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Luca Giacometti

A member registered Feb 17, 2019 · View creator page →

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NIIIICE! Good job!

WOW! I just took a look at your YT channel, the list of 7drl let's play video is INSANE! I think I can say thanks from the whole 7drl community!!! Will follow you for sure!

I think you have to set the state of the game to "public" in order to be able to submit it

I've just published my entry! YAY!

Duality: a 2 card, 8 dices game about a hero helping a little town get rid of the monsters infesting their mine. Read a full description in the game page and my rationale in the development of this game.

As I already said and wrote  in the game description, I don't want it to be taken in consideration during the 7drl judgement process. I think there will be way many games way more "rogueliky" than this so i don't want to wasts any judges time.

You can find the game here: Duality where you can download a pdf to print out your cards.

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I've planned a super-strange game which will play as a roguelike and has a "roguelike feel" but doesn't have many classic roguelike elements. Other then "combat"? ... it doesn't even have a map!

I think it fits the challenge, but i would like to mark it to not be judged to allow the judges to focus on other games that will be way more roguelike than mine, but i've not found any option to do so. I've been a judge in the past and i know the struggle.

Can it be added? Otherwise i can mark it as a failure, even if it is not. Just tall me how and if i can submit without wasting judges time. Also a "don't submit" is fine too, whatever feels right to the organizers.

I've another neat idea too I can squeeze in the 7 days, but i think it is not possible to submit more than one game from the same account. Am I right?

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Maybe i'll go with  !!!!!PLOT TWIST!!!!! pen, paper and dices! This year i've not found a good coding idea ... we'll see what comes to mind.

I think we just use the channel development/#7drl, lots of interesting discussions and help from veterans 8))

I'm not sure i'll take part in the challenge this year, but if i do i'll use vanilla js with my "old time friend" ezjsrl [basically my version of rotjs coded during past 7drls] or plain c.

What a nice review! Thanks a lot!

Thanks a lot for the review! I'm going to watch it right now.

SURE! That would be great! Keep me updated so i can "like and share" 8p

I've so much to learn from a UI/UX point of view from this! Great variety of weapon/armour/stats/enemy and the levels are very nicely generated [loved that you can change height only in some place].

Too bad we had to meet at the 7drl celebration to find out about this game! But no surprise you got second place!


Yeah, i know that in Chrome the game seems quite unoptimized. In Firefox it seems it runs way better. Also on my macbook air it struggle a lot while on my gameing pc [from 4/5 years ago] runs way better.

I'll keep it in mind if and when i'm going to turn it in a finished game [i'd like to also re-implement the spellcrafting way better because there are a lot of other runes i didn't have time to add and some i could not add]. Let's say that this version has been made in 7 days so i'm not worrying too much about optimization, but you're definitly right!

Thanks for the feedback!

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I've played some games and leave some feedback, these are very good in my opinion: //a little bit more balance could make it a gem //very nice machanic //not quite a rl, more of a puzzle, but super polished //a little slow on movement, but quite interesting //well .... this is my entry, but from the review it seem quite good. Completly revamped spellsystem

Forgot to mention, i can't wait to play this: the graphics totally got my eyes

Thanks, i'm glad you liked it!

I'll try to pay more attention to the text for my next entries, but i can't modify the engine for this.

Thanks for review! As per your points they seems all quick and quite easy to implement so i think i'll publish a new version soon.

The Rune of Proliferation proliferate an elemental ailment, the only base runes that apply an ailment are fire [ignite enemies] and ice [freeze eneies], i'll add it in the rune description. All other runes have different special effect that cant be proliferated [like ealing, recouping mana, teleport, ...]

The only point i can not implement is the last one, combining base rune, because ... that's part of the game [NO SPOILER]. That could be a nice addition for a full game where the main quest is different.

The gameplay is not deep but that makes it easy to pickup. On the other side, the graphics and the musics are great!

Oh my god the graphics! Love it!

Basically you can pick any 168 consecutive hours in the windows that goes from March 6 to March 14.

Let's say you start at 0.00 on March 6, your deadline is 23.59 March 13. If you start after 0.00 March 8 you'll have less than 7 days [or less than 168 hours] because March 14 deadline is the end of the challenge anyway.

