Update: Now with options for Windows 32-bit, Mac OS X and Linux.
Update: Herblin was kind enought to record a let’s play of the game:
Update: DeadlyHabit and Rogueliker were awesome enough to record a let’s play of the game as well!
Update: Nookrium did a fearless let’s play of the game!
Dead Horizons was my seventh consecutive 7DRL success, and the most complex game I’ve done for the jam in years. But I also had help: the game is set in a world created by Matthew Ritter, and he also did the art, and the semi-procedural soundtrack was composed by Nick A. Day.
It’s a cover-based shooter with a sci-fi western feel. It’s also a true rogue-like 😉
It wasn’t until the final day that you could actually win or lose, but that first time that I started a game, died, and immediately played again, that was when I shouted in room.
Take the Dowser’s Bible back to civilization
Explore deserts, ghost towns, canyons, and strange underground caches
Rich background story, slowly revealed
Fight or avoid dust cats, slobots, and blood vultures
It is a hybrid of 4X strategy and roguelike. It lacks roguelikish ascii-aesthetics (and lack aesthetics at all, i know), but gameplay is imo close to roguelikes. Or maybe not. Well, try it yourself.
In this game, you must capture alien planets, research technologies, build ships, and protect your territory by minefields. The roguelike part is that the player is an only human ship capable of FTL travel (they stole it from aliens, check story in readme.txt), so the only way to change priorities on planet or get research levels from it is to jump there (wasting precious time).
Combat is mostly automatic, it have some mechanics inside (different fireranges of ships, partial damaging) but player just have to push forward until he wins or lose.
There is also a (short) story in game, with prophecies (1 item), eternal love (1 item) and misunderstandings. This story limits the length of game, so even though there are about 100 star systems on an average map, winning is possible and maybe too easy (at least for an author). Overall gameplay isn’t very deep, but there is still some tactics required and there are some interesting situations (especially when alien starts counter-attacks).
In this game, you command a Cyan Security Robot, on a mission to investigate and exterminate the source of increased disorder in the area. As you kill your enemies, your combat chassis charges up and when ready you beef up to a large 2×2 unit! This helps because there are also plenty of enemies at 2×2 tiles, and the final boss is 3×3. Another unique feature is, instead of consumable items, you get permanent upgrade cards which cost energy to use – energy also being your health so you can’t spam them too much!
I spent time this 7drl doing not just those new features, but also on the lighting engine. I made them colorable and animated, so they can flicker and glow – all things which add considerable character and atmosphere. Take a look, though I suggest downloading and checking it out yourself as everything is animated 🙂
FLEOHSIS didn’t look like it would be a playable game in time for the end of the challenge, so I invoked plan B: a really basic text roguelike with a simple concept.
In Corpse Stacker, you’re trapped in a 10-by-10 grid, zombies regularly appear at the edges, and when you kill them they stack up on the ground. You win if you build a stack of 10 zombie corpses. You lose if they eat you first.