Realms

2019 prototype ยท 2026 remake

Ohm, My Lord!

A roguelike bullet hell that features electrifying AI behavior trees and synergy mechanics.

Roguelike
Bullet Hell
Released
Resistance is futile, and utterly inefficient.
Original hand-drawn Ohm, My Lord! horizontal banner

Now Rewired

Back on the circuit.

The original idea, rebuilt into a complete game. New circuits, new components, and a Lord who really doesn't want you here.

Play the web demo

Free to play ยท Keyboard + mouse

The JavaScript remake in actionWatch on YouTube

Short circuits. Long odds.

Play a power strip trying to survive a circuit board full of unruly electronic components. Dodge bolts, ground pink projectiles and stop enemies from fusing into something nastier. The JavaScript remake turns the 2019 Unity prototype into a complete game: five circuits, component upgrades, boss fights and an optional endless Overclock mode.

Dodge, dash and discharge your way through a live circuit board.
Sir TranSirtor conducts the chaos. Take out his minions to break his amplification.
Components have plans of their own. Interrupt a fusion before it becomes your problem.
The original hand-drawn cast, brought back with rubber-hose animation.
Meet the components: a cast of electronic troublemakers with their own behaviours.

Inside the remake

Teaching electronic basics to newcomers, in a fierce bullet hell rogue-like combat scenario. From a 2019 prototype to a complete JavaScript game

The remake keeps the original hand-drawn character sprites, UI artwork, fonts and AI ideas. Three.js renders the circuit boards, while textures, props, extra enemies, effects and audio are generated in code.


Components with their own agenda

Custom behavior trees and grid-based A* pathfinding let enemies chase, flee, recharge and fight each other. A situational synergy system decides when two components should fuse into a stronger enemy. The shared charging dock has a finite supply, so enemies compete with the player for the same charge.


A complete run

Clear five procedural circuits, wire in component upgrades between floors and face Sir TranSirtor. After victory, continue in endless Overclock mode. Dash through pink bolts to ground them, graze projectiles to charge your capacitor and discharge it as a nova.


Hand-drawn roots, procedural motion

The original sprite bodies now have animated rubber-hose limbs, spring-driven follow-through, squash and stretch. Bloom, CRT grading, film grain, projector flicker and the original glitch effect tie the presentation together.


Sound and delivery

WebAudio synthesizes the sound effects and adaptive soundtrack. The browser build bundles the code, sprites and fonts into one self-contained HTML file. Tauri 2 wraps the same game in a native desktop window.

A closer look

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Screenshots from the JavaScript remake. Select an image to enlarge it.

Where it started / 2019

The Unity prototype

The first version explored behaviour trees, A* pathfinding and components combining into stronger enemies. Its artwork and AI ideas live on in the remake. The original footage, build and design notes are preserved here.

Explore the 2019 prototype archive
Unity prototype footage 1
Unity prototype footage 2
Unity prototype footage 3
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Original design and AI notes
A roguelike bullet hell that features complex AI behaviors built with behavior trees and synergistic mechanics. Ohm, My Lord! Teaching electronic circuit basics to noobs, in a fierce bullet hell roguelike combat scenario. The game features a procedural map with electronic components that come per room and try to kill (short circuit) the player. Some of these enemy NPC components can combine (such as a potmeter and an LED) to become more powerful, new synergetic entities. Enemy AI is aware of this, and its surroundings regarding other NPCs, making them act out on logical desires/combinations at certain circumstances. To name a few of the current NPCs in the game, you have an LED. This is a medium-ranged enemy that shoots electrical bolts. As a contrast to this you also have the POT (potmeter) enemy. This is a slower, more close-ranged enemy relying on stronger melee attacks. These electronic components can combine forces to form electrical circuits (Boss battle-esque / Circuit maze encapsulating the player) which adds more depth to playstyle, and strategy & complexity to the overall game. A hectic, electrifying AI-driven Roguelike Dungeon Crawler / Shoot Em Up for one player. Info The entire game is made in the Unity engine. The concept, all the mechanics, sounds, music, art/visuals and design choices were made by me. This project contains the following regarding AI: - NPC react to each other - Prioritising target enemy, fighting each other - NPC react to environment - Finding Charging Dock (for regaining health) - NPC react to player - Attacking & Chasing - NPC has at least 2/3 behavioral states (Idle doesn't count) - Chase & Attack (+ When hit target & fight with other NPCs) - Flee & Recharge (Prioritising health > damaging targets) - Custom NPC Synergy-Combo System, based on priority & situational efficiency - NPC has pathfinding algorithm (Planner AI, A*, Dijkstra, Potential Fields, Boids) - Enemy NPCs use an A* pathfinding algorithm - Behavior Tree (self written) - With Action, Timer, Sequence, Selector and Inverter Nodes inheriting from an interface -> abstract class architecture.