I am making a rogue like typing game...

developedbyed| 00:09:54|Mar 8, 2026
Chapters9
The creator outlines a typing driven roguelike concept with monsters, items, and spells as core features.

A personal dev diary about building a rogue-like typing game, powered by AI-assisted art and a fast, experimental workflow.

Summary

Ed from DevelopedByEd walks us through a sneak peek of his evolving rogue-like typing game. He explains the core idea—a typing-based combat game inspired by Monkey Type—with a playable beginner area, three-round levels, and boss encounters like Lord Refracts. The clip highlights in-game items such as the Lost Hourglass, which briefly boosts your lead, and the Quill of Precision, an autocorrect tool for several keystrokes. We get a practical look at the boss mechanics and how power-ups transfer after defeating bosses. Ed also shares his AI-assisted art pipeline: experimenting with Gemini, Grock Imagine, and Grock for converting images to video frames, then extracting frames with a small ffmpeg script. He reveals a preference for Grock among AI tools due to frame quality and stability, and candidly discusses the challenges of generating consistent sprite sheets. The video doubles as a behind-the-scenes workflow tour: from asset generation and animation to coding environments (Open Code, Opus, GPT-5.4, MPXT3) and parallel task management. Ed predicts a release window “in a month or two” but keeps expectations flexible, emphasizing the value of AI tools in accelerating game development. If you’re curious about real-world AI-assisted game creation, this peek offers both inspiration and practical tips you can try today.

Key Takeaways

  • Monkeys Type-inspired concept: Ed designs a typing roguelike with levels, three rounds per stage, and boss encounters like Lord Refracts.
  • Quill of Precision: an item that auto-corrects three letters, demonstrated during a fight against the ink blob to showcase how buffs interact with typing accuracy.
  • AI art pipeline: Ed tests Gemini, Grock Imagine, and Grock to generate and animate sprites, ultimately preferring Grock for reliable frame results.
  • Frame extraction workflow: a custom ffmpeg-based script pulls frames from Grock-generated videos to feed webp assets into the game engine, enabling efficient sprite creation and iteration with tiny file sizes (5–10 KB per image). ,"

Who Is This For?

Indie game developers and AI enthusiasts who want practical, real-world workflows for AI-assisted asset creation, animation, and rapid prototyping in a typing/roguelike game context.

Notable Quotes

"It's a type rogike game."
Ed introduces the core game concept right away.
"I don't have a name for it now, but it's here."
He notes this is a work-in-progress reveal.
"The train stops. I'm going to mess up the minutes there."
A playful moment during a boss fight demonstration.
"Gro ck imagine did did the best."
Ed announces his preferred AI art tool for sprites.
"Release date is going to be in a month or two."
Ed shares a tentative timeline for the game's release.

