How I Coded the Perks in my Roguelike

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Hey all! New vid. Here's the log line.

"Word Play is my vocabulary roguelike, with over 100 passive perks. Implementing them into the game meant learning a whole new type of coding architecture: inheritance."

You can watch on YouTube or Nebula or read the transcript on Substack.

As I say in the video, I don't do many videos on programming. But I wanted to see how this one went down, in case there's interest in more on this topic.

Plus, it's a good excuse to advertise the fact that Word Play is 40% off in the Steam Sale and that the game is now available for preorder on iOS!

I've got another video that's in the works. It's about all the games on Steam that started life as GMTK Game Jam entries. I just need to record my voice... but right now there's a crazy heatwave in Europe and I think standing in a foam-lined cupboard in 33 degree weather is a great way to end my channel forever. So - I've put a pin in that!

Instead, I've spent this heat wave week researching a different video - a more design-focused video about the need to cut mechanics and turn down feature requests. The power of saying "no"!

So, plenty to come! Plus, Word Play launches on iOS on July 14th, and then the jam is the week after on the 22nd. Busy, busy, busy!

Mark

Game Maker's Toolkit (GMTK) PATREON 34 favs
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POSTEDJun 25, 2026
ARCHIVEDJun 25, 2026
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