itch.iohttp://itch.iohttps://itch.io/t/205936/bloodcrypt-successBloodCrypt [Success]https://itch.io/t/205936/bloodcrypt-successFri, 16 Mar 2018 14:25:35 GMTFri, 16 Mar 2018 14:25:35 GMTFri, 16 Mar 2018 14:25:35 GMTBloodCrypt was first incomplete, but after the 24hour deadline extension, everything is finished.

Download page


Final version now has


2 types of monsters



ability to see through your eyes (FPS)



Lots of procedural map development

proper fighting between you and monsters

visual feedback of monster health and attack


overview to see the entire 3d map


And more being added...

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https://itch.io/t/210677/turncoat-tomb-successTurncoat Tomb (Success)https://itch.io/t/210677/turncoat-tomb-successThu, 29 Mar 2018 05:18:38 GMTThu, 29 Mar 2018 05:18:38 GMTThu, 29 Mar 2018 05:18:38 GMT




View the dev log here: 
http://7drl.org/author/uberdroidgames/

My more general gamedev blog here:

https://uberdroidblog.blogspot.com/

Play the game:

https://uberdroidgames.itch.io/turncoat-tomb

I made a complete game in 7 days and really happy with the results.  
Still there is a lot more I want to add and I'm updating it  about every week.   It was a great and really intense experience.  

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https://itch.io/t/207092/65-million-years-ago-success65 Million Years Ago [Success}https://itch.io/t/207092/65-million-years-ago-successMon, 19 Mar 2018 04:53:25 GMTMon, 19 Mar 2018 04:53:25 GMTMon, 19 Mar 2018 04:53:25 GMTJust letting everyone know that I was able to finish my 7DRL. I'm pretty happy with the way it turned out. 

Have a look...


http://arcanerobobrain.itch.io/65-million-years-ago

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https://itch.io/t/203445/bonesBoneshttps://itch.io/t/203445/bonesSat, 10 Mar 2018 05:11:40 GMTSat, 10 Mar 2018 05:11:40 GMTSat, 10 Mar 2018 05:11:40 GMTJust finished my second 7DRL entry. This time around I have the player playing a skeleton trapped in the underworld trying to recover their mortality. The main gimmick is that your pieces or equipment are your body parts, and can be individually damaged and removed by your opponents.


Here is a link to the entry page if you want to try it out.
I also maintained a daily dev log on my blog, if you want to see some of the thought process that went behind creating it. Link to that is here.
Good luck to the rest of the entries, and to those still working on their game.
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https://itch.io/t/206897/purge-persist-and-profitPurge Persist and Profithttps://itch.io/t/206897/purge-persist-and-profitSun, 18 Mar 2018 20:36:48 GMTSun, 18 Mar 2018 20:36:48 GMTSun, 18 Mar 2018 20:36:48 GMTI didn't realize we were supposed to post here to get feedback. Well...

"Purge Persist and Profit", my 8th 7DRL success was finished last week. This year I worked with artist Jean-Marc Vaatstra (Cablenexus) and musician Sid Quinsaat to put together a rogue-like using my new-found powers of PHP / MySQL. 


This game casts you as a faceless employee of a mega-corporation whose primary concern is wiping out alien life. You're charged with making a toxic, bug-infested planet safe for the miners to come in and exploit the planet's mineral wealth. 


With each run, you earn money based on bugs killed, crystals harvested, and remains recovered (bones files!). This money can then be spent by future incarnations to increase your oxygen tanks, weapon damage, or even buy a shield. But that's not all!

The stats of all players are tracked anonymously: number of bases established, number of 5-km runs, enemy queens killed etc. , and then for various milestones of these stats, all players receive company funding! 


More players killing more bugs means more funding for everyone!

It's here on itch, and the 7drl version is also on Google Play. Cable & I are already talking about making a much more robust post-7DRL version.




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https://itch.io/t/206218/the-sky-and-depths-of-kobrade-hills-successThe Sky and Depths of Kobrade Hills [success]https://itch.io/t/206218/the-sky-and-depths-of-kobrade-hills-successSat, 17 Mar 2018 12:33:25 GMTSat, 17 Mar 2018 12:33:25 GMTSat, 17 Mar 2018 12:33:25 GMTI am happy to claim success of my entry 'The Sky and Depths of Kobrade Hills'.


"In the Hills of Kobrade you find a mysterious locked church. Maybe your newly aquired jumping boots can help you to find a way into it... and into the adventure taking you to the sky, the depths and back up again."

Download it here:
https://jan-rl.itch.io/tsadokh

7DRL submission and rating page:
https://itch.io/jam/7drl-challenge-2018/rate/232887

Roguebasin:
http://www.roguebasin.com/index.php?title=The_Sky_and_Depths_of_Kobrade_Hills

Twitter:
#tsadokh

It was made with libtcod and BearLibTerminal in Python.

I was interested in making a ASCII-3D roguelike after playing a lot of Dwarf Fortress. The different z-levels triggered my imagination and I thought, what if you could move relatively freely in such an environment. So I made a very simple jump mechanic, that allows to hop up to the next z-level and a bit of airtime to move to higher grounds. I was educating myself on heightmaps from the libtcod package, to create the slopes on the ground and later also caves and more. I felt from a gameplay perspective, this is fun to just jump up and fall down the hills.

One common challenge of 3D maps in the classic 2D top down perspective is to give the player hints of other z-levels, like the one below and the one above. The ones below are now hinted at by the color and shape of the layers of air above, so they 'shine' through about four layers, and you get the impression to be able to see down. For the layer above you and the question, whether I can jump up, or whether the block above me is blocked, I made a small HUD. Probably not the best solution, but you can get used to it and also find your way up again quite easily.

The game is filled with a few jump'n'run challenges and is in general about exploring the world most of the time vertically. Due to lack of time and a 100% convincing design idea, I skipped monsters and combat... it makes the game quite relaxing, you cannot do anything wrong and happily jump everywhere possible. Yes, a roguelike without dying... maybe I add these things after the challenge one day.

