>>31
Those are good-idea ratings. A roguelike will keep him entertained and force him to learn all about data structures. He doesn't have to write the ultimate Angband clone with randomly generated towns, 80 monster classes and 50 character attributes. I agree that writing a
good roguelike is a monumental task, but the monumental bit comes from the balance and the monster, item and spell collections part, not from the programming part.