I think that "cower" card is unbalanced cause i can play it every turn and basically "permastun" the opponent. Also it seems i can't recruit anyone even with 100% chance. Not much a roguelike, but i like this idea ... maybe added to a real roguelike as the combat mechanic.

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Nice take on the roguelike genere, a little bit slow on the playout after you place the cards, but the puzzles feel balanced.

Also, tune a little bit down the sound ot give an option/slider because it's quite loud.

This is a great entry, polished and quite well balanced. The only thing i could ask for is a way to move faster [le'ts say a longer "slinger" line which i can adapt better when needed].

Nice work!

Very good game, very good hacking system, good monsters variety ... 10 out of 10, would play again! The only strange thing i found is that at some point i could not hack another bot, it seems, for some turns but i didn't find any explanation for it.

The fire ritual mechanic could be good, but ... you just have to press 2-1-kill a dwarf and repeat until all dwarf are dead. Maybe add some cooldown/map with cover for the dwarves. Also some additional levels with more dwarves could be cool.

That's quite good for your first solo game ... also in 7 days! A little bit too easy, but better easy and beatable then too hard and unbeatable 8p

Nice work!

At first i didn't quite catch that the first ability you get it's "wait a turn", maybe highlight it better at the start of the game because it made my first few runs a little frustrating. After giving a try to the ZZZ ability the game felt way better, nicely done!

Nice mechanic, planning ahead for the return makes it way challenging.

Very nice and polished game! The only thing "off", IMHO, it's the structure pricing, mainly the town upgrades.

Day 7:

As with all my 7drl, days have passed code has been written and the daily updates have been forgotten!

I'm sorry, but having to work a full day and code in the evening leave not much time to post updates.

Anyway! I managed to finish Runemaster yesterday night with some help testing it from my gf. I will upload it today as soon as i can and try to write down some words about the development.

It's been exausting but FUN AS HELL!

Hey! Nice game, it seems a bit random but I had not much time to focus on the rules. As per yout points:

1 - 4 at first, but i've to play more

2 - traps if you're forced to step on them 8pp

3 - maybe an endgame?

Ok, thanks!

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I've seen your post and yes, our two 7drl will be eavly focused on magic! At first i had an hearth attack seen someone wanted to experiment on the same idea i had, but after reading your post i realized our games will be pretty differnt. I'm very corious to see yours!!!

ps: i had an hearth attack because the idea about this twist on the magic system has been around in my head for a month, i could not throw it all away 8p

Hi all, is it ok to spread the development  over 168 hours in more the 7 days instead of 168 hours in 7 consecutive days?

I'm asking this because over the day i'm a full time developer and i can work on my 7drl just in the evening [i'm basically targeting 116 hours in 9 days].

HI! Runemaster will be my sixth [or seventh?] entry in the 7drl challenge.

This time around i've an engine i made in the past months which handle basic roguelike stuff [like movement, pickup, combat, map generation, los, pathfinding, ...] so i can focus on the core concept of the game.

Speaking of core concept: Runemaster will be a spellcasting game, where you combine runes to create your own spells. The basic spell is based on your "class": fire/ice/thunder/earth/air/void/holy and each element has its own special effect. During the game you will find support runes that change the behaviour of your basic spell.

I'll try to keep you updated on the development, but no promises as in my past 7drl i where too focused on the game 8p


I'm all in to see those sexy green 'o' ! 8)))))

Hi! I'm not a Godot fan, but there are infinite soruces/articles/examples/blog posts that talks about roguelikes and their algorithm.

Look here: which has a link to this tutorial on Godot:

Or there: which is a super good start to learn about roguelikes genre and algorithms without focusing on languages/tool/engine

Or over there:

If you want to understand canvas, maybe it's better to start with something not obfuscated. Something like: it's quite a good start and has simple examples.

try using this source, it's a little better to understand and has configurable width and height at the top. Unfortunately it's not 551 byte anymore 8p

<canvas id="c" width="532" height="500"><script>
 for(y=b-1; y<b+2; y++){
  for(x=a-1; x<a+2; x++){
for(y=0; y<height+2; y++){g[y]=Array(width).fill('#000')};
for(y=1; y<height; y+=2){
 for(x=1; x<width; x+=2){