This way it became a ASCII-3D-7-Day-Rogue-Like-Adventure-Game with jumping! Enjoy the game!

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https://itch.io/t/206171/xenomorph-7drl-of-infinite-underworld-successXenomorph 7drl of Infinite Underworld [Success]https://itch.io/t/206171/xenomorph-7drl-of-infinite-underworld-successSat, 17 Mar 2018 08:53:32 GMTSat, 17 Mar 2018 08:53:32 GMTSat, 17 Mar 2018 08:53:32 GMTThis game about horde of xenomorphs, where you try eliminate army of enemy general. 

Links to the game:

Rate 7drl page

Download itch.io page

Android version game page

I barely made it in time and was forced to abandon many of planned features.

  • Initially game was maded without sounds and musics (but music and sounds files was almost prepared, but 7 days is pretty short for all planes to finish);
  • AI of units was planed to be with "groups mind" but finished in semi-random movement (attacks are not random, obviously);
  • There are was simple cutscenes with story at the start and in the end, but for now it is extremely minimalistic victory windows :( .

 

At the end of contest I am pretty happy with the result, as it is was finished game (MVP) with realised core idea: how scary and unstopable can be monster horde with xenomoph behaviour.

Links to the game:

Rate 7drl page

Download itch.io page

Android version game page

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https://itch.io/t/202542/kill-the-queenKill the Queen!https://itch.io/t/202542/kill-the-queenWed, 07 Mar 2018 16:10:16 GMTWed, 07 Mar 2018 16:10:16 GMTWed, 07 Mar 2018 16:10:16 GMTThe Queen is going to be killed. Rescue her before it is too late!

(inspired by the Vikings S04E02)

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https://itch.io/t/204639/artifex-gladii-successArtifex Gladii [success]https://itch.io/t/204639/artifex-gladii-successMon, 12 Mar 2018 18:42:05 GMTMon, 12 Mar 2018 18:42:05 GMTMon, 12 Mar 2018 18:42:05 GMTShort story: I completed a game with advanced fencing mechanic. Learnings:  1. Don't wait three years for prototyping a game you have an idea for when this idea comes back to you every now and then. 2. Unity rules. 3. My wife really loves me (who else would spend a week with a coding zombie in the same room and then test his game for long time even when he says you can stop).

https://pawel-s1.itch.io/artifex-gladii

https://github.com/azsdaja/7drl-2018

In this 7DRL I wanted to explore the possibility of creating a combat system (with focus on melee) that would be more realistic and entertaining than the one traditionally used in roguelikes.  I just thought that melee combat should be something more challenging for the player than just standing next to a monster and pressing arrow directing towards it and let the engine calculate the hit and damage. 

From “Potop” (“The Deluge”) movie, 1973

Fencing for me is some kind of game where you can both gain visible advantage and loose it without hurting each other. It's like on football pitch where you slowly push your opponent or try to counter him when you regain initiative. So I thought that the characters should have some kind of score representing their condition in the combat: it should be high when you are skilled fencer, with no distractions, with good position etc. 

What I had on the start was:

— many mental notes about how the combat may look like

— the glorious Unity engine with brand new Tilemap feature; by the way it's amazing for me how this engine is developing and how it speeds things up to make a game with it

— some roguelike engine code that I've been developing for last 3 months for another game

The development looked more or less like this:

Monday: adapting my engine, starting the combat system

Tuesday: working on combat system, starting to make/adapt graphics

Wednesday: adding different kinds of monsters and weapons; adding traits for the player to gain when levelling up

Thursday: Simple dungeon generation with monsters, working on AI, adding first elements of UI, polishing the combat engine. The prototype was not ready as I expected which made me scared.

Friday: adding more traits, monsters and weapons, more UI and AI, adding stairs and moving between dungeons. The prototype was ready in the evening. Didn't give me really much, it was too simple and unbalanced.

Saturday: adding items, lots of testing and balancing, adding lots of UI, adding more graphics to the dungeon and sketching the story. On this day I speeded up my coding by breaking the rules of clean code even more than in previous daysIt was a considered decision, because I knew that even if I make messed up code, I'll have a fresh enough image of it in my head by the end of the Jam to make necessary fixes. Now I see that was a good decision.

Sunday: making the last level and wrapping up the story, adding some final monsters, weapons and traits, finishing up the UI. Thanks for help of my wife (she was testing it live starting from 7 PM) I managed to balance many elements of the game and to fix last crucial bugs to make the final version at midnight.

Measured time of development: 71 hours.

Sleep: around 5 hours per night.

I'm glad of the result and spending this week jamming — I feel tired but also I feel that I should do this often instead of keeping my ideas for games in my head and letting them die. I didn't feel stuck at any time and many problems had found their solutions just in the course of development, without any moments of helplessness. Also, many ideas came naturally out of my head during the development, for example I was adding pieces of story to the game almost subconciously and at the end I realised I made a story (which wasn't my goal at first).

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https://itch.io/t/204642/rcus-complete-ish@rcus (complete-ish)https://itch.io/t/204642/rcus-complete-ishMon, 12 Mar 2018 18:49:47 GMTMon, 12 Mar 2018 18:49:47 GMTMon, 12 Mar 2018 18:49:47 GMTHey folks!

This was my first time doing 7DRL. I made the foolish decision to write an engine from scratch so ended up dropping lots of ideas and cramming all the gameplay in on the last day. It's still kinda fun, albeit rather simple. The mechanic that I wanted to explore was "roguetime" ranged combat, where enemies would move as you fire, and the challenge would be to predict where they would move to and aim accordingly. Sadly didn't have time to add a variety of enemies with different movement patterns, but the basis of the mechanic is in there.

