Game review
Chitinous Crooks
7.3 / 10
- Developer
- Matt Walsh
- Publisher
- Independent (2015 7-Day Roguelike Challenge entry)
- Released
- 1 January 2015
- Platforms
- Web browser (desktop and mobile)
- Genre
- Roguelike
- Monetisation
- Free, open source, no ads and no in-game purchases
- Players
- Single-player only
The short version
Chitinous Crooks strips a traditional roguelike down to seven procedurally generated floors, ten hit points and a randomised deck of once-per-level "blessings" in place of items or experience — a small, honest jam game rather than an ambitious one. What sets it apart is not the dungeon, it's the control scheme: a real on-screen D-pad and ability buttons sit alongside Hammer.js swipe-to-move, both wired straight into the same input handler the keyboard uses, and every single action the game offers — moving, attacking, invoking a blessing, opening the two help screens — works from a thumb with nothing missing except the optional "look around" command. For a game made in 2015, before touch-first web design was routine, that is a genuinely well-built implementation, and it's the reason this one clears the bar despite fairly thin content.
Biggest strengths
- Hammer.js swipe-to-move on the game canvas and a full on-screen button layer (direction pad, wait, help, and all nine ability slots) are wired to the exact same handleInput call as the keyboard, so nothing is a second-class citizen on touch
- Confirmed by play: swiping into an adjacent enemy attacks it, tapping a numbered ability button spends a favor point and consumes the blessing exactly as the keyboard '1'-'9' keys do, and the B/E help overlays open and close cleanly by tap
- No platform gate anywhere in the touch code — unlike three other games on this shelf's reject list, there's no `navigator.platform` or user-agent check quietly switching off the on-screen controls for whichever device you happen to be holding
Biggest weaknesses
- Only five enemy types and twelve blessings cover all seven floors, so a full clear takes well under twenty minutes and repeat runs feel familiar fast
- The "look around" command (semicolon on keyboard) has no touch button — the one action in the manual that a thumb genuinely cannot reach, though it's informational rather than required to win
- Presentation is a bare rot.js ASCII grid with no sound; functional and legible, but there's nothing here to look at beyond the dungeon layout itself
Who it's for: Phone players who want a short, real roguelike session rather than a roguelike-flavoured toy, and anyone curious what a jam entry looks like when touch was actually designed in
Our recommendation: Worth ten minutes on a phone for the control scheme alone; stick around for a second or third run if permadeath roguelikes are your thing
7.3 / 10
Chitinous Crooks doesn't pretend to be more than what it is: a game built in seven days for the 2015 7-Day Roguelike Challenge, and it wears the format's usual limits openly. Ten floors become seven, items and experience levels are gone entirely, and in their place is a single mechanic — each time you reach a new floor, Levi the sea-god deals you three or four random "blessings" from a shared deck, and you get to spend up to three of them before the level resets your hand. It's Slay the Spire's card logic wearing a classic @-on-a-grid roguelike's clothes, four years before Slay the Spire existed, and it's a smart enough hook to carry a short dungeon crawl on its own.
A dungeon built to be finished in one sitting, not lived in
Reading js/entities.js and js/blessings.js tells you exactly how much game is actually here: five enemy templates (a shell-blocking lobsterknight, a plain hatchling, two sideways-only crabfolk mercenaries, and a slow toxic-trailing snail) and twelve distinct blessings, shared across all seven procedurally generated floors. js/builder.js regenerates the dungeon layout fresh each level rather than hand-authoring it, which is the right call for the timeframe but also means there's no set-piece floor waiting for you near the jewel on level seven — every level looks and plays like every other one, just with your health topped up and a new hand of blessings. That is a real ceiling on how long this holds attention; a single clear or death loop runs well under twenty minutes, and the enemy and blessing pools are small enough that a second run starts to feel like the first one by around the third floor.
The part that actually earns this a place on the shelf
None of that would matter for this review if the touch implementation weren't unusually good, and it is. js/game.js wires two separate input paths into the identical handleInput call the keyboard uses: a Hammer.Swipe recognizer on the game canvas for movement (swipe in any of four directions to walk, or to attack whatever's standing in that direction), and a full row of on-screen buttons — a four-way pad, a wait button, help toggles, and nine numbered ability buttons — that appears when you tap "Show Touch Controls." This was tested directly rather than assumed from the source: swiping left into an adjacent crabfolk killed it in two swipes exactly as the Attack: 2 stat implies it should, tapping a numbered button spent a favor point and consumed that blessing (confirmed by the favor counter dropping and the blessing list refreshing), and the Blessings and Enemies help overlays opened and closed correctly by tap. Nothing needed a mouse event to work, and — unlike Emoji Minesweeper's iOS-only hold-to-flag or HTML5 Asteroids' d-pad that never appears on a phone — there is no navigator.platform or user-agent branch anywhere in this code silently switching the touch layer off for whichever device loads it. The single gap is the "look around" command, which has a keyboard binding (;) but no equivalent button; it's a convenience feature for checking a monster's name at a distance, not something the game requires to be won, so it doesn't undercut the rest of the work.
Should you play it
If you already have a phone-friendly roguelike you like, Chitinous Crooks isn't going to replace it — the content is thin and the presentation is a plain monochrome ASCII grid with no music or sound at all. But as a free ten-minute diversion with a genuinely thoughtful control scheme behind it, it's an easy recommendation, and it's a useful reference point for what "actually playable with thumbs" is supposed to look like on this shelf. The repository carries no LICENSE file of its own — only a bundled icon font's separate license — so this is hosted with Matt Walsh credited by name, a link back to his repository, and a standing same-day takedown offer, rather than under any license he actually granted.
Pros and cons
Pros
- Hammer.js swipe-to-move on the game canvas and a full on-screen button layer (direction pad, wait, help, and all nine ability slots) are wired to the exact same handleInput call as the keyboard, so nothing is a second-class citizen on touch
- Confirmed by play: swiping into an adjacent enemy attacks it, tapping a numbered ability button spends a favor point and consumes the blessing exactly as the keyboard '1'-'9' keys do, and the B/E help overlays open and close cleanly by tap
- No platform gate anywhere in the touch code — unlike three other games on this shelf's reject list, there's no `navigator.platform` or user-agent check quietly switching off the on-screen controls for whichever device you happen to be holding
- Ships completely clean: no Google Analytics, no third-party beacons, no build step — the served files are the whole game
- The blessing system (draw 3-4 abilities at random each level, use up to three per floor) gives every run a genuinely different toolkit rather than the same fixed keybinds every time
Cons
- Only five enemy types and twelve blessings cover all seven floors, so a full clear takes well under twenty minutes and repeat runs feel familiar fast
- The "look around" command (semicolon on keyboard) has no touch button — the one action in the manual that a thumb genuinely cannot reach, though it's informational rather than required to win
- Presentation is a bare rot.js ASCII grid with no sound; functional and legible, but there's nothing here to look at beyond the dungeon layout itself
- No LICENSE file exists anywhere in the repository (the only license present covers a bundled icon font, not the game) — this is published under the author's own name with a link to the source and a same-day takedown offer, not under any stated open license