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(+1)

Hey K A Laherty, thanks for your feedback!

I really appreciate you taking the time to check out the tools and share your thoughts. I’m glad you found them interesting, especially for classic roguelike development!

Answering your questions:

🔹 Yes, they are written in JavaScript (HTML, JavaScript, and CSS, nothing too complex). I’m still setting up the GitHub properly, which is why it’s not publicly available yet, but once it's ready, I’d love to share it as learning material. I agree—JavaScript is very readable and easy to adapt to other languages.

🔹 Turning them into functions/libraries – That’s a great idea! Right now, they are standalone tools meant to be quick and easy to use, but having them as functions (like your examples) would definitely make them more useful for direct game integration. I’ll keep this in mind for future updates!

🔹 Map generators need refinement – 100% agree! Procedural generation is an ongoing process, and I still have a lot of tweaking to do, especially for cities. Your suggestion about combining pattern generation with the Color Palette Generator for procedural texture generation is really interesting—I hadn’t thought of that, but it sounds like a great experiment to try!

Recent Updates & Fixes:

Bug fix in Name Generator Pro – Before, clicking the "Export JSON" button regenerated the list instead of saving the currently generated names. Now, it correctly exports the names you see on screen.

Real-time updates in the calculators – The TTK, DPS, and Health/Armor Balance calculators now generate results instantly as you change the values—no need to hit "Generate" or "Reset Data" anymore. This makes testing much smoother!

Full English translation – All six tools and the homepage are now fully in English to make them more accessible for a global audience.

Thanks again for the encouragement! I’ll definitely keep improving and expanding them. If you have any more ideas or feedback, I’d love to hear them!

Cheers,
Daniel (Genio043)
🔗 danieldelgado.tech/tools