Features
- 7 unique levels
- 3 flavours of slime
- sneks and bats
- your dad

https://tomtl.itch.io/arcus

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https://itch.io/t/202061/search-for-the-crown-failureSearch for the Crown (Failure)https://itch.io/t/202061/search-for-the-crown-failureTue, 06 Mar 2018 04:43:33 GMTTue, 06 Mar 2018 04:43:33 GMTMon, 12 Mar 2018 04:42:06 GMTDay 1 (Monday)

I started the contest a little late, largely because I wasn't sure how much time I'd have again this year. Regardless of how things go, I thought I'd try my hand at another 7DRL. Although the timer said only 6 days left, I'm working from Monday the 5th until Sunday the 11th local time (EST; losing an hour to stupid daylight savings time). It seems to be within the contest time frame and is going to be 7 days for me anyway.

I'm writing this game in JavaScript, using the ROT.js engine. The beginning of this project involved reworking an earlier project I had started with ROT (attempting to merge some of its features with another JavaScript engine) so that it was simplified and streamlined for this much more simple game. My plan is to have a rather traditional dungeon crawler with more elaborate traps and some multi-person resource management. The basic ideas are laid out but I'm not sure how much fun they will be. We'll see in a couple of days.

By the end of the first day, I have completed a simple set-up. The player can move around a randomly generated dungeon, go up and down stairs, and open/close doors. This is actually a pretty good starting point, since doors and stairs are instances of a more generic method for objects that can be triggered by stepping on them or operating (e.g., pulling a lever). In other words, I have a framework for simple traps. Below is a basic screenshot, which I'll have to pretty up a bit by day 3.


Tomorrow I'll fiddle with inventory and basic items, and that will give me a complete prototype: player creates a character, character wanders around several floors of a dungeon, picks up McGuffin, wanders back through same levels, and returns to surface and wins. I'm happy with this plan because, unlike my previous attempts at a 7DRL, it means that the rest of the contest will come down to adding content and polishing the mechanics/UI. For day 3 I want to add the resource management part and the remaining parts of the UI. Somewhere in day 2 or 3 I'll add simple monsters, but I won't be focusing on them too much in this game.

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https://itch.io/t/204925/dealing-with-demons-success-we-did-itDealing with Demons [Success - We did it!]https://itch.io/t/204925/dealing-with-demons-success-we-did-itTue, 13 Mar 2018 17:22:42 GMTTue, 13 Mar 2018 17:22:42 GMTTue, 13 Mar 2018 17:23:17 GMT


Hey everybody, we're a small 2 person game dev studio made of 1 artist and 1 coder! For 7DRL we made a realtime coffeebreak roguelite called Dealing with Demons. As the name implies, it's about making deals with demons, sacrificing aspects of your character's stats and abilities to gain new powers. We managed to basically get everything we wanted into this version of the game, so it's complete! 

Watch the gameplay video about generously recorded by Indiependent for us, and go to the link below to download the game for Windows:) We'd definitely appreciate any feedback you have to give, since although we consider this version complete we'd like to keep adding to it and release a more content-rich version for iOS and other platforms in the future. Please enjoy, and thanks for stopping by!

Dealing with Demons - Download

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https://itch.io/t/203525/blood-crypt-previously-unnamedBlood Crypt (previously unnamed)https://itch.io/t/203525/blood-crypt-previously-unnamedSat, 10 Mar 2018 11:55:27 GMTSat, 10 Mar 2018 11:55:27 GMTSat, 10 Mar 2018 11:55:27 GMTOK. Here's the first look at the general style and feel:

It's using a new 3d system called 'RogueTable'. I've been developing it for a loong time. BloodCrypt will be the first game to use it.

Currently there is no sound.

All assets, images, 3d files, engine is a single person creation. There is no Unity or Unreal being used...

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https://itch.io/t/204770/the-rogue-gemThe Rogue Gemhttps://itch.io/t/204770/the-rogue-gemTue, 13 Mar 2018 04:10:30 GMTTue, 13 Mar 2018 04:10:30 GMTTue, 13 Mar 2018 04:10:30 GMT


The first 7DRL (and game jam) I've ever participated in. I built this with my girlfriend in Unity. She has no previous experience with it while I've built 2 games with it before, so the whole thing has been a pretty new experience to us.

Day 1 to Day 3

Mostly brainstorming, some basic artwork, learning how to use Unity, basic player movement and reading up on world generation algorithms

Day 4

Implemented simple turn-based system and world generation

Day 5

Worked on artwork for world, music.

Implemented attacking enemy, basic enemy behavior.

Day 6

Implemented minimap, pathfinding algorithm for the enemies.

Day 7


https://varz.itch.io/theroguegem

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https://itch.io/t/200854/nomadNoMadhttps://itch.io/t/200854/nomadSat, 03 Mar 2018 13:15:22 GMTSat, 03 Mar 2018 13:15:22 GMTSat, 03 Mar 2018 13:15:22 GMTHello!

After participating in six Ludum Dare jams I wanted to try something else, so I subscribed for the itch.io Jam Digest newsletter. When I received the last newsletter telling me that the 7DRL was starting in 14 hours I decided to accept the challenge and decided to join! It is nice to have different rules and a different timeframe to keep things fresh, so lets see what comes out after 7 days.

I wanted my game to have an unconventional theme for a Roguelike, so I pressed the "Show random page" button on wikipedia until something workable came up that wasn't fantasy or sci-fi. After a lot of clicks an article about Mongolian Nomads came up, so I decided to go with that. I've created a moodboard to set the tone for the graphics/story, and now the creating begins!

Good luck everyone!


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https://itch.io/t/202044/haunted-mansion-7drlHaunted Mansion 7DRLhttps://itch.io/t/202044/haunted-mansion-7drlTue, 06 Mar 2018 03:44:50 GMTTue, 06 Mar 2018 03:44:50 GMTMon, 12 Mar 2018 19:16:36 GMTThe 14th 7DRL challenge has started. I must participate, else I would break my record.

