Building an 8-Bit RPG With Zero Image or Audio Files
Pixel Quest is a browser RPG with no image or audio assets—sprites are painted from string grids and music is synthesized live via WebAudio.
Pixel Quest is a canvas-based RPG built on Next.js and Phaser 3, but its most notable trait is having no assets folder at all. Characters are defined as 16x16 string grids that get painted pixel-by-pixel into Phaser textures at boot, making sprites diffable in version control and instantly available with no network round-trip. Music works the same way: a compact WebAudio synth schedules oscillators against per-scene note sequences, so the entire soundtrack costs zero kilobytes to load.
To make randomness testable, the developer injects a seeded mulberry32 PRNG throughout combat, using Math.random in production but fixed seeds in tests to pin down exact dice outcomes. More strikingly, a Monte Carlo balance simulator that plays thousands of runs revealed that the game's hardest mode, Nightmare, was statistically no harder than the mid-tier Adventurer difficulty plus permadeath—prompting a rebalance with a new multiplier that punishes ignoring telegraphed attacks.
On the narrative side, roughly 4,000 lines of bilingual story across four campaigns are validated as a graph by the unit test suite, checking that every scene is reachable, every choice links somewhere valid, every line exists in both languages, and every chapter ends in a boss fight. The save system is equally defensive, silently swallowing write failures, running schema changes through a migration ladder, and backing up unreadable saves instead of discarding them—altogether a disciplined engineering approach built around zero external media dependencies.