Re:Dungeon Proof Crawler: learn how to write proofs with RPG
by geckones on Monday July 06, 2026 @05:57AM
(#48802641)
Yeah the game was thought to be an extension of the tutorial and an educational/grinding environment for the theory and the language.
About interacting with text, in that case I think it is exactly the opposite. The purpose is to be a funny shell around a bunch of exercises that would fell tedious (for me, at last) without it. It is meant to be a roguelike dungeon crawler about proof theory, so yeah, it is expected the player to learn to write proofs.
To me there are still 2 big problems
1. The language ergonomics. This is what I want to work on next. 2. The progression of the game levels and the tutorial. The goal is that they introduce the tool (algae), introduce proof techniques (ex: to proof a conditional you assume the premise and prove the conclusion) with some progression, and provide a playground through the game
In a game format I would for instance expect not to have to type the "proof [...] qed" part for example; its purpose is to be a bounding box, but interacting through text is cumbersome -- it isn't really for a developer who sees the benefit of plain text, but it is for a most users who might bang their head against the syntactic impedance mismatch.
To put that into perspective though, I remember Brett Victor's "Alligator Eggs", and the idea is very compelling; games are self-motivating, so if you can learn some real skills then you solved everything. Combinatory logic, sequent calculi etc naturally lend themselves pretty well to the puzzle formats, yet I don't think there's anyone who really succeeded at any real implementation of it.
I'm mostly rambling my own view on the subject here, it's certainly an interesting experiment :-)