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Wordhoard: designing a word roguelike that isn't 'Balatro with letters'

By David3 min read
Wordhoard feature graphic

Wordhoard is a word roguelike set inside an illuminated manuscript. The beasts doodled in medieval margins (snail knights, killer rabbits, bagpipe-playing bears) have climbed onto the page and are eating the words. You're the scribe.

My brief to myself was strict: polished from the first build, original, and not "Balatro with letters". There are already several word roguelites on that template (Letterlike, Lexforge, Wordlike, Spellbrew, Wordatro), and I didn't want to be the sixth.

What makes it different

Rarity from word frequency (harder than it sounds)

"Rare words score more" needs a rarity for every word in twelve languages. I started from subtitle-based frequency lists, and immediately hit a problem: inflected forms are undercounted. DEFERS appears 21 times in the corpus, and DEFER 548 times. Ranked raw, perfectly ordinary words showed up as "Arcane".

Each word now takes the frequency of its family: its stem, with up to three letters cut. Rarity tiers are cut per million words, so they mean the same thing in every language.

A technical aside: the dictionaries are Hunspell. The JavaScript Hunspell library never finished loading the Portuguese dictionary (I killed it after 12 minutes). A pure-Python Hunspell loaded it in under a second. Use whatever finishes.

The look

Vellum, lapis blue, vermilion and gold leaf. There are 93 pieces of art, all generated from one style reference: the reference first, then every beast, charm, ink, satchel and interface icon, reviewed together on contact sheets so nothing drifts off-style.

The combo the simulator missed

The balance sim said the game was fair: a typical player won 16% of runs, a casual one cleared chapter 3 95% of the time, an expert won 77%, and no charm dominated.

Then I played it and found it "a little easy". I got to chapter 9 with Mimic copying Dragon's Hoard. Dragon's Hoard multiplied word score by 1 per 10 gold, with no cap, and I was carrying 249 gold. A six-letter word scored ×3,212, for 170,236 damage against a boss with 25,000 health.

The sim couldn't find that, because its simulated player buys charms at random and never builds a combo on purpose. The fixes:

Afterwards, a typical player wins 7% and an expert 70%.

The lessons: a random-buyer sim can't find degenerate combos. Every scaling effect needs a cap or a test, and copy effects (like Mimic) square whatever they copy.

Sounds that didn't fit

This game also taught me to be strict about sound. Things I threw out in playtesting:

The strike is now a seal stamp: a wooden knock and a soft paper pat. The page turn is a real recording of a page being turned. Each tapped letter plays exactly one sound. I wrote the rules down: no full-volume noise bursts, hits are knocks and stamps rather than booms, a sound imitating something real must sound like that thing, and one sound per action.

Ads

A banner, one rewarded "two more words" second chance per run, and Remove Ads. No interstitials. It went from repo to submitted in an afternoon, through the launch pipeline.

Wordhoard screenshot 1Wordhoard screenshot 2Wordhoard screenshot 3
Wordhoard on Android.