Cash Castle: Success but maybe Fail?


Sooo, I totally got the dates of this year’s 7drl wrong. I got the 12th – 15th off thinking the last of 7drl was the 15th! I submitted my game anyway for the heck of it.

I got a lot of stuff accomplished, including getting a menu system working for dialogue, getting a procedural system that makes use of both random and pre-designed chunks of map, creatures that have different likes/dislikes and will go after either cash or the creatures they hate, depending on how they feel, and a sort of fog of war visual effect that I really like. Plus I made a sweet title screen with music 🙂

It is a high score game, you must get as much cash as possible.


Rise of Kramora, Success!

Yay! I managed to finish! many thanks to Giovanny Ramirez (artist for the project) for his outstanding work and commitment to the challenge deadline…


The results are much better than I thought they would be! I aimed for a simple game derived from the design of my roguelike in a tweet. What I ended up doing keeps the same spirit, but I added quite a bit of animations and simple 2D effects, as well as great artwork. In order to do so, I had to create a simple library for sprite management, animation and tweens for Android Wear. I hope you guys enjoy it!

Download now from Play Store! It’s a Watchface so you have to install it in your phone, then it’ll sync automatically to your watch and you can select it on the watchface selector.

You can check a video of it working ->here<-

Check more info at my blog

AutoFire: Success!

AutoFireScreenshotIn AutoFire the player drives an armored battle car driving through a post-apocalyptic wasteland, battling bandits and mutants while salvaging weapons and armor.

For my second 7DRL entry I wanted to stray from the comfortable gameplay I created last year and try some turn-based car combat mechanics I’ve been kicking around.  This includes the idea of vehicle speed, mounting vehicles on each side of the vehicle, and a grip meter to force players to maintain control…  but also sticks to the Roguelike feel of one input per turn.

Design Notes

Due to “adrenaline”, the player gets additional actions per turn (per “second”) when they accelerate. However each weapon has a fixed second-length cooldown, so players must make use of weapons on all four sides of the vehicle for maximum advantage.

Moving fast has its own challenges…  The faster you go, the more your manuevers drain your Grip meter. When your grip drops into the red, you start to skid…  Although this can be used to your advantage as well.

The game is a bit more ugly than my last entry, but I shifted my efforts to UI to help illustrate the new mechanics. I also created a loot system to allow players to choose where to mount the weapons they salvage.  Overall I’m really happy with the results!


The game’s web page and playable links are here.

I had some last-minute problems trying to export a WebGL version out of Unity…  the sound is clipped and terrible (anyone have this problem?)  As such I would recommend that you download the Windows version for the best result.  However, if you are in a hurry the WebGL is still playable.

Marsh Adventure (Success)


Marsh Adventure is a 3×3 roguelike where you play as a shapeshifting druid. There are lots of very impactful items which may completely change the way you play.Screen Shot 2016-03-12 at 1.25.35 PM

The grid is so small that every move can put you in a dangerous position. But you have many options to keep yourself safe from enemies. You can use your abilities just for sustain and secure a successful run, but you can also take risks in order to improve your score.


I had decided not to participate this year because I thought I would have no time to code the game, but then I got excited about the challenge of making a 3×3 roguelike so I just went for it. The main design problem that I had to solve was how to make the hero be able to soak damage without just giving him tons of HP. My solution was to add the main mechanic of the game: the transformation ability. One of the spells of the druid transforms him into a beast that has a lot of sustain, can kill a threat easily and also has a spell that gives him some mobility. All of this sounds great but there are 2 catches: (1) using the beast will hurt your score, and (2) you can’t stay as beast forever because you’ll eventually run out of spells and will have to transform back to refresh them.


One very important problem that I found with the game was that it turned out to have too many rules. My solution to this problem was to state the most important rules on the main screen and put in-game descriptions for everything else. I  made some rules implicit so that new players don’t get overwhelmed but dedicated players will eventually come to realize on their own (for instance: chests give you bad instant-use items if your inventory is full). Overall I think the game is still very complex and some players get frustrated after dying at level 1 multiple times. Maybe I should add hints and/or a tutorial.


You can download the game here.

You can also follow me on twitter: @diego_cath.

Go play the game!

ThiefRL 2: Success

You are a thief raiding courtyard mansions. Avoid the guards, steal the loot, get out. Download the Windows executable or read the dev blog.


You cannot hurt the guards so you have to avoid them. They have senses of sight and hearing. You gain distance from pursuing guards by either leaping out of one-way windows, or cutting diagonally around corners. Guards cannot do either of those things.

I had a travel conflict the first part of the week so I started Wednesday morning and finished Sunday night. Because of the shortened schedule I used some existing stealth gameplay I’d developed previously and focused on two goals: coming up with a random level generator to support it, and doing some story-telling. I completely failed at the latter goal, but I did manage to come up with a reasonable level generator.

This game largely reuses code. The engine is shared with last year’s entry, Goblin Gold, and the dungeon generator started from one I’d developed when trying to come up with random starships. The gameplay came from ThiefRL; I stripped a lot of features out to try and streamline the game though. No lock-picking mini-game, for instance.