I had a couple of ideas running through my head for this year. In the end, I went for this one: Explore haunted mansions finding their secrets.

5 days a Stranger

Maniac Mansion

I don’t intend to make a full procedural point and click adventure. I am aware of the key factors that make them fun, and I don’t pretend I’ll be able to generate interesting characters and plotlines, less so in 7 days – no sir. All I’m doing is trying to follow the format, the presentation of the world reminiscent of that genre which I frankly don’t know much about but have always found intriguing.

For the art, I considered doing the pixel art myself using the original art as a reference (i.e., deconstructing some screenshots from the NES version and changing random bits), also thought on using ASCII art. But in the end, I’m going to try to aim at having higher res art done by Giovanny Ramirez, someone with whom I already teamed up for “Rise of Kramora” (my 7DRL from 2016). We are going for a simple and effective style, trying to convey a similar feeling than an old project of mine (Ancient Shadows, which deserves a post to talk a bit about it)

thePainting_0.jpg

Some of the planned features:

  • Procedural layout for the mansion
  • Procedural room generation
  • Find objects or solve simple puzzles to reach new parts of the mansion
  • 2D movement (real time), using arrow keys

My idea is to get to a first iteration where you can explore the mansion, find a treasure. If I manage to do that I’ll consider trying to add something horrendous to it.

Screen Shot 2018-03-04 at 9.12.32 PM

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https://itch.io/t/204618/kingdoms-of-ekuleraKingdoms of Ekulerahttps://itch.io/t/204618/kingdoms-of-ekuleraMon, 12 Mar 2018 17:48:18 GMTMon, 12 Mar 2018 17:48:18 GMTMon, 12 Mar 2018 17:48:18 GMTThis was a challenge for us, it was the first time we did pixel art, and well we did not excel at it. We couldn't find a musician, and code pretty much became a spaghetti after all. While we had to lower our scope, we still were able publish a game in a somewhat polished state, of course there are bugs but they're not game breaking.

It was fun, and it was sleepless overall.


https://arqcenick.itch.io/kingdoms-of-ekulera


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https://itch.io/t/204599/verger-successVERGER [success]https://itch.io/t/204599/verger-successMon, 12 Mar 2018 16:47:16 GMTMon, 12 Mar 2018 16:47:16 GMTMon, 12 Mar 2018 16:47:16 GMThi all

thanks to the organizers and all the other folks who submitted to this awesome jam!

got my game VERGER into a fairly solid playable state. it's stupid simple but it was loads of fun trying to wrap my head around simple procgen, pathfinding code, etc. many thanks to pico8 for providing an amazing platform to experiment.



major features include:

  • destructible terrain (ha!)
  • eggplants as a primary source of nutrition
  • placid ponds for magic meditation
  • relentless confusion and death

if you're interested, you can play it here: ottomaddox.itch.io/verger

really looking forward to checking out everybody's stuff!

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https://itch.io/t/204584/warp-not-completeWarp [Not Complete]https://itch.io/t/204584/warp-not-completeMon, 12 Mar 2018 16:16:03 GMTMon, 12 Mar 2018 16:16:03 GMTMon, 12 Mar 2018 16:16:03 GMTWhat I did get done is here: https://deathmtn.itch.io/warp

On mobile: http://jimkang.com/7drl-2018/

I started work on this on Wednesday, and my original goal was to end up with a tech base that I could use to finish a game later. Having tried 7DRL last year, this seemed like a realistic goal.

When I got started, though, I felt a lot of momentum and moved my goalpost to a playable game. I failed to get to that new goal post.

My big hangup was animating things that were not represented in game state. I felt this was important because players need to see the actual range of their ranged actions, not just enemies disappearing and then inferring what the range is. Up until that point, I had a really simple set of reactions to a player click: update game state, then render that game state. Something like a blast however, is awkward to represent as game state.

In the end, I came up with something that I don't think is too dirty:

- Animations or effects get to take over the game loop for as long as they need.

- To keep rendering simple, animations do update a special part of the game state object. 

- They call the same render function that everything else calls. When it's done updating and rendering as much as it needs, it calls a callback.

- The callback can do whatever it needs to make the game state "right." e.g. If a blast kills an enemy, but the enemy needs to remain rendered during the blast animation, then removing the enemy can be done in the callback after the animation is done.

I feel I also learned quite a bit about rendering to canvas in a web page and about translations between (distorted) grid coordinates and "physical" coordinates.

I haven't proven that the concept of multiple movement grids with distortions applied to them is interested to play on, but at least I have not yet disproven it with what I have so far.

So, my original goal was met, at least!

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https://itch.io/t/204532/cubelode-successCubelode [Success]https://itch.io/t/204532/cubelode-successMon, 12 Mar 2018 13:53:38 GMTMon, 12 Mar 2018 13:53:38 GMTMon, 12 Mar 2018 13:53:38 GMTWuhuu, fan of cubes. Now it's kinda rogue-like. Congratz to all !

https://itch.io/jam/7drl-challenge-2018/rate/233284

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https://itch.io/t/201702/suzugosSuzugoshttps://itch.io/t/201702/suzugosMon, 05 Mar 2018 10:07:01 GMTMon, 05 Mar 2018 10:07:01 GMTMon, 05 Mar 2018 10:07:01 GMTI'm officially starting my 2018  7DRL now.

The basic idea for this game is that you will be controlling two characters simultaneously.

Game play will revolve around tactical positioning of your two characters relative to monsters, environment and so on and strategically upgrading them for some kind of synergy.

I did a little setup yesterday to get some of the basics in place: movement around a level, walls, and a basic monster that chases after you.

