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Procedurally generated, turn based, stealth Roguelike progress

A topic by Sundler created Mar 05, 2025 Views: 364 Replies: 2
Viewing posts 1 to 3

Trying 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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I did manage to add a load of items, some basic crafting, and spells, as they're familiar territory for me. Used tile based lighting to give it some atmosphere too. And threw in a simple log scene from a tutorial. Enemies have been frustrating though. My first enemy was straight forward enough. Second one was nice and easy, despite being very different. Third one was a real pain!

Still haven't moved to the crucial steps of adding chase and return to patrol states. They'll be quite different from their real time counterparts. Unfortunately, almost all the articles and videos on this topic are for real time. Don't they know how awesome Roguelikes are by now? I've checked out ThiefRL 2 and will probably try something similar, but with more cool items and spells.

More atmospheric with some lighting:

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I actually managed to submit by the deadline: https://itch.io/jam/7drl-challenge-2025/rate/3386291

I'd greatly appreciate any feedback at all.  I'm more than happy with any criticism.  The entire point of feedback is to gain an opportunity to improve.  I'll happily provide feedback in return, but you must leave a comment or I won't know who you are.


I aimed to help people quickly understand the complex layout using an annotated image.  It's a lot clearer and better than paragraphs of confusing text: