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Game thumbnail
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This is the image I used for the Entrance Room in my game Master Of Misery
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This is the image I used for the Hallway Room in my game Master Of Misery
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This is the image I used for the Chamber Room in my game Master Of Misery
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This is the image I used for the Trap Room in my game Master Of Misery
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This is the image I used for the Boss Room in my game Master Of Misery
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This is the image I used for the Treasure Room in my game Master Of Misery
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This is the image I used for the Exit Room in my game Master Of Misery
Inspiration
Last year I went with my family to a VR (virtual-reality) place and we played a two hour game. Ever since that day I have wanted to go back. Recently, I have also been reading about Dungeons & Dragons, so when my dad proposed this game I jumped at the chance. Making this game would be a great starting point for making a VR version. I would love to walk into a room, hear someone talk about my game, and say, "I built that." Thanks to the Hackathon I am on my way!
What it does
In this game you are a DM (dungeon master) trying to stop the AI hero from getting out of the dungeon. You can talk to the hero, trigger traps, set treasure or call on hidden monsters to attack! I tried to make this game fun and functional with a pleasing UI design. Originally there were supposed to be multiple levels but in this version there is only one.
How we built it
We started by creating a PRD with the help of ChatGPT. We feed the PRD into Bolt to give us a starting point. Using Bolt I built the game by writing prompts, reading and revising code and troubleshooting the occasional error. I want to give a big shout out to my Dad for being on my team and helping me with coding in my childhood. Thank you so much Dad, I really couldn't have done this without you.
Challenges we ran into
A big challenge I faced was how to make the game as fun as possible and more interactive. Tweaking the AI and game mechanics took many tries. Also, tweaking the UI was a big obstacle I faced in the last week of the Hackathon.
Accomplishments that we're proud of
The biggest accomplishment for me was the game itself. I was taught how to code simple board games like Tic-Tac-Toe and Qwirkle by my Dad who is a software programmer but I never understood it enough to do anything on my own. By using Bolt and participating in the Hackathon, I was able to build a fun, functional game, help break a world record, and not even write a single line of code. This was an opportunity of a lifetime and I took it. Thank you.
What we learned
I learned that to make a coded game you don't have to be a professional, in fact, it was the first time in my life I have ever made a single line of code without help. I also learned that a Hackathon is not a bunch of people trying to hack accounts in a dark room. It's an experience that not many people get and even less get to break a world record.
What's next for Master of Misery
I really hope that someday I'll be able to publish this game. I want to add more monsters, traps, treasure and I want to really polish the UI. I dream of adding new levels and updates and maybe even somewhere where fans can talk to each other and cooperate as DMs. I want to make a world that others can explore.
Built With
- bolt.new
- dungeonalchemist
- openai
- riffusion

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