Here is how it's looking at "day 0":


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https://itch.io/t/204416/piratical-a-pirate-themed-roguelikePiratical - A pirate-themed roguelikehttps://itch.io/t/204416/piratical-a-pirate-themed-roguelikeMon, 12 Mar 2018 05:23:28 GMTMon, 12 Mar 2018 05:23:28 GMTMon, 12 Mar 2018 05:23:28 GMTHi.  My 7DRL submission this year is Piratical, a fairly traditional roguelike with some fun little experiments.

You play as a pirate attempting to defeat the dread Captain Bloodbeard, a black-hearted cur who made a deal with dark powers to become one of the most feared pirates to set sail out of Barataria Bay.  Join forces with Madame Sarita, the voodoo priestess, to find Bloodbeard's phylacteries.  Destroy them to make him mortal, and then defeat him with cunning and a little magic of your own!

Here's what I was trying to accomplish this year:

  • Have some solid, laptop-friendly roguelike fun.  The game plays nicely in the web browser, uses orthogonal movement (to ease the pain of laptop users), and sports some nice, colored environments.
  • A fun theme.  Pirates are fun, right?  I tried to reinforce the theme with several mechanics, like being able to lop off a hand and replace it with a hook, having voodoo curses, sunken galleons, treasure maps, etc.
  • Expanding how maps work a little.  In Piratical, levels are two-tiered: above water and below water.  You can dive down to the underwater level and surface up to the above water level, which makes for some interesting mapping mechanics.
  • Make it approachable.  I tried to get instructions on the screen at all times to help with onboarding, and I tried to get some quality-of-life features in place like the compass and quick-keys for changing the equipped weapon.
  • Levels with distinct feels to them, so that not all levels feel the same.  I think I accomplished this, although I was hoping to get a few more in there.  There are swampy bayous, labyrinthine sea caves, sunken galleons, and beaches.
  • Game progression.  As you delve further into your adventure, you will encounter things that are tough, and you will need to figure out the capability to respond to them.  The mechanisms in the game are simple, but they reinforce the theme, so I'm happy with them.
  • Approachable challenge.  The game will probably kill you a few times while you get your "sea legs", but once you have some experience, you should be able to win the game without spending months attempting it.  The RNG is generally pretty forgiving; most deaths are avoidable.

Overall, I'm happy with how it turned out.  I'd like to spend some time cleaning up the codebase and doing some things in a more "proper" way, and adding more content.  But for now, I'm happy with where it stands for a seven day effort.

Here are some screenshots of the game in action:

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https://itch.io/t/201509/the-dungeon-of-elemental-evilThe Dungeon of Elemental Evilhttps://itch.io/t/201509/the-dungeon-of-elemental-evilSun, 04 Mar 2018 22:50:42 GMTSun, 04 Mar 2018 22:50:42 GMTSun, 04 Mar 2018 22:50:42 GMTThis is my second (attempted) 7DRL; last time I tried a simple roguelike in Java for Android. I got randomized dungeon creation working, and movement... partially working... but my code at that point just wasn't going to be workable. So that was that.

This time I've been learning Unity, and one day in, I've managed to actually get the basics working -- movement, combat, and dungeon generation (well, it's just a square right now, but the plumbing is there to plug the algorithm into). So that's exciting!

Regarding the name, aside from the obvious but mostly irrelevant  nod, my intention is to make the game a really, really simple RL with a minor and not-particularly-compelling twist in that elemental item set bonuses will result in a secondary elemental attack and/or attack/defense bonuses based on elements. We'll see if I get that far, but at this point I'm pretty happy with the rate of progress, and I'm certainly learning, which is the point anyway.

I'm using Oryx' 16 bit fantasy sprites. Current status:

Here's the project page.

Good luck to all of us!

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https://itch.io/t/204298/duck-tape-heroDuck Tape Herohttps://itch.io/t/204298/duck-tape-heroMon, 12 Mar 2018 00:03:36 GMTMon, 12 Mar 2018 00:03:36 GMTMon, 12 Mar 2018 00:03:36 GMTHello! My 7DRL is Duck Tape Hero, a game in which you are a heroic duck who uses a roll of duct tape to solve all its problems.

https://seregsarn.itch.io/duck-tape-hero


I bit off a bit more than I could chew this year, but by aggressively cutting content I managed to get to a thing that is playable and beatable. In fact, I put way too many healing items in, so it feels super easy to me.

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https://itch.io/t/202314/snek-trekSnek Trekhttps://itch.io/t/202314/snek-trekTue, 06 Mar 2018 21:34:58 GMTTue, 06 Mar 2018 21:34:58 GMTTue, 06 Mar 2018 21:34:58 GMTHello everyone, my roguelike is Snek Trek and it's about being a snek and eating apples and playing tricks on the other sneks.

https://maurog.itch.io/snek-trek

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https://itch.io/t/201639/ghost-mirror-roguelike-7drl-completeGhost Mirror roguelike 7drl (Complete)https://itch.io/t/201639/ghost-mirror-roguelike-7drl-completeMon, 05 Mar 2018 04:31:43 GMTMon, 05 Mar 2018 04:31:43 GMTMon, 12 Mar 2018 18:14:15 GMT

i'm inspired by rpg maker horror games and junji ito, so will try to do a little roguelike with those influences, maybe this year i can finish
instead of full procedural map generation i'm using some prefab pieces, just did this little piece to have an idea of what types of objects i'll need, the tile/tile movement is done and i have a dirty FOV working already

the player have to explore some haunted place and face some ghosts or other supernatural beings, maybe the hunger clock will be the flashlight juice and the player have to collect batteries, i don't know yet...

Construct 2

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https://itch.io/t/201808/wastrlWastrlhttps://itch.io/t/201808/wastrlMon, 05 Mar 2018 15:14:27 GMTMon, 05 Mar 2018 15:14:27 GMTMon, 05 Mar 2018 15:14:27 GMTStarted on Sunday 2018-03-04 23:59 GMT+0800.

