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Floor 2 25 Points

Reach floor 2

Floor 3 25 Points

Reach floor 3

Floor 4 25 Points

Reach floor 4

Floor 5 25 Points

Reach floor 5

Floor 6 25 Points

Reach floor 6

Floor 7 25 Points

Reach floor 7

Floor 8 25 Points

Reach floor 8

Floor 9 25 Points

Reach floor 9

Die by Wurst! 100 Points

Kill the Wurstlord

Kielbasa Get! 100 Points

Obtain the Kielbasa

May the chain be unbroken 100 Points

Get two Kielbasas in a row

Author Comments




Wurst Comes to Worst

Porklike is a classic, turn-based Roguelike with minimalist lo-fi aesthetic. Enter the tower of Wurstlord. Can you make it to the top and steal his legendary Kielbasa? 9 floors of dangerous traps and enemies await you. Only if you move carefully and master your character's abilities will you become the champion of Porklike.

The game is controlled with a Keyboard. On mobile devices an on-screen controller will show up.

  • X/M/V - Inventory / Confirm
  • Z/N/C - Cancel
  • Enter - Menu

Making Of

Porklike was written and designed by Krystian Majewski, an Independent Developer and the host of the Lazy Devs Academy video channel

The music was composed by Sebastian Haßler, a music composer for film, TV and videogames.

The environment art and some characters were inspired by the work of the pixel artist @pixelartm and used with their permission.

The artwork of the enemies was inspired by the work of the pixel artist @kirai_s and used with their permission.

The game is written entirely in Pico-8.

Porklike was created as part of a video tutorial series. If you want to make your own Roguelike, please check it out:

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One of the most polished games I've seen here. And a great roguelike to boot! Charming and fun.

I like it

I really like how the game compels to think your every move like an equation having to rely on items, distance on tiles, and you own strategy Old number distance = enemy will get first attack, and the opposite = you get to attack first and so on. Another thing I like is how it makes player admit their mistakes in sense(well from my perspective). Though the flaw I find in the game is not having to find any much of flaws, though maybe the develop themselve did find flaw and fixed, and maybe one that still exists.

though one regret I have is probably never finding all the secrets of the game maybe "Splunky-like" secret room. unless only secret was killing the Wurstlord whom drops a key may be it.

Questions to Developer(Krystman): You don't have to answer them all
- Hey Krystman are the map layouts random generated or did you design each one?
- How long did it take you to make the game?
- What inspired you to make the
- How did player-109435 make a flawless 185 runs

Krystman responds:

Thank you. I'm glad you liked Porklike.

As for your questions:

- The maps are proceduraly generated

- It's difficult to say how long the game took. I had the first version up and running in two weeks. But I've been working on this since January 2019. I made a lot of different versions of this game since then.

- As for my inspirations, you might want to just check out the tutorial. I talk about inspirations a lot on the first episode:

- The 185 runs is likely just a hack

Of all the roguelikes I've played, yours my favorite, simple and easy to get into but challenging

---->Ah, that was fairly awesome.<-----

I rated 4.5 only because I have no skilz and gameovered on the 3rd level first try and I definitely expected to make it a few stages more or so, so my guess is it gets super hard. Super smooth though and anyone who makes it past level 3 first try should definitely rate it a 5. Trust me, I actually have some skilz.