STRIVE – success

STRIVE is a game I made out of my love for shooters like Doom and Serious Sam. They bring a certain mix of strategy to combat that I adore. Key features are an array of diverse weaponry and enemies, where target prioritisation, positioning and using the right weapon on the right enemy is important to survive. This is the core mechanic of STRIVE.

After a week of head-on development I can finally say it’s finished!


  • animated combat and gore
  • an array of interesing weapons, items and enemies
  • an increasing number of enemy hordes (rack up hundreds of kills!)

I am very pleased with the result myself, even though at times it felt like an uphill battle (blame my self-taught C++ antics). The game runs well and people have been enjoying it already! This is my first entry to the 7DRL challenge but it certainly won’t be my last.

The game is available on Windows.

You can download it here:



The game uses SDL and The Doryen Library.
Spritesheet was made by Alloy (found on

Space Scavenger – Success

First submission, first success.

Screen Shot 2015-03-16 at 12.28.03 AM

You can find it here

As I don’t play a ton of roguelikes, I had to pick and choose the elements which I thought would help keep me interested. In spirit, I believe I kept true to the roguelike. If I had more time, I’d do more of a XP system, which would’ve been nice.

Because I was running out of time, I had to reach out to someone else to compose the music, and that turned out fantastic! Thanks for that goes to Jeremy “mangopear” Bell

Chitinous Crooks: Success


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.

Good Points

  • 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.

Random Action Arena Completed

Random Action Arena has been completed, and it does exactly what it says on the tin. There’s a procedurally generated arena and randomly spawning enemies for action.

Learning from last years mild debacle of a gamejam – and the first one I had ever taken part in – I decided to keep things simple this time round. You spawn, blue enemies do melee attacks, red enemies do ranged attacks. You’ve a choice of single or twin stick style input, but my advice would be to avoid single stick. You’ve a standard shot, special heavy attack and speed boost, the latter two recharge, as does health. The more enemies you kill the more time increases, the more time increases the enemies spawn. I could have kept tweaking to get better dynamic avoidance of my Ai but I’ve come down with the lurgy so we will leave this as they are.



All created with Open Source/Freeware apps: Torque3D MIT, Blender.

Chess+ Day Two

Dungeon generation is complete and bug-free! I’m now working on spawning the appropriate enemies and getting the game loop down.

It’s even harder to see the checkerboard styling against that dark grey Unity background when your map is zoomed out, but here’s a Very Large Dungeon (much larger than any level I’d want to play) with a more traditional wall/floor coloring.

Chess+ Day One

This is my first 7DRL, though I’ve done a few other game jams in the past, and a couple roguelikes on my own time (doing a roguelike is basically a rite of passage for game devs, right?).

I got the idea and started making it at midnight, so I’ll be finished by midnight on March 14, central time. Working on dungeon generation today:

Got a few bugs, as you can see, but hopefully I’ll get this done today and start in on the really fun stuff tomorrow.