Your game engine is going to be unusable and buggy as hell if you're relying entirely on AI for it. And your game is not going to be unique if it's being created by a chatbot. AI is not capable of creativity.
masterofgiraffe
Creator of
Recent community posts
Recent Updates
The most recent update of the game added the following:
- Spawn/hit/death animations for enemies
- Scores and high scores
- Bug fix for out of bounds glitch
- Mouse/touch support
- Smaller file size
Read this post for more detail:
https://masterofgiraffe.itch.io/hexlock/devlog/1589755/hexlock-v011-updates
About
I'm the developer/designer of HEXLOCK, a witch-themed action roguelike with a grid battle system inspired by Mega Man Battle Network. The game is being developed with raylib and written in pure C.

Its primary gimmick is that there are 12 different astral signs, each associated with a Zodiac, that must be matched in twos or threes in order to add a spell to your move set. This is in contrast to MMBN, which simply had a timer before allowing you to select chips. I got the idea for this from the game Elfazar's Hat, which is part of the UFO 50 collection and has a similar "collect cards to use abilities" mechanic.
Currently there is only one spell associated with each sign, but I plan to give each one a unique deck associated with it from which you can draw and choose spells. The spells in a given deck will be themed after the Zodiac, for example Aries would allow you to select from offensive fire spells, while Pisces would give healing spells.
I also plan to expand the game to include 100 waves instead of its current 20, which would involve adding more enemies, designing bosses, and implementing deckbuilding features.
You can find the game here: https://masterofgiraffe.itch.io/hexlock
Or follow its open source development here: https://github.com/giraffekey/hexlock
Also feel free to follow updates on Bluesky: https://bsky.app/profile/giraffekey.bsky.social
Current version: v0.1.1

I'm the developer/designer of HEXLOCK, a witch-themed action game with a grid battle system inspired by Mega Man Battle Network. The game is being developed with raylib and written in pure C.
Its primary gimmick is that there are 12 different astral signs, each associated with a Zodiac, that must be matched in twos or threes in order to add a spell to your move set. This is in contrast to MMBN, which simply had a timer before allowing you to select chips. I got the idea for this from the game Elfazar's Hat, which is part of the UFO 50 collection and has a similar "collect cards to use abilities" mechanic.
It's in active development and will receive continuous updates that expand the game's systems, add new enemies, add bosses, etc. I plan to completely revamp the spell casting system to have deckbuilder elements so that new spells can be added seamlessly.
Hi, my game was made fairly recently for a game jam and is a WIP but if you could check it out I'd appreciate it. https://masterofgiraffe.itch.io/hexlock
This is a pretty cool and unique combat system, though I think it has some rough patches. The puzzles you have to solve to deal/avoid damage are very deterministic and every enemy attacks you in the exact same way, the only difference seems to be how much health they have.
I generally categorized each attack into four different categories, two you can guarantee 3 damage and the other two you can guarantee 1 damage.
- The enemy is attacking with three in a row, e.g. water/fire/plant. You can counter this by combining the last element in the chain with the two elements before the chain, e.g. plant/light/air because plant is last and light/air are the two before water/fire. This always deals 3 damage.
- The enemy is attacking with an isolated element, skip two, a pair of elements, e.g. water/dark/light where water is isolated, fire/plant are skipped, dark/light are a pair. You can counter this with the isolated and skipped elements, e.g. water/fire/plant. This always deals 3 damage.
- The enemy is attacking with an isolated element, skip one, a pair of elements, e.g. water/plant/dark where water is isolated, fire is skipped, plant/dark are a pair. You can counter this combining the pair with the element before the isolated e.g. air/plant/dark. This always deals 1 damage.
- The enemy is attacking with a disconnected triangle, e.g. water/plant/light or fire/dark/air. You can counter this by combining two of the elements with an element before the other one, e.g. air/plant/light or water/dark/air. This always deals 1 damage.
I didn't manage to escape because once I figured out this pattern I played for another 30 minutes and got bored. I have some other complaints such as encounters can happen multiple moves in a row and in general fights feel too frequent. There isn't enough variety in the visuals of the dungeon so I often got lost, the only landmarks being chests I haven't opened yet.













