Thanks for giving it a try, this is an incomplete entry unfortunately - I ran out of time.
joeyismusic
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All this and more has been fixed and improved since submission but according to the rules - the work had to be done within the timeframe of the jam. It’s unfortunate that I could not complete my vision in time and this is basically an incomplete (although somewhat working) submission. Thanks for playing! I certainly had fun getting my feet wet and participating.
Since the rules don't really discuss what type of combat is required, I'd say you're free to implement whatever makes sense for the game you want to create. But, that said, I'd aim more towards the idea that this game jam is leaning in the "traditional roguelike" direction. The host of the jam even embeds an animated example of gameplay which really exemplifies what a desired game submission might look like.
I am interested in the idea of adhering somewhat strictly to the concept of a traditional roguelike simply because I've actually never built one. I find it to be an interesting challenge to take on and to do something I would not do otherwise.
I wanted to just recommend a step by step tutorial for creating a traditional roguelike that I truly believe anyone with a computer and a tiny bit of interest in game development can get started with their creation for this game jam. I'm simply recommending it because it has helped me out a lot with getting into the genre.
Check out the Broughlike Tutorial by Jeremiah Reid: https://nluqo.github.io/broughlike-tutorial/index.html
You can play the finished game here: https://nluqo.github.io/broughlike-tutorial/completed/stage8/index.html
Anyone with a computer, text editor, and basic image editor can create a completely finished traditional roguelike from scratch with no dependencies, libraries, or other tools.
Best of luck to everyone in the game jam!
I think it's well agreed upon that 3D does not fall under traditional roguelike standards. However, as the main page states:
You are challenged to create a game that features gameplay that is:
Turn-based, focusing on strategic thinking over quick reflexes.
Run-based, with no meta-progression (the player loses all tangible progress after each run).
Subject to permanent consequences (the player cannot freely roll back mistakes).
Impacted by Procedural Content Generation in a meaningful way.
Focused on the development of A character, or a party of characters (no abstract puzzle or "god" games).
So that leads me to believe 3D is welcome? But probably wouldn't earn any brownie points from people "expecting" a traditional roguelike...
The theme is whatever you want if it follows the above.
all the requirements and direction is on this page https://itch.io/jam/roguetemples-fortnight
the good news is that you can pretty much use any theme as long as you design the game within the confines of a traditional roguelike
🎮 Why are 2D tilemaps still a pain in 2025?
If you’ve ever tried building a top-down 2D game, you know the struggle:
Auto-tiling half works, terrain transitions multiply like chaos, y-sorting makes your head spin, and layering turns into spaghetti faster than you can say “debug.”
This devlog dives deep into why these problems still plague us, despite decades of tools like Tiled, LDtk, Unity, and countless custom solutions. From missing standards in tilesets, confusing naming schemes, broken animation workflows, to editors that just don’t “get” runtime needs… it’s all there.
🧠 Thoughtful, honest, and painfully relatable for game devs dealing with:
- Map editors that make your life complicated with simple ideas (ever tried to recreate a mockup from scratch?)
- Shadow + layering chaos - isn't there an easier way?
- Pathfinding vs. reality - Try this one over a network :D
- Runtime mutations and multiplayer headaches - can you convert an LDTK level to a diff-only serialized world state in less than 1kb?
- And the eternal war on artist asset formats 😅
This isn’t just a rant, it’s a breakdown of what’s still broken, and a quiet call for better tooling and collaboration between artists and devs.
📚 Read it here:
https://itch.io/blog/968185/-why-top-down-2d-tilemaps-are-still-a-pain-in-2025
💬 Let’s hear your tilemap horror stories. What broke your brain the most?
Hey, having a few issues here with lining up a few elements on the tileset.
The dock pillars are favored either to the left or right side. So they only line up with the end of a dock, and not the centered support pillars.
As you can see below, in your mock up, there are pillar heads that line up perfectly with end of dock and middle of dock. But the tileset only has left or right biased pillar heads. And they don't align with centered support pillars.




