I finished my game, Bisbee’s Escape, on Sunday Night. It’s a turn-based digdug-like where you kill enemies by dropping crates on them. Or you can collect all the energy (yellow lightning bolts) and evade them. The crates have different effects when they break, which are randomized each playthrough. Obviously inspired by games like Dig Dug, Mr. Do, and Digger.
This is my second year doing the 7DRL challenge. I didn’t have as much time to work on it as last year. Of course there’s more I’d like add, but the heart of the game is there. Doing graphics and re-implementing things like pathfinding code for digging games’ signature thin walls did eat into my time a bit. I hope to do a post-challenge release with sound effects, touch screen support, bugfixes, and more sometime in the near future, but am pretty happy with where I got in seven days.
You can play the game in a browser right now.
Play in a browser now.
Well, this was my first time doing the 7DRL Challenge. In fact, it was my first time making a game. I didn’t plan anything for this in advance, and was actually caught by surprise when I realized it was 7DRL Challenge week, but I decided to go for it. And it seems like it turned out okay.
Chitinous Crooks is a very traditional roguelike in both gameplay and aesthetics. But you have no experience levels or items to help you, just a random set of god-granted abilities. Each dungeon level, you can use up to three of these, and every time you pass a level your health is restored and you gain additional abilities to choose from.
Special thanks goes to rot.js and the tutorial at the Coding Cookies blog.
- Fight lobsterfolk and crabfolk in an underwater fortress.
- You can win or lose.
- A variety of special abilities.
- In game help screens.
- I added touchscreen support on the last day. It’s not perfect but it even works on some tablets.
Room for Improvement and Things I Had to Cut for Time
- I wanted some dungeon decorations. Lobsterfolk statues, moulted exoskeletons and other things to give the Sunken Citadel more atmosphere and less boxy-roomness.
- Some nice lofi tile graphics would also have been nice.
- Tweaking difficulty. Sometimes it feels pretty hard but other times it feels too easy. I wonder if I could even that out.
- I’m sure there are bugs I missed. There are always bugs.