A roguelike/TBS about getting a band of people across a post-apocalyptic wasteland to reach the haven of Wastrl. Mostly an experiment in using traditional wargame mechanics in more general TBS wargame-like setting.

I actually started on this concept last year too, using OCaml. But between lack of time and getting distracted by working on a general OCaml terminal output framework, I didn't get very far, so this year I am restarting in Python 3.

Project page

Devlog

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https://itch.io/t/201308/making-my-first-roguelike-this-7drlMaking my first roguelike this 7DRL!https://itch.io/t/201308/making-my-first-roguelike-this-7drlSun, 04 Mar 2018 15:37:11 GMTSun, 04 Mar 2018 15:37:11 GMTSun, 04 Mar 2018 15:37:11 GMT

I spent yesterday making a grid system where you could move and setting up a basic graphics pipeline etc., then started the jam "officially" this morning - I think/hope that's alright? Otherwise I'll just submit it on Saturday day next week I guess.

Making decent progress but err what with 3D graphics and all I don't have much mechanics implemented yet, but it's going to be pretty simple and puzzley so I think I'll be alright:

Game page here: https://neontropics.itch.io/demonbathhouse

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https://itch.io/t/200942/peaks-of-madnessPeaks of Madnesshttps://itch.io/t/200942/peaks-of-madnessSat, 03 Mar 2018 18:19:20 GMTSat, 03 Mar 2018 18:19:20 GMTSat, 03 Mar 2018 18:19:20 GMTThis is my first 7DRL but I'm pretty excited and am going to try and make a 30 second progress video each day to track my development and keep me motivated. First is linked below.

And you access the game's Itch page here:

https://perrinface.itch.io/peaks-of-madness


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https://itch.io/t/200988/dr-hallervorden-completeDr. Hallervorden (complete)https://itch.io/t/200988/dr-hallervorden-completeSat, 03 Mar 2018 20:29:04 GMTSat, 03 Mar 2018 20:29:04 GMTSun, 11 Mar 2018 19:29:20 GMTFor months, you have been imprisoned by the evil scientist Dr. Hallervorden. Now you have a chance to escape!

Inspiration for UI, game mechanics, and atmosphere will mostly come from Brogue and CDDA.

Starting 12:30 PM PST on 3/3/2018.

Link: https://irskep.itch.io/dr-hallervorden

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https://itch.io/t/202807/turn-based-cave-flyer-ishTurn-based cave-flyer-ishhttps://itch.io/t/202807/turn-based-cave-flyer-ishThu, 08 Mar 2018 11:46:46 GMTThu, 08 Mar 2018 11:46:46 GMTThu, 08 Mar 2018 11:46:46 GMTWell, maybe cave flyer is a bad description since there's no gravity.  But a turn-based Newtonian physics space-game where you fly around in caves.  I've been fighting with collision detection but I think I have it working now, so nearly three days left to add enemies and weapons.  I'm planning to keep that part relatively simple (but with a few hopefully interesting interactions).  I'm mostly relying on the acceleration mechanic to make it interesting, I guess.

https://github.com/JoshuaGrams/asctiiroid


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https://itch.io/t/203795/shift-stack-completedShift Stack - Completed!https://itch.io/t/203795/shift-stack-completedSun, 11 Mar 2018 00:16:40 GMTSun, 11 Mar 2018 00:16:40 GMTSun, 11 Mar 2018 00:16:40 GMTIt's a dungeon puzzler roguelike I think? No matter what it is, I finished! It's a roguelike where you can't directly attack enemies and can freely warp between the levels (which are only 6x6). There's some resource management and games should be pretty short (couple of minutes). It's not perfect but overall I'm pretty happy with it. Let me know what you think!

https://mantiseyelabs.itch.io/shift-stack

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https://itch.io/t/200600/demon-slayers-progress-report-released-as-twin-demon-slayersDemon Slayers - progress report [Released as "Twin Demon Slayers"!]https://itch.io/t/200600/demon-slayers-progress-report-released-as-twin-demon-slayersFri, 02 Mar 2018 21:16:09 GMTFri, 02 Mar 2018 21:16:09 GMTSat, 10 Mar 2018 22:54:38 GMTHello everyone! I hope you are as excited about the jam as I am!

During the jam I will be working on a remake of another jam-game I created some time ago. I will be posting my updates to my blog site, and will inform you of any updates here as well.

I hope you all have fun during the upcoming seven days, and I am looking forward to seeing some amazing roguelike stuff from you!

Cheers,

bryqu

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https://itch.io/t/202064/cunning-rogue-successCunning Rogue (Success)https://itch.io/t/202064/cunning-rogue-successTue, 06 Mar 2018 04:56:03 GMTTue, 06 Mar 2018 04:56:03 GMTMon, 12 Mar 2018 18:14:49 GMTDidn't know this was a thing so blurb then recap.


Very traditional rogue like, I tend to like to get weird. Baseline of 27 enemies, 26 floors, grab an amulet then scoot on out. The main component of the game is that enemies will telegraph their attacks and where the attacks will land you can effectively avoid combat like the cunning and masterful rogue you are with the problem that you're leaving monsters alive and possibly forcing yourself to never progress or enter a pincer situation later on. Levels will be loop based to allow exploration without hitting dead ends and giving some meaningful ability to take alternate paths to rooms. Each enemy will try to have some meaningful differences between them, be it attack pattern, move pattern, or other special abilities though there are going to be some similarities in some cases current example being rats move 2 spaces and will threaten an attack while bats move 2 spaces and will threaten an attack and set up a move away, such difference. Weapons will have differences beyond damage. Swords are the highest dice single target attacks, axes attack in slashes that hit adjacent areas, and spears reach 2 squares. Other weapons planed but may or may not make it depending on how well enemy implementation and balancing goes.

Came into this with some previous render systems  and input system built on SDL2 and python 2.7. Its purely a sprite based system that I can use for a lot of things. Picked up some field of view and various other utility functions around on the web. Created a custom font sprite sheet. Had some various dungeon generation systems I peeled out some code for making loops with.

