itch.iohttp://itch.iohttps://itch.io/t/4640030/froguelike-our-first-steps-into-game-devFroguelike: Our First Steps into Game Devhttps://itch.io/t/4640030/froguelike-our-first-steps-into-game-devThu, 06 Mar 2025 00:38:04 GMTThu, 06 Mar 2025 00:38:04 GMTThu, 06 Mar 2025 00:38:04 GMT

Hey everyone!

We're a small team of friends trying to make our first game: Froguelike. It's a pixel art 2D roguelike where you play as a frog exploring procedurally generated caves with a walking pot, that you can use  The plot is that you need to complete all recipes from a wizard recipe book to get a wish from an ancient magic pot, and make your frog village safe and wealthy for one more year. If you die, another "volunteer" frog takes over.

We're mostly just one programmer and one artist, with help from another amateur artist and sound designer.  We have a full-time jobs, so most likely won't finish this game completely by deadline, but we are excited to participate in this challenge. 

Good luck to everyone!

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https://itch.io/t/4639450/procedurally-generated-turn-based-stealth-roguelike-progressProcedurally generated, turn based, stealth Roguelike progresshttps://itch.io/t/4639450/procedurally-generated-turn-based-stealth-roguelike-progressWed, 05 Mar 2025 20:10:50 GMTWed, 05 Mar 2025 20:10:50 GMTWed, 05 Mar 2025 20:10:50 GMTTrying my hand at this idea.  It's strange that the original Rogue didn't have any stealth based gameplay, especially given the Rogue character the game was centred on.

Still grappling with the name and all sorts of other stuff.  Gotten line of sight and dungeon generation all done.  I'm happy with the tile set too, especially the main player character:


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https://itch.io/t/4624087/necro-factoryNecro Factoryhttps://itch.io/t/4624087/necro-factorySat, 01 Mar 2025 00:59:07 GMTSat, 01 Mar 2025 00:59:07 GMTSat, 01 Mar 2025 00:59:07 GMTEdit: This game was a successfull completion of the 7DRL - check it out here: https://numeron.itch.io/necrofactory

Hello! My name is Numeron, and my entry for this year is:

Necro Factory will be a bit hack-n-slash, a bit of tower defence, and a bit factory building - The idea being that killing mobs drops resources that you can use to make towers, conveyor belts, constructors, and new mob spawners. For now, the idea is that you are trying to build your way up the map, which means clearing out harder monsters but access to more/new resources (like graveyards for creating skeletons), ultimately taking down a well defended city.

I'm not starting from scratch - I've been at 7DRLs for a long time now, this will be my 17th entry! I typically use the bones of my previous year's entry - ripping out stuff I don't need and building in everything new. This year will be no different, so the backing game and graphics engine of many previous years will be the same.

At midday on Saturday at my location, I will begin (about 30m!) so that's my deadline next weekend.

Best of luck to everyone!

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https://itch.io/t/4631650/devlog-first-try-for-7drlDevLog - First Try for 7DRLhttps://itch.io/t/4631650/devlog-first-try-for-7drlMon, 03 Mar 2025 06:27:33 GMTMon, 03 Mar 2025 06:27:33 GMTMon, 03 Mar 2025 06:27:33 GMTFirst attempt at 7DRL. 

Using C, RayLib, and emscripten to build a web version of the game.

Goals:

- building a complete rougelike game

- since this is my first attemp,y I'm probably just going to stick with the basics of a dungeon crawler => battle enemies go down a dungeon to reach the bottom floor

- rather than a sophisticated item/weapon system, I think I'm going to try a skill-based system => you learn new skills and level up skills to gain stronger stats and add more variation to combat


Day 1~2

Spent most of the time setting up basics like:

* basic movement

* basic stats

* basic enemies

* basic melee attack

* working on a basic skill system

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https://itch.io/t/4629914/quartz-a-4x4-roguelike-with-time-travelQuartz: a 4x4 roguelike with time travelhttps://itch.io/t/4629914/quartz-a-4x4-roguelike-with-time-travelSun, 02 Mar 2025 20:05:44 GMTSun, 02 Mar 2025 20:05:44 GMTSun, 02 Mar 2025 20:05:44 GMTHi all!

