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My company used Decker for a Halloween game!

A topic by mortenson created Oct 31, 2025 Views: 255 Replies: 2
Viewing posts 1 to 2
(+5)

Hey all! 

Thought I'd share a Halloween-themed game I made for my company, Mercury:

A screenshot of a Decker game, featuring a skeleton with the text "click me" above their head

I took photos of our office and wrote code to allow players to navigate around it. Should probably write a blog post about it but basically I used really consistent card naming (<room>_<cardinal direction>) and stored "edges" between rooms in a Table. When a player tries to turn it checks if a card exists for that cardinal direction, and when they move forward it looks for an edge (edges are tuples/rows of (room1, direction, room2)).

I used a lot of cool Decker features like Dialogizer, WigglyPaint, and prototypes. What an amazing tool! Thank you @InternetJanitor for all your hard work.

You can play the game in your browser at https://mercury.com/haunted but there are some analytics running there, so if you'd prefer to just play the Deck you can download it at https://mercury.com/haunted/haunted.deck and check out my code!

Feel free to copy my room-navigating idea, I think it's generally applicable to a lot of dungeon-crawling style games.

If I end up writing a blog with more details I'll post it here.

Cheers,

Sam

Developer(+1)

This is really fun- thanks for sharing!

If you set the "shortcut" field for the buttons in your "navigator" contraption you can make them respond to the a/w/d keys for keyboard-based movement; it would also be possible to overload the top-level navigate[] event if you wanted to respond to cursor keys or swipe gestures as another input method.

(+1)

Neat! I would like to make more of a normal dungeon crawler with Decker at some point (game jam?) and that would speed up navigation a lot.