Rogue vs Evil is a turn by turn dungeon crawling pixelart game.

Gather runic items, learn skills; and battle your way through dungeons to beat the most evil creatures roaming the land. How to play:

This game's development is finished: postmortem

New in last version (January 4th 2019):

  • A third dungeon is accessible
  • Performances have been enhanced: inputs in browser version should feel more responsive 
  • Worn items are highlight in the inventory menu and the inventory bar and the order of display of items is consistent, see
  • In game left part of the screen is now filled with directional arrows, shortcuts to menus, and a spinner to zoom in/zoom out.

How to play:

  • Use arrow keys to move (or vim keys)  or click where you want to go
  • Press and to zoom out/zoom in
  • Press to open your inventory (or click on an item)
  • Press q to to drink a potion (or click on the potion and select Drink)
  • Press to throw an item (bombs and potions)(or click on it and select Throw)
  • Press to cast a spell (or click on the spell)
  • Press d to drop an item (or click on it and select Drop)
  • Press x to enter the explore mode, move the cursor and then select Enter to open a description (for example of a monster)
  • Use Ctrl+arrow to push/pull barrels
  • Use F11 to toggle fullscreen

In each dungeon, your goal is to travel down the levels to reach the escape stair and be able to travel further north in the world map.

Please leave a kind word in the comments if you enjoy this game!


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Click download now to get access to the following files:

rve-2019-demo-1.jar 11 MB
Version 2 58 MB
Version 5 51 MB
Version 5 49 MB
Version 5
rogue-vs-evil.apk 4 MB

Development log

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Played through the demo and really liked it. The only issues I see with it is in the UI, which can always be improved with enough feedback. I was about to compile a list of possible suggestions just as I found your blog post.

To my understanding, game design really is kind of ungrateful - takes a lot of work, uncertain results, the product needs to be perfect and competition is popping up all over the place.

On the other hand, you did some great work here. Sure there are things that can be improved but it still is fun to play. If it means anything, I do think there is a place for you in game development in case you decide to return back to it.

This is an awesome game, I love it!

Do you have any plans for further updates?

Thank ChilliTech. Sadly this game did not receive enough positive feedback for me to pursue its development so the last update is likely the last. Thanks for leaving a comment!

I have read your recent blog posts. Truth be told I figure that game development would be tough for an unknown person to set out and create an audience. I have followed several game developers on many websites and most of them struggle with gaining enough popularity. Eventually most just stop pushing out any content. From what I have observed the hardest part of game development is gaining an audience and maintaining that audience. I have followed another game developer called Matt Roszak(KupoGames) for years since I save his game more then a decade ago on a flash game website. He takes years to develop his games but I still check up regularly on his Deviant Art profile. 

Recently, this year I started to try and have some activity on and try and follow game developers but from what I can tell its hard to sort out anything in the chaos when it comes to searching the games here. Unless you have a really large following that rates your game well I think you might just have games lost in the number of games here.  

I was just contemplating a few points after reading your game dev blog post. I have also been wondering at the feasibility of creating an online game beyond the game itself, The business of creating an audience is not a little thing. 

Anyways Good luck with your future endeavors what ever they may be.

Sincerely a wandering web hermit.

Thanks Hectic for the kind words! It is indeed difficult to maintain an audience, but what I found the hardest was to cope with the fact that there is almost no audience beyond the initial release peak. My games - like many games out there - got buried very quick :-(

Hey, I I just played a bit of Rogue vs Evil, so I thought I would throw in my two cents :)

I may be wrong of course, but I think maybe it's possible that you set the expectations a bit high for yourself? I can see that the project must have consumed quite a bit of time, so it's understandable that you thought that the response was underwhelming. However, from what I heard talking with other game devs, it's normal that your first couple of games will go unnoticed - it is the same for me, my games so far haven't really received much response, and I think that's alright :) I think it may be a mistake to spend too much time on any single project when you're starting out, since of course the more you work on something, the more reward you expect, and this is not necessarily the way the world works. It's just a mental trap that we, silly humans, fall into ^^'

I am not a very ambitious person, and I don't think I'll ever make a game that will have a really large audience or will push the boundaries of what game dev is ;) So it might not be a good idea to listen to my advice. However, I think that (and this applies to all creativity) if you make things with the expectation that they will be well-known, or well-liked, this will inevitably lead to frustration. If people don't play or don't like your game, you will be dissatisfied. Even if they play and like your game, you might still be dissatisfied, since you expected that more people will play or like it. If your game received ten comments, would you be content with that, or would you be just a bit frustrated that it didn't receive fifteen or twenty? :) If you make things just for the sake of making them, because it brings YOU joy, you will win either way. And then people who see them will win also, since they will get to experience something that was put together with a joyful and creative attitude, and that is inspiring.

Whether you decide to take up game dev again or not, I wish you much luck :) I think it's amazing enough that you created two games - that's two more than most people. However, on an off chance that you do come back to making games, I am following your channel, to play anything that you might make in the future :) Take care!

Hi blascymot, thanks for taking the time to write! Maybe my postmortem post made you think I was feeling bitter, but I don't :-) I started gamedev because it was a lot of fun. I was aiming for a time consuming game knowingly (i.e. roguelike) because that's the kind of games I wanted to code, I didn't want to do other games beforehand; it wouldn't have been fun.

After three years of coding games, the fun of coding was mostly gone, I had learnt a lot in the framework I was using (and didn't want to try others as I don't have the time resource); and the reward aspect of gamedev wasn't worth it; hence I stopped developing :-) And 4 months later I do not regret it at all ^^ I've read a lot of great books thanks to stopping gamedev, I've redone HL1 solo and I'm on the way of finishing Opposing Force; things that make me happier than coding games ^^

i'm still waiting for dungeon mercenary with graphics

It is not planned at the moment, although I do still support an ASCII backend in my codebase (which is shared between Rogue vs Evil and Dungeon Mercenary). Dungeon Mercenary is a difficult game to extend because of the complex runic boost mechanism. For example, having complete descriptions of the effect of runics (and of applying runics) requires a lot of code and maintenance when things change :-( It's one of the reasons you cannot boost items in Rogue vs Evil.

i will check it out

and now i'm making my own dungeon crawler :)

Nice :-) Any pic of your game ?


it's on very early stages

version 0.00000000000000000000000001