I'm making a 7DRL in vanilla HTML/CSS/JavaScript again. I'm starting tomorrow, but I've got some stuff set up ahead of time. Details are in my first dev log.

My main goal is to try and cram a fun roguelike experience in a 4x4 grid. Why? Because 2x2 is too small, and 3x3 was already covered by the magnificent Seek Etyliv. Will this work? Let's find out!

My other main focus is trying to play around with time travel, but I'm still figuring out how exactly this is going to work.

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https://itch.io/t/4652815/ruins-of-the-lost-first-time-in-7drl-challenge-only-had-4-days-to-workRuins of the Lost - First time in 7DRL Challenge, only had 4 days to workhttps://itch.io/t/4652815/ruins-of-the-lost-first-time-in-7drl-challenge-only-had-4-days-to-workSun, 09 Mar 2025 21:58:29 GMTSun, 09 Mar 2025 21:58:29 GMTSun, 09 Mar 2025 21:58:29 GMTThis is my first time in this jam and I loved it. Unfortunately I've only had 4 days, from March 1st to March 4th, to work on the game, but I've enjoyed every second of those 65-70 hours of work. I've always wanted to make a game like this, and this jam gave me the motivation to do it. I hope that next year I can work a full week on the game.


You can try the game at: https://cali1.itch.io/ruins-of-the-lost


Let me know what do you think for 4 days of work!

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https://itch.io/t/4635577/mostly-grand-adventureMostly Grand Adventurehttps://itch.io/t/4635577/mostly-grand-adventureTue, 04 Mar 2025 13:30:03 GMTTue, 04 Mar 2025 13:30:03 GMTTue, 04 Mar 2025 13:30:03 GMTHello! This entry will hopefully be my 7th 7DRL game, and after some experiments with the genre, I want to go back to numbers-and-combat-oriented gameplay, and also to have the game with a somewhat open scope so I can, for the first time ever, try to continue developing it after the jam ends.

I played a lot of Slay the Spire in 2024, and my first intention was to go in the direction of a ‘compact deckbuilder,’ which evolved into some crazy idea where a player has a hand of 5 cards and no deck. Then Balatro came, and I was afraid that the 7DRL jam and the genre in general would be flooded with Balatro-likes (which actually does not seem to be the case), so I ditched the idea of a card game but retained some elements of that 5-card-hand.

Basically, the main mechanic is to have 5 ‘skills’ that can actively or passively enhance each other, possibly leading to some overpowered combinations. In order for this to function, I would need to create a lot, like over 50, of those ‘skills.’ This is a lot of work (I’m not taking a week off or something), so sacrifices are to be made: game structure and levels will be linear, the plot will be silly, and bugs will be plentiful.


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https://itch.io/t/4633219/aeon-shifters-musou-roguelike-dev-logAeon Shifters (Musou Roguelike) Dev Loghttps://itch.io/t/4633219/aeon-shifters-musou-roguelike-dev-logMon, 03 Mar 2025 18:34:39 GMTMon, 03 Mar 2025 18:34:39 GMTMon, 03 Mar 2025 18:34:39 GMTvery rough build: https://rwhaling.itch.io/aeon-shifters

Building a fast-paced hack-and-slash roguelike with dynasty warriors/vampire survivors vibes.
Re-using a custom WebGL engine I built last year, with React for all the UI.  Learning React for the first time, which is a hoot, but hopefully this means I don't get bottlenecked on UI stuff and can just copypasta my way through simple stuff.

Using Loren Schmidt's lovely Phosphor sprite set: https://lorenschmidt.itch.io/phosphor

Making good progress so far!  Basic gameplay concepts (fortress, grunts, champions, 2 sides) are in place.  But it's not fun to play yet.

Next up - working on building a "special moves" system - acquiring and upgrading big, colorful AOE attacks to deal with the masses of enemies is the entire point, and I'm hoping that once that is up and running the game will start to feel "fun"

The basic gameplay flow is - there are 8 factions, arranged in a "tournament" layout, and each playthrough the order is randomized.  At the start of a level you choose one of two factions, which offer different kinds of moves/perks as rewards.  I'm thinking about a forgiving loss mechanic where you can go into a "repechage" bracket to acquire more perks at lower difficulty, before retrying the main progression.