Questions This Video Answers

  • How does Ed prototype a typing roguelike with AI-generated assets?
  • What tools does DevelopedByEd use to create sprite sheets and animations (Gemini, Grock, ffmpeg)?
  • Can I try an early demo of this typing roguelike and provide feedback?
  • What are the in-game items like Quill of Precision and Lost Hourglass, and how do they affect gameplay?
  • What is Lord Refracts and how does its mechanic work in a typing game?
Monkey Typerogueliketyping gameboss mechanicsQuill of PrecisionLost HourglassLord RefractsGrock ImagineGemini AIOpen Code/Opus/GPT-5.4 workflow','ffmpeg asset pipeline','sprite sheet generation','AI-assisted game development
Full Transcript
Hey there, my gorgeous friends on the internet. I am really excited to share with you a little sneak peek of a game that I'm working on. It's a type rogike game. Uh, so if you guys don't know, I'm quite a big of a fan of Monkey Type. I spend numerous hours on this bloody thing just to kind of try to increase my typing speed. But I thought, wouldn't it be cool to actually have some sort of game where you fight against creatures and you also have like items and spells? H. So, yeah, that's what I'm working on right now. I don't have a name for it now, but it's here. And I kind of want to give you also my whole process of how I'm making this. So, let me just give you a quick demo and then we'll talk about the assets. We'll talk about how I'm coding it and everything else. So, this is kind of the beginner stage area here where you have like a 25 VPM uh monster, which is the clock master in this case. So, this is your character. As you can see, we have really cool animations there as well. If you zoom a little bit out, uh, it's going to have all like dialogue and everything. And then you have also all sorts of items. So, we have lost hourglass here. That's going to give you a 3se secondond lead. For now, I'm just going to start without it. So, if I hold F and J, as you can see, that fills up. And then the game starts. So, let's let's do our best here. Might be a bit sloppy, but we'll try. So, each of these levels are three rounds each. And by the time you get close to the end here, as you can see, his text starts shaking. And boom, and we win. All right, there we go. So then you get gold. And then you have some sort of shopkeeper here where you can buy stuff from. I'm going to show off a really cool item here. It's called the quill of precision, which autocorrects um three of the letters here for you. So I'll buy that. We'll go fight the ink blob. Here we go. And let's activate the quill of precision. So, I'll arm it. And this is how that looks like. So, the train stops. Uh, I'm going to mess up the minutes there. So, I'm going to type M and I'm going to type T, for example. And see, it auto corrected that for me. So, I have two left that I can use in this game. And there we go. I messed up, too. As you can see, we have an animation there where uh when the actual enemy gets through a round and wins a round, our character blows up. There we go. Last round. Now, I'll just skip forward now to the boss because every of these stages also has a boss. So, I'll just continue here. Uh I'll directly jump over to number five here. There we go. And this is Lord Refracts. And what he does is he literally refracts a certain word in a game for you. So it's literally going to flip it over. So if I go, you're going to see I'm not going to use any items. We'll just go here. See how it's messing my words up and flipping them over. And there we go. We got them. We got them. There we go. So now once we beat him, we actually inherit his skill so we can use it against him. So I'll just go here. We'll start this. And now we actually have a bar here that's going to fill up. So if we fill that bar up enough, as you can see, we can activate that item on years there. So, if I tap one here to activate it, it's going to flip his word over, this one, and he's going to have it at like a reduced speed of 75% that he completes it. So, so that's it. Um, that's kind of a little demo. Of course, there's going to be a lot of more like items and levels, and I need to redesign kind of the animations as well. As you can see, like the chicken here that we have uh is basically two frames that are toggling between each other, whereas the main character is like properly animated. So, this was like a big struggle of trying to figure out how am I going to get animations done because you're going to need animations for the player getting hit, talking, you know, celebrating, a bunch of different stuff. So, obviously, the two choices were GPT and you have Nano Banana Pro. So, let's go over to Gemini as well. And honestly, the the way I tried to do this was to try to generate the initial frame, which worked really well and then try to generate frame two and frame three by giving uh Chang PT instructions to kind of complete the whole loop, but it would just never really work properly and it would look quite quite messy. So what I ended up doing is I tried to do it with spreadsheets but that didn't work either. Neither for Gemini nor in GPT. When I tried to generate these sprite sheets, either the animation was improper uh or the spacing wasn't equal. It would just sometimes also just generate the same frame over and over again. So it just didn't really work for me. And same goes for Gemini. Gemini had the same trouble. Sometimes it would just have the image be static and do nothing. So that was out of the way. And what I ended up finding is actually that Grock out of all of them, Grock imagine uh did did the best. So I would just feed it the actual image of of the asset, which by the way, I'm just doing everything here in u Chad GPT. I find it a little bit better than even Nano Banana Pro 2. I'm actually doing it here. Uh, I'm kind of using a bunch of credits to generate maybe five alternatives because in the Gemini Playground, you can select your number of images and you can go five 10 and then you can pick the best one out. So, that's kind of how I went about it. And then I take this image and then I go to um over to Grock and I do the imagine thing where you can turn an image into a video and I give it the instructions to do there. Uh, also feel free to follow me on X. It's developed by Ed, same as here. So, I do the video and then I basically have a little script in my code here that uses ffmpeg to essentially pull out frames from that video and then I feed it in. So, if I do envim here, we check the public here, we go to assets, I'll go over to main character. As you can see, I have a bunch of webp files here. Main hit one, main hit two, talk, talk, talk, all of these. And these are really small. It's a web that's quite compressed. It's maybe 5 to 10 kilobytes each. So, here we go. We have this little script here that just pulls out uh any amount of frames that you want from a video. So, I do that and then I just drag in the assets and that's been a really great workflow. As far as from what I'm using with coding, I use Open Code mostly with Opus these days and uh GPD 5.4. The thing with Opus, if you haven't been following me on X, is the the consumption is just ridiculous on it. If you compare like the $20 plan on both sides, sometimes I ran a test to do a cloth simulation recently, which is this one. Let me just quickly show you this one. the usage on uh Opus was 100% and with an additional additional of like three $3 in credits which is ridiculous versus GPT it only took 10%. So it's this little simulation test here and actually GPT kind of won here as well. So, I still like to use both and keep both subscriptions, but I use open code and I also start using T3 code, which is really cool. Uh, because it just makes it a little bit easier to run things in parallel. So, you can run this by saying MPX T3 here. It's in one of these somewhere here. MPXT3. So you run that and then I can just have my project here and I can make multiple chats and then give it any instructions I want. And what I like about this is uh the cloth is going to come here soon as well. And I like to work on high with fast mode on. I feel like that's the soft spot, the sweet spot, not the soft spot. Um but yeah, that's kind of my workflow. I I want to just work more on this because I'm having a bunch of fun. Um, so I'm not sure when the release date is. Uh, but if I had to guess, it's going to be in a month or two. Uh, but I might drag this out to make it in into a bigger project. So yeah, just wanted to kind of share this with you. Uh, it's been super fun. It's quite crazy how much you can do now with AI. you know, it's just like some certain things that I would have never imagined I would get into um just because it would take forever uh to create all these drawings and animations. When it comes to like game design, just game development in general, it's like so many things you have to consider u sound as well, right? It's just everything takes so much time. So, it's been really helpful for me having all these AI tools ready at my disposal. So, let me know what you think of it. Do you like it? I may release an early demo if you guys want to try it out. But that's going to be it for me. I'll catch you in the next one with another update.

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