Bisbee’s Escape (Success)

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.

Bisbee's Escape Screenshot

Bisbee’s Escape

Doomed Looters (Success)

Ok, I submitted my little project sunday evening, and then I actually needed to relax (and well, sleep) a little while. But now I guess it’’s time to write some words to introduce you my 7DRL 2016 entry: Doomed Looters. An 2D action roguelike game that tries to improve my 2015 experience, not expanding Down There, but recreating it, with new specifically-made graphic (at least, most of it), and above all with new game mechanisms.

This time you’’ll be able to play with four different heroes: a Thief (average-skilled, able to use defensive magic, and to easily unlock chests), a Knight (strong enough to not be scared too easily), a Wizard (weak, but able to use magic for attack and defense, and able to unlock chests, doors and gates) and a Barbarian (stronger, even if less protected than the Knight). Different players, for an endless dungeon in which each level has a gate to the next one, locked. So, if you’re not playing with a Wizard, you’ll have to find a Golden Key to open it. A key hidden inside some closed or locked loots, maybe placed behind locked doors. Yes, you can open doors with silver keys you’ll find around, but you can also open them smashing them with your sword. Problem is that the place is filled with enemies (spiders, snakes and other creatures) and wasting time opening items and doors won’t be good all the time. So, who you decide to be, will force you to play in a different way – or at least this is my idea. Did I succeed in making all this fuss, fun? It’’s up to you to decide that, if you want to give it a try .-). Here you can download Windows executable (my only official release in competition timeframe, game will be played inside a fixed size windows, not need to install anything – it just write config and scores files in the executable folder) or here you can download Android version from PlayStore.

Quick instructions: use arrow to move around, space to attack with sword. If you got mana you can use X and V to attack/defend yourself with magic. Continue reading “Doomed Looters (Success)”

Helix (7DRL 2016 – Success)

I’m happy to announce that I completed my 7DRL, entitled Helix, on Sunday night. I used this year’s challenge as an opportunity to learn C# and Unity. I certainly haven’t become a C# expert in the past 7 days, but I learned enough to make a functional game.

The basic concept is that the game feeds you a set of actions (moves or attacks) that you have to use in order. You can rotate the action by 90, 180, or 270 degrees before executing it. You can also move in the cardinal directions and perform melee attacks. Enemies are one-hit-per-kill and you need to kill all enemies to progress to the next level. Simple enough, right?

Sprites are by Oryx, and the game uses the Unity engine, but I coded everything “from scratch” and didn’t use any frameworks or existing code.

Here’s a short gameplay video:

You can get the game here:

I also made a 20 minute tutorial video here:

Skater end of day 4

Horribly disappointing day. Had a problem understanding something in Unity, getting me stuck for a while until Reddit came to the rescue; aggravating real life stuff discombobulating me and being unable to let little things that don’t matter get fixed later, and concentrate on the important things.

Got done:

Lanterns outside buildings.
Title screen (see below).
Added a bunch of code in from last year’s 7drl to help with the gameloop. (that was scary as everything broke for a while).
Added the groundwork for enemies in the game.
Hp display. Gameover display. Sprite mirror function for changing directions.


bygr – half way point

My attempt this year is ‘bygr’ and is a turn based squad game with rogue-like influences.

I’m 3.5 days through, by my calculations. Time for a quick screenshot and some naive optimism.

Screen Shot 2016-03-10 at 16.30.01

It’s pretty hard to tell from that image – but the game ‘engine’ is pretty much done. There are players, enemies, animation, UI, (rudimentary) abilities and turns. The player has a set of ‘friends’ that have energy and abilities. When they’re all done, the bad guys get a shot.

Next up is adding the surrounding screens and level progression, then the actual real characters and abilities, then the level creation. Leaving user interface and polish to the bitter end!

day 3/4

Screen Shot 2016-03-10 at 5.40.02 AM

Welp, I finally got the game loop in. I have also switched over to using over draws of text for the characters. And now there is an enemy that you can kill and can kill you.

I have managed to horribly mismanage my time for the rest of the week, I have stuff scheduled every evening, and am taking a road trip on saturday, but hoping I can just ffwd to sunday and get a bit done then.

“No Crypto For Old Men” first playable reached

No Crypto For Old Men is now officially playable.  You can win.  You can lose.  There’s a continuity to the game and progression.  Still needs a huge amount of balancing and more content to be actually good, but the experience of hacking the servers and getting through a story is there.  All the mechanics are in place.


There is also some Gameplay Video showing some of the early game in action.

Today, I worked on getting the interface even better, and some new mechanics in.  There’s a new node type – a data stream – where you can “go fishing” for useful data.  There’s a quest system in place with a quest that can be completed.  There’s a store system in place that lets you buy new game commands and wiki entries for looking up server weaknesses. And your game can now end with the feds kicking in your door if the heat level gets too high.