The sprites are super inspiring, the 8 factions I have are:

  • orcs
  • undead
  • sirens
  • lizards
  • wyrms
  • drakes
  • griffons
  • slimes
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https://itch.io/t/4627072/aurumoriumAurumoriumhttps://itch.io/t/4627072/aurumoriumSat, 01 Mar 2025 23:22:21 GMTSat, 01 Mar 2025 23:22:21 GMTSat, 01 Mar 2025 23:22:21 GMTHeyo, I'm gruebite, and this year I'm making Aurumorium!

Aurumorium is an incremental mining roguelike where you carve your way through walls in an endless cavern. You play as a golem powered by pure avarice (and a philosopher's stone), transmuting walls into gold which you spend on forging evermore destructive cantrips. You're under the command of an alchemist who periodically imposes a tax, both a flat fee and a percentage, on the gold you've collected.

The idea is inspired by one of my favorite dungeon generation techniques: the humble random walk. Early in the game, you'll be slowly carving your way through the cavern, but as you collect powerful cantrips, the golem will be blitzing around, unleashing a cascade of satisfying effects. My plan for cantrips is pretty simple and should accommodate both order and chaos.

Good luck, everyone!

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https://itch.io/t/4633908/unsure-roguelike-interactive-fiction-hybrid-with-roguelite-elements"Unsure" - roguelike / interactive-fiction hybrid. With roguelite elements.https://itch.io/t/4633908/unsure-roguelike-interactive-fiction-hybrid-with-roguelite-elementsMon, 03 Mar 2025 22:14:33 GMTMon, 03 Mar 2025 22:14:33 GMTThu, 06 Mar 2025 00:00:30 GMT

This is my first 7DRL since 2021. Time flies, I didn't think it had been that long....

I've always done fairly classic, traditional roguelikes. This time I decided to try something different.

My design is heavily inspired by Kerkerkruip - a hybrid of roguelike and interactive fiction. However, the fact that English is not my native language complicates the interactive fiction part a bit. That's why I decided to make a game that's more UI- and symbol-heavy, and instead of traditional roguelike or if levels, use a roguelite node system, with nodes generated on the fly.

The first three days were quite fruitful, although I was hoping for more, but on Sunday I got blocked on a strange (trivial as it turned out later) bug, today I had a hard day at work. I guess I'm booth pleased and slightly disappointed with the progress.

The project is slowly starting to look like a game. The dice throwing mechanics and the use of these mechanics in combat is fairly complete. Traveling from node to node works, and most of the menus already work, too.

I post updates more regularly on roguelike Discord server (hi, I'm Ved). You can also download an archive that contains both windows and linux version from my GitHub: https://github.com/VedVid/7drl-2025/releases Actually, I would really appreciate some feedback how it works on Linux as currently I don't have access to physical or virtual machine running Linux. It should work fine because I was testing the engine itself on Linux earlier. I hope that instruction on the release page how to run and play the game are sufficient.


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https://itch.io/t/4645608/incomplete-game-submittedIncomplete Game Submitted...https://itch.io/t/4645608/incomplete-game-submittedFri, 07 Mar 2025 21:24:41 GMTFri, 07 Mar 2025 21:24:41 GMTFri, 07 Mar 2025 21:24:41 GMTI submitted my incomplete game, as the time limit came up today.

https://schmidt-workshops.itch.io/airtreker/devlog/901111/submitted-incomplete

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https://itch.io/t/4637841/runner-2-runtimeRUNNER_2 / RUNTIMEhttps://itch.io/t/4637841/runner-2-runtimeWed, 05 Mar 2025 06:38:13 GMTWed, 05 Mar 2025 06:38:13 GMTWed, 05 Mar 2025 06:38:13 GMT

Too late, you notice the tell-tale glint of a laser designator dancing across your visual sensors as you cross an empty intersection at high speed. A tire-shredding cluster munition is surely inbound. You drift hard to the north and pop smoke. Hopefully you can break their lock with a detour through the crowded night-market ahead and still make it to the exit with your package intact.

RUNTIME is a sequel to last year’s runner. Like the original, RUNTIME is a continuation of my interest in non-combat games. This time instead of having “moves” I wanted to make an expressive-enough input system that had emergent moves in it. More on how that will work on future days.

