Deathdealer — Success!

My entry into the 2015 Seven-Day Roguelike Challenge is complete! Deathdealer, an arena combat roguelike with trading card game mechanics, is finished and available for you to play.Deathdealer_screenshot


  • Survive as long as possible against endless waves of fiendishly difficult enemies
  • Mix and match three schools of magic
  • Customize your character’s deck from 69 different cards
  • Vanquish 32 types of enemies, including 6 absurdly lethal boss monsters
  • Unlock new cards every 5 waves to expand your capabilities
  • Simple controls make the game easy to play
  • Advanced ASCII graphics technology for a modern user experience


  • WASD, arrow keys, or vi-keys to move or use menus
  • 1-7 to cast spells from your hand
  • Tab to view enemy information
  • Spacebar or period to wait one turn, to make selections in menus, or to exit the deck builder
  • + and – to add or remove cards from your deck
  • Escape to quit

Known Bugs:

  • Enemy pathfinding is rather weak.
  • Minimum deck size of 20 cards is not enforced, and issues may occur with decks of 7 or fewer cards; please make your decks contain at least 20 cards.
  • No in-game help is available.
  • Completely untested on any platforms other than Mac OS X.

Download Deathdealer for Mac OS X here, or the python source (for any platform with Python) here.

SUCCESS: Trinkets

Trinkets is finished, about 20 hours before the deadline! It’s a game about wandering an extra dimensional vault, acquiring trinkets and trying to get back home.

A build for mac is available here. Unfortunately, there’s no windows/linux build, but if you’re on one of those operating systems and want to play, the source is available hereScreen Shot 2014-03-15 at 2.38.31 PM


Can you beat my high score of 59 trinkets acquired?

Trinkets – Day 6: In which victory approaches at high velocity

Well, one day left and I’m about finished – all I need is game balance and maybe a better map generator.

Of course, I can’t actually beat my own game without cheating, so the ‘game balance’ part might be worth putting some time into. (The game is theoretically beatable – I consistently am powerful enough to beat the final boss by the time I reach the sixth level – but I keep being careless and getting myself sniped by dragons sometime on the last few levels.)

On the other hand, I’m generally rather bad at roguelikes, so perhaps that just means it’s about the right difficulty.

Visit my blog for more details about what I’ve been working on, and what’s killing me repeatedly.

Trinkets – Day 5: In which parkour is performed in fancy shoes

Parkour shoes acquired!

I finished the trinket generation and added varied enemies with elemental attacks. More importantly, though, I added a parkour system, allowing wall-running, jumping, and levitation! Admittedly, the last of those doesn’t really fit into the category of parkour…

More updates and details of progress to come on my blog,

Trinkets Day 1: In which a roguelike is begun

I’m making a game known as ‘Trinkets’ until I think of a better name. It is a game in which a wizard strapped for cash loots a pocket dimension, and everything goes horribly wrong. It will experiment with a nontraditional power progression; you become weaker, then strong again, rather than a constant power level or steady increase. There will be a plot and randomly generated Trinkets.

My time will be somewhat limited, as I am currently a college student, but after spending most of today programming I produced the following:

Taste the power, troll scum!

I’ve used some code from some past projects, specifically most of the data structures and UI code. I’m using python, with the libtcod library.

Current features:

  • Move around…
  • …on a procedurally generated map…
  • …and hit things…
  • …which hit you back, and can kill you if you’re not careful.
  • Look for trinkets…
  • …which have magic powers…
  • …which are simply not as powerful (at least for now) as your spells.
  • Speaking of spells, you have five (and will have six), which in combination make you nearly unstoppable…
  • …at least until I implement the ‘everything goes horribly wrong’ part.


Daily progress will be posted on my blog.

Soon I will embark…

I’m starting my first 7DRL tomorrow morning, in which a wizard strapped for cash loots a pocket dimension, and everything goes horribly wrong.

I want to use a power curve that differs from either the constant power level of many games or the standard RPG ‘serf-to-demigod’ curve. Instead, you will begin powerful, become weak, and then become powerful once more.

I’ll be using Python with libtcod, and might reuse some code from a previous project: