Alejandro Melian · Game design
Prototype · playable in browser · one-handed

Mini
Rogue

A minimalist tabletop roguelike in portrait. Four hero classes descend through a growing multi-biome grid where combat is dice you can nudge with Focus, weapons wear out and evolve, and the body of your last run is waiting on the floor where you died.

01

Play it

Pick a class, then walk the grid
Live build · runs in this pageOpen fullscreen ↗
02

Core loop

01
Explore
Spend a Food, read the grid, and choose which rooms to walk — monsters, treasure, merchant, points of interest.
02
Fight
Roll the weapon’s dice against affinities and armour, bending results with Focus before the strike locks.
03
Build
Turn loot into relics, repairs, weapon levels and camp rests, then descend into a harder floor.
03

What it tests

The hypothesis

A complex, tabletop-depth roguelike can be condensed into a one-handed mobile session by shifting the complexity away from spatial movement and into interconnected resource economies, allowing players to manipulate probability without removing the thrill of chance.

The core questions

  • Can a complex dungeon-crawling experience be synthesized into a casual but engaging session-based experience?
  • How can a game grant players control over a highly luck-based system without undermining the luck itself or bypassing the dice roll?

Controlling the roll

To address the tension between luck and player control, the design relies on probability manipulation rather than guaranteed outcomes.

Focus as a Modifier: By allowing players to spend Focus to shift a die's value up or down by one, the physical roll remains the dramatic centerpiece of combat. The bad roll is preserved, but it is transformed from a frustrating verdict into a strategic cost.

Tactical Advantage: Implementing damage types, vulnerabilities, and advantage (rolling 2d and keeping the highest) rewards pre-combat preparation. The player controls the conditions of the roll, ensuring the luck-based system feels fair and responsive to their choices while the dice still dictate the final math.

Synthesizing complexity for one-handed play

To condense tabletop complexity into a session-based mobile format, the game relies on a clean UX hierarchy and overlapping system flows that demand constant decision-making without complex physical inputs.

The Paradox of Weapon Investment: Treating weapons as a decaying resource that also gains XP distills complex inventory management into a single, high-stakes choice. Players must actively wear down the tools they are investing in, forcing a constant risk assessment of when to strike and when to absorb damage with a shield.

Food as the Clock: Using Food to dictate pacing strips away the need for sprawling dungeon traversal mechanics. Every step, camp, or detour for a merchant is weighed directly against survival, cleanly synthesizing exploration into a press-your-luck economic decision.

The Ghost System: Turning a previous death into an Echo mini-boss or a loot recovery opportunity establishes a natural retention loop. It ties isolated, casual sessions together, ensuring that even a short, failed run directly shapes the ecosystem of the next attempt.

Weapon durability and weapon XP pull against each other — the weapon you level is the weapon you break, and it is not yet clear whether that tension is the good kind. Biome weighting ramps by floor, so late floors can stack two hostile affinity sets against a weapon the player already committed to; a read on the coming biome would let them prepare. And the Echo fight is the most interesting content in the build while also being the punishment for losing, which means most players will meet it at their weakest.
Discipline
Systems design · dice and damage math · roguelike structure
Target
One-handed mobile, portrait
Built with
React, Tailwind
State
Playable test build
04

Systems in the build

~/prototypes/mini-rogue
Classes & progression
  • Crusader (armour), Rogue (gold, burst), Mage (low HP, high impact), Priestess (food, healing)
  • 15-tier XP curve; extra attack dice at levels 5, 10 and 15
  • Active abilities unlock at levels 2 and 4, paid for in Focus
Dice combat
  • Roll the weapon's dice — d3 to d12 — plus level dice
  • Spend Focus to shift individual dice ±1 before locking the strike
  • Weakness rolls 2d keep highest; resistance halves damage
  • Exploding dice on max faces; criticals bypass armour
Weapons & gear
  • Active and reserve slot; switching mid-fight costs a turn
  • Aggressive weapons split damage with their durability; shields absorb it
  • Weapon XP with branching evolutions — Dagger → Twin Fangs / Venom Fangs
  • Relic slots for armour, max HP, damage or max Focus
Dungeon
  • Two areas per floor on a coordinate grid, growing with depth from 3×3
  • Biomes — Dungeon, Water, Rot, Hell — seed and spread by floor depth
  • Rooms: entrance, exit, monsters, ambush, merchant, treasure, POI
  • Floor boss per biome gates the descent
POIs & economy
  • Altars and shrines: d6 checks for heals, relics and weapon buffs, or damage
  • Biome events — sunken chests, spore clouds, fire shrines
  • Trials: multiple-choice questions on weaknesses and lore for high-tier rewards
  • Merchant with moods and dialogue — food, relic trade, weapon repair
Survival & Ghost
  • Descending costs 1 Food; starving costs 3 HP; eating in combat is 1d4 HP + 2 Focus
  • Camp for 2 Food — 3 rest turns at 5 HP and 2 Focus each
  • Death saves a record; a later run finds Your Previous Body
  • Loot it to reclaim your gear, or it rises as an Echo carrying your old loadout