A roguelike solitaire card game built with Elm. This project was developed as an experiment to explore Cursor AI as a programming assistant.
Scoundrel combines elements of solitaire card games with light roguelike mechanics. The development process was focused on using Cursor AI to assist with code generation, problem-solving, and implementation.
The game features a simple but engaging gameplay loop where you navigate through a dungeon by managing cards representing weapons, potions, and foes.
- Elm - A delightful language for reliable web applications
- Cursor - AI-powered code editor
- CSS for styling and visual effects
- Custom drag and drop mechanics
This project showcases the capabilities of AI-assisted development. Cursor was used to:
- Generate initial code structures
- Debug type issues in Elm
- Implement game mechanics
- Design the visual styling
The experiment demonstrates both the strengths and limitations of current AI coding tools when working with strongly typed functional languages like Elm.
- Elm (version 0.19.1 or later)
- A modern web browser
- Clone this repository
- Navigate to the project directory
- Run
elm reactor - Open
http://localhost:8000/src/Main.elmin your browser
Then open public/index.html in your browser.
- Draw cards from the deck to fill the room
- Use potions to heal
- Equip weapons to fight foes
- Stack foes of lower rank on your weapon
- Discard your weapon when you're done with it
- Flee the room if you're in trouble (but you can only flee once)
The goal is to defeat all foes while managing your health.
The original Scoundrel game rules were authored by Zach Gage and Kurt Bieg. You can learn more about the original game at stfj.net.
This implementation is a tribute to their innovative design.
