Dungeon Puzzle Poker

Shipped a roguelike that resolves every combat encounter as a poker hand, with procedurally generated floors and an endless difficulty curve, built inside a game jam window.

Team
Solo
Engine
Unreal Engine 5
Type
Game jam
Status
Released

Play it

Runs in the browser. Loads on demand so the page stays light.

The problem

Poker and roguelike dungeon crawling have incompatible pacing — one is a single evaluated moment, the other is a long run of accumulating decisions. Fusing them risked a game that was neither.

The approach

Made the grid the bridge: enemies are hands placed on a board, and the player clears them by placing and rotating attack shapes to build a stronger hand. Gold buys new shapes and spells that change suits or discard cards, so the run accumulates capability the way a roguelike should while every fight stays a single readable poker evaluation.

What I built

  • Hybrid Game Design - Combined poker mechanics with roguelike dungeon progression.
  • Procedural Generation - Built infinitely replayable dungeons with randomized layouts and enemies.
  • Card-Based Combat System - Implemented poker hand evaluation for both player and AI opponents.
  • Custom Attack Shape System - Designed multiple grid-based attack patterns with rotation functionality.
  • Strategic Resource Management - Created a gold economy for unlocking attack shapes and spells.
  • Spell System Design - Developed spells for suit-changing, discarding, and other tactical effects.
  • Difficulty Scaling - Balanced an infinite progression system with increasing enemy complexity.
  • Grid-Based Enemy Placement - Designed spatial puzzle mechanics where positioning influences outcomes.
  • Player Feedback Systems - Integrated visual indicators for possible moves, damage multipliers, and enemy hand previews.
  • UI/UX Implementation - Built an intuitive interface for card selection, shape rotation, and spell activation.
  • Replayability Focus - Ensured variety and strategic depth across runs through procedural generation and upgrades.
  • Rapid Prototyping - Produced a complete, functional game within game jam constraints.

Built with

Engine
Unreal Engine 5
Languages
Blueprints
Disciplines
Procedural Level GenerationCard Hand Evaluation LogicTurn-Based Combat SystemsGrid-Based Gameplay SystemsCustom Attack Pattern Rotation & PlacementSpell & Ability SystemsResource Management SystemsCustom Widgets (UI)HUD DesignMenu SystemsDifficulty Scaling & ReplayabilityEvent DispatchersLevel Design & Layout BalancingCohesive Art Direction & Asset IntegrationGame Jam Rapid PrototypingPlaytesting & Gameplay Iteration

What I'd do differently

Surfacing the enemy hand and the damage multiplier before committing a move was the change that made the puzzle legible. Without those previews the same mechanics read as random.

Links