win".
  3. Lack of Variety: Procedural generation is only as good as the content it arranges. You need a lot of content (rooms, enemies, items) to keep it fresh.
  4. Save Scumming: Players will try to quit to avoid death. Save the state only on floor transition or quit, and delete the save on load (optional, but standard for strict roguelikes).

Godot-Specific Tips

  • Seeded Runs: Always initialize RandomNumberGenerator with a seed. This allows players to share specific run layouts.
  • ResourceSaver: Use ResourceSaver for meta-progression, but be careful with cyclical references in deeply nested resources.
  • Scenes as Rooms: Build your "rooms" as separate scenes (Room1.tscn, Room2.tscn) and instance them into the generated layout for handcrafted quality within procedural layouts.
  • Navigation: Rebake NavigationRegion2D at runtime after generating the dungeon layout if using 2D navigation.

Advanced Techniques

  • Synergy System: Tag items (fire, projectile, companion) and check for tag combinations to create emergent power-ups.
  • Director AI: An invisible "Director" system that tracks player health/stress and adjusts spawn rates dynamically (like Left 4 Dead).

Reference

Weekly Installs
54
GitHub Stars
35
First Seen
Feb 10, 2026
Installed on
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