Files
Richard ZinkandClaude Opus 5.5 d76e74b4b0 Switch to the Dinowyde font with DINOBYTE for missing glyphs
Unicode glyph lookup instead of CP437 codes, rope and double-strand
frames with clean title ends, progress bars in eighth blocks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 15:32:42 +01:00

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Credits

Font: Dinowyde bitmap font

  • Author: mby – https://mby.itch.io/
  • License: Creative Commons Attribution 4.0 International (CC BY 4.0) – https://creativecommons.org/licenses/by/4.0/
  • File: assets/dinowyde_1x.png (unmodified, work-in-progress version of the font). 6x8 px glyphs ordered by Unicode: Latin with all European accents, Greek, Cyrillic and many symbols. In the game it is scaled by integer factors and tinted; characters the sheet does not draw yet (arrows, card suits, smileys, notes, ...) come from DINOBYTE (below).
  • assets/dinowyde_wip.png is the font's overview sheet (which Unicode blocks are where).

Font: DINOBYTE bitmap font (for the characters Dinowyde does not have yet)

Made with Claude Code

The game was developed with the help of Claude Code, Anthropic's AI coding assistant. The small pixel-art mark next to the note on the title and login screens is a rendition of the Claude Code logo. Claude, Claude Code and Anthropic are trademarks of Anthropic; the mark only credits the tool and is not covered by the MIT licence of this project.

Made with qwen3.8-flash-next-iq3xxs, Strata and OpenCode

Parts of the game were also developed with the language model qwen3.8-flash-next-iq3xxs, run with Strata in OpenCode. The two small pixel-art marks next to the second note on the title and login screens are renditions of the Qwen and the OpenCode logo. Qwen and OpenCode are trademarks of their respective owners; the marks only credit the tools and are not covered by the MIT licence of this project.

Everything else

Code, procedural graphics and game design: the DungeonCraft project.