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https://itch.io/t/201232/trials-by-fireTrials by Firehttps://itch.io/t/201232/trials-by-fireSun, 04 Mar 2018 12:57:14 GMTSun, 04 Mar 2018 12:57:14 GMTSun, 04 Mar 2018 12:57:14 GMTstarted on 2/3/2018 around 16:00 IST

using the example code from tdl github as a skeleton :

 https://github.com/HexDecimal/Complete-Roguelike-Tutorial--using-python-3-libtcod-tdl-

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https://itch.io/t/203534/caves-of-trash-and-treasureCaves of Trash and Treasurehttps://itch.io/t/203534/caves-of-trash-and-treasureSat, 10 Mar 2018 12:13:29 GMTSat, 10 Mar 2018 12:13:29 GMTSat, 10 Mar 2018 12:13:29 GMTLink to Submission

Started 03/03/2018 14:00 GMT, submitted 10/03/2018 about 10:30 GMT (after re-upload to include license).

This is my first 7DRL and my first RL of any kind!

I based the game around a few ideas:

  • The objective is to escape with the highest total value of items in your inventory. Finding the Extremely Fragile Crystals (or indeed reaching the bottom of the cave) is optional!
  • The value of an item is roughly (depth - usefulness):
    • Powerful items are usually made from cheaper materials.
    • Gems are worth more, but waste an inventory slot.
    • The Extremely Fragile Crystals are worth the most, but they  waste an inventory slot and you can't use that slot for anything else without destroying the Crystal.
  • You only have four inventory slots, so you need to decide which items to take and which to leave behind. The game is short, but you can make it more challenging by trying to escape with a higher score.
  • As you explore the caves, other treasure hunters will arrive and take items for themselves, using them against you as you try to leave.

I used Python + tdl, and NumPy for a bit of the map generation (since it is a requirement of tdl anyway). I used the Revised Tutorial as a starting point for the game engine. I spent more time than planned familiarizing myself with the framework, but overall I'm happy with the result!


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https://itch.io/t/202762/dimlitDimlithttps://itch.io/t/202762/dimlitThu, 08 Mar 2018 08:00:37 GMTThu, 08 Mar 2018 08:00:37 GMTThu, 08 Mar 2018 08:00:37 GMTHey guys. My project is Dimlit! I still have a couple days for polish and would love some feedback and critique before submitting.

You play as a sage defending against grues and infinite darkness using light, structures, crystals, and artifacts found across the infinite map. I'm classifying Dimlit as a "fault tolerance" game. There are random events that test your system — you cannot prevent these, only prepare for them.

Some tips for those who wish to try.

  • Keep your glowsuit charged — it is your health. It loses power while walking in darkness and can only be charged at structures which provide light.
  • Find artifacts deeper and deeper into the darkness. Use these to unlock more powerful secret structures.
  • Light providing structures can only be built on light. Build yourself a network of self-reliant structures.
  • You can run! There isn't a hotkey for it, though. When you continue to run in the same direction your speed increases up to 5. Changing directions reduces your speed back to 1. Running expends more glowsuit energy in darkness, but is free if you run in the light.
  • If you see dark spots in the light, you can guess what they are.
  • Don't get eaten!
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https://itch.io/t/203222/shadow-ledger-rogue-like-meets-accountingShadow Ledger (Rogue-like meets accounting)https://itch.io/t/203222/shadow-ledger-rogue-like-meets-accountingFri, 09 Mar 2018 18:44:14 GMTFri, 09 Mar 2018 18:44:14 GMTFri, 09 Mar 2018 18:44:14 GMTWorking on a 20% joke game regarding playing a rogue-like in a DOS-era accounting program. Might not get it done due to work schedule, but giving it a few hours when I can.


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https://itch.io/t/203380/demon-hunter-not-sure-for-the-nameDemon Hunter (not sure for the name)https://itch.io/t/203380/demon-hunter-not-sure-for-the-nameSat, 10 Mar 2018 01:30:54 GMTSat, 10 Mar 2018 01:30:54 GMTSat, 10 Mar 2018 01:30:54 GMTMy first 7DRL, first complete(maybe) game.

It's a turn based strategy game, you controll a team of four character and have to kill all ennemies in each level to go to the next.

11h30 left to finish, still some content unimplemented .

Screenshots comming soon.

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https://itch.io/t/201911/dungeon-hackererDungeon Hackererhttps://itch.io/t/201911/dungeon-hackererMon, 05 Mar 2018 19:18:58 GMTMon, 05 Mar 2018 19:18:58 GMTMon, 05 Mar 2018 19:18:58 GMTMy first attempt at #7DRL. A fairly simple FPS in the style of Dungeon Hack or Legend of Grimrock.

Project page

Devlog


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https://itch.io/t/203123/currently-unnamed-projectcurrently unnamed projecthttps://itch.io/t/203123/currently-unnamed-projectFri, 09 Mar 2018 11:16:45 GMTFri, 09 Mar 2018 11:16:45 GMTFri, 09 Mar 2018 11:16:45 GMTI'd like to get something finished and operational.

I'm working on a tile based 3d system for D&D style interaction.

Here's a shot of the base tiles:


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https://itch.io/t/203459/zombie-rogueZombie Roguehttps://itch.io/t/203459/zombie-rogueSat, 10 Mar 2018 06:47:06 GMTSat, 10 Mar 2018 06:47:06 GMTSat, 10 Mar 2018 06:47:06 GMTHere is the game page.

Me and my teammate Tapdog have been work on this RoguelikeZombieAdventure demo for a  long time.

As in 7DRL we decide to utilize this demo to implement some of our ideas:

  • Infection and camp-change system.
  • Random quests.
  • Gang fights between 3 different camps.

