SALT SWEEPER
A minesweeper roguelike built in GameMaker Studio 2, set in a world five years in the making — complete with its own language, deep-rooted history, and a unique magic system woven into every corner of its design. A labor of craft that started as a small idea and became an entire living world.
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One of my proudest achievements: creating efficient, robust dialogue and inventory systems. Built modular, data-driven tools supported by easily editable spreadsheets that allowed me to define item behavior, balance individual statistics, and write NPC dialogue all from single sources. This streamlined iteration of new content and dramatically reduced the manual work required to add anything new to the world.
Balancing the fast-paced exploration of the sweeper floor against turn-based combat was no easy task. Took countless hours of refinement and rewriting to become satisfying while preserving the pace of the sweeper gameplay. The final system rewards risk and resource management — integrating spell, weapon, and armor types into a robust loop that earns its weight in the overall design.
[ADD YOUR TEXT HERE — describe your approach to the world's language system, lore writing, or the design decisions that shaped the setting. What makes this world feel alive and distinct?]
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