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https://itch.io/t/4627355/inifi-obby-roblox-gameInifi-Obby [Roblox Game]https://itch.io/t/4627355/inifi-obby-roblox-gameSun, 02 Mar 2025 01:46:56 GMTSun, 02 Mar 2025 01:46:56 GMTSun, 02 Mar 2025 01:46:56 GMTFor this year's 7DRL, I decided on a fun concept based on a very annoying genre on roblox

obbies

Short for obstacle course, these roblox games are often just filled with easy jumps. There are difficulty chart obbies, but those are also just blatant attention-grabbers.

For my roguelike, you play as Cappy, exploring an infinitely generating obstacle course to meet your friend hatty (Level 1000). Every 10 levels, you get to choose equipment for your journey towards your bestest friend. Be mindful: you only get three item slots (shoes, gloves, and capes). With tons of stages, get ready to tire your legs for your friend.
Hope you enjoy!

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https://itch.io/t/4626165/space-scavenger-roguelikeSpace Scavenger Roguelikehttps://itch.io/t/4626165/space-scavenger-roguelikeSat, 01 Mar 2025 17:36:03 GMTSat, 01 Mar 2025 17:36:03 GMTSat, 01 Mar 2025 17:36:03 GMTUntitled roguelike. Codenamed EspressoCream.

Posting here for motivation.

This is my first game. I'm coming from background in machine learning. Just learned Dart last month and have been picking at Rust for a year or so on and off.

Working with no game engine and no game-specific frameworks or libraries. Building a UI system on top of Flutter. Plan to code game logic in Dart. Expensive graph algorithms or AI models will be written in Rust if needed, but probably won't get that far given time constraints.

Day 1: Created a core UI. Added dummy map. Implemented ability to read user keyboard input, route it into the game logic, operate on it, then call UI updates as needed. Happy with the appearance. Happy with separation of concerns.



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https://itch.io/t/4623514/twine-roguelikeTwine roguelikehttps://itch.io/t/4623514/twine-roguelikeFri, 28 Feb 2025 21:48:45 GMTFri, 28 Feb 2025 21:48:45 GMTFri, 28 Feb 2025 21:48:45 GMTI'm thinking about going solo and try to make a roguelike using only Twine/SugarCube, with no library. Why? For the fun of the challenge. I've being thinking about it for a long time. I've made the first steps to a roguelike in VB years ago. I've being making turn-based combat games using Twine/SugarCube. I guess I'll try.

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https://itch.io/t/4625407/sparks-of-contaminationSparks Of Contaminationhttps://itch.io/t/4625407/sparks-of-contaminationSat, 01 Mar 2025 12:22:40 GMTSat, 01 Mar 2025 12:22:40 GMTSat, 01 Mar 2025 12:22:40 GMTTITLE
Sparks Of Contamination

Genre
Roguelike / RPS-Like

Description
You are a part of a clean up crew to remove filth left over by zombies, but one zombie is more intelligent than is expecting. You have thirty days to clean up the mansion. If you become fully contaminated, its game over.

Gameplay
Bludgeon - This requires the presence of a mechanical hammer. Find tools.
Scoop    - This requires the presence of a machanical shovel. Find tools.
Strangle - Requires you to take off your shirt to get down and dirty. Find tools.
Light    - This requires the presence of a flashlight, presents randomized rooms.

Glossary
Because this game uses a fantasy language for procedural generated monster names, this comes with a glossary.

The grammar order is word-class, element name, and an adjective.


Current Progress

I'm still uncertain whether I'm going to include any dialogue, as mainly I'm creating a clean up crew style game.

Day 1

Mainly focus on refining item search mechanics.

Before you play

You'll need a Ruby runtime library with at least version 3.2.0. That should be the only dependency.

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https://itch.io/t/4627423/locked-boxes-roguelikeLocked boxes roguelikehttps://itch.io/t/4627423/locked-boxes-roguelikeSun, 02 Mar 2025 02:25:41 GMTSun, 02 Mar 2025 02:25:41 GMTSun, 02 Mar 2025 02:25:41 GMTHey, I'm going to try to build an action roguelike built around locked boxes. I'm starting on the implementation tomorrowe.Here's my devlog, which just has a rough design doc so far:

https://ghostcrab.io/devlogs/7drl-2025/

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