You are infected and your infection increase by time. You will turn into a zombie and start losing HP if you can't control the infection. So you have to take advantage of your form, and struggle a way out of hell.


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https://itch.io/t/203326/tourettequestTouretteQuesthttps://itch.io/t/203326/tourettequestFri, 09 Mar 2018 22:55:03 GMTFri, 09 Mar 2018 22:55:03 GMTFri, 09 Mar 2018 22:55:03 GMThttps://larsiusprime.itch.io/tourettequest

My first 7DRL submission, a game about Narcolepsy and Tourette's syndrome.

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https://itch.io/t/202056/lpn9LPN9https://itch.io/t/202056/lpn9Tue, 06 Mar 2018 04:09:36 GMTTue, 06 Mar 2018 04:09:36 GMTTue, 06 Mar 2018 04:09:36 GMTSome Screen Shots:

Started a DevLog here: https://webthingee.itch.io/lpn9

Highlight of the day today, definitely my death particle effect!!


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https://itch.io/t/201457/orb-of-worldsOrb of Worldshttps://itch.io/t/201457/orb-of-worldsSun, 04 Mar 2018 20:26:54 GMTSun, 04 Mar 2018 20:26:54 GMTSun, 04 Mar 2018 20:26:54 GMT

A 7DRL loosely inspired by the Fighting Fantasy gamebook Spectral Stalkers

I'm starting with my 2018 JS1K entry, ported to typescript, and canvas-console, a console/terminal on HTML canvas package I wrote

I haven't started on the actual game yet (had guests all weekend) and it's already Monday in my timezone so I'll call my start time 11:59pm Sunday NZST

Github project

Itch project page

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https://itch.io/t/203223/isometric-roguelike-from-scratchIsometric roguelike from scratchhttps://itch.io/t/203223/isometric-roguelike-from-scratchFri, 09 Mar 2018 18:46:38 GMTFri, 09 Mar 2018 18:46:38 GMTFri, 09 Mar 2018 18:46:38 GMTMostly just posting here as an incentive to get through the mammoth workload that I've got this weekend if I'm going to finish this.

Ended up starting on Monday and decided to make an isometric game, which I've never done before. Also after having a ton of fun doing http://js13kgames.com/ this year, I decided to build it for the browser, from scratch.

Day 1
Started out with a few tile types and spent a while getting the isometric projection handled, then initially had a lot of problems getting the tiles to line up perfectly. Spent a long time battling rendering artefacts due to a mix of mishandled camera translations and the fact that each tile is designed to overlap the adjacent ones by 1px. 



Day 2
Got the rendering issues sorted out and started putting together some primitive objects to use as building blocks for the rest of the objects in the world.

Day 3
Got the movement controls sorted and started building some template levels. Added some new props and some detail sprites for floor tiles. Decided that the concept of the game would be to make it up twenty floors of a tower.



Day 4
Got a very primitive form of combat working and started designing the first boss encounter. Also added an event triggering system so that walking onto the stairs can take you up a level. Added the ability to save and load the game.



Day 5
Spent today mostly working on the UI and building out the inventory and equipment systems. Nearly have looting figured out, just need to build the UI for it.



So for the weekend there's just the small task of:

  • Finishing the level generation
  • Balancing combat
  • Applying equipment bonuses
  • Implementing item dropping / using
  • Creating content
  • Coming up with a good story

Should be fun!

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https://itch.io/t/202900/rogue-fishingRogue Fishinghttps://itch.io/t/202900/rogue-fishingThu, 08 Mar 2018 17:11:47 GMTThu, 08 Mar 2018 17:11:47 GMTThu, 08 Mar 2018 17:11:47 GMTHello everybody

I brainstormed a bunch of ideas but this one seemed to have the best combination of 'feasible in my tiny time limit' and 'could maybe be a decent game', so I'm stretching the concept of a roguelike pretty far by making a fishing game.

Features:

  • Procedural lakes
  • Simple fishing mechanics
  • Permadeath (on broken line or hook)
  • Searching around for items
  • Randomly generated poetry (maybe)
  • Slowly passing the day
  • The most chill roguelike experience ever

Thus far I have character movement and procedurally generated lakes down, having started last night. Hoping to get more of the interactive stuff in today.


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https://itch.io/t/202028/rogue-waveRogue Wavehttps://itch.io/t/202028/rogue-waveTue, 06 Mar 2018 01:54:46 GMTTue, 06 Mar 2018 01:54:46 GMTTue, 06 Mar 2018 01:54:46 GMTI've been updating a page for mine - didn't realize this forum was here.

https://skwint.itch.io/rogue-wave

I've got about half a game right now.  On target for finishing it, but not really polishing it.

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https://itch.io/t/201963/bold-moves-7drl-working-titleBold Moves 7DRL (working title)https://itch.io/t/201963/bold-moves-7drl-working-titleMon, 05 Mar 2018 21:26:32 GMTMon, 05 Mar 2018 21:26:32 GMTMon, 05 Mar 2018 21:26:32 GMTStarted Sunday 6pm PST.

livestream: https://www.twitch.tv/edawynn

General Gist: big bold movements combined with attacks!

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https://itch.io/t/201633/crisis-of-the-chrononautCrisis of the Chrononauthttps://itch.io/t/201633/crisis-of-the-chrononautMon, 05 Mar 2018 04:08:15 GMTMon, 05 Mar 2018 04:08:15 GMTMon, 05 Mar 2018 04:08:15 GMTI just started on my game, Crisis of the Chrononaut.  Here's a repeat of the game summary:


You're an apprentice to a genius inventor. Suddenly, the time machine he's working on goes beserk, then disappears. It seems the machine he was building is now tearing apart the fabric of time. Portals start appearing that connect to other times, including Cretaceous Period, Medieval times, and WWII. You can enter the different eras and explore, but hostiles from each of these periods can emerge to fight you as well. Your mission: enter the portals, find the missing time machine, and destroy it before shatters time itself.

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