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
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.