Over the last few months I've been working on a bullet-hell game in Haskell using purely functional style.
I've been wanting to make such a game for a long time, and every time I tried getting started in other languages I felt "this is not how I'd like to do this". But I was also a bit weary from doing it in Haskell - I thought that Haskell won't work well because of performance issues.
Fortunately, Joe Vergas published Dino Rush and the discussion on reddit revealed that There weren't any GC performance issues in his game.
So I decided to just go for it and see if I can make it work or not.
I wanted to share some of the things I learned along the way and gave a talk about my experience at FLIPcon yesterday, hoping to see more people try creating their own games with Haskell.
The slides for the talk are here.
And you can find more information about the game, including binaries and source for it in this link.