Wyrm – 7dRL Success!!!

You are the last of your kind, a mighty Red Dragon of amazing appetite!

Eat your way through your enemies and grow in size, but make sure they don’t flank you! And whatever you do, don’t try to bite your own tail!


The display is based on my SquidGrid library, which is open source so feel free to bug me about it 😀

Mutant Aliens! – 7DRL Success!




Well, there are lots of features I wanted that aren’t in it. But it’s playable, it’s very coffeebreaky, it can be very challenging, and it’s very prone to killing you just when you think you’ve won. Don’t let them get too close. Run away often. Use your explosives wisely.

I guess it turns out a worthwhile roguelike doesn’t have to have remote controlled brain slices.

Comments, feedback, bug reports, particularly along the lines of “Add in-game help as a bugfix or I refuse to play” can be posted here, or sent to quendus at google’s email domain. I’ll post to the newsgroup soonish.

Your dismembered limbs shake gently.
The hardest mode... just... no.


You wash the maa-kneent with Tx-PBS three times with gentle shaking.
Difficulty level 6 is winnable, but here's a time when I lost by a hair's breadth.
The ship shakes gently.
The easiest difficulty setting is so easy that I didn't even have to kill an alien.

Mutant Aliens! 157 hour prerelease

Prerelease version. With 11 hours to go, any bug reports, complaints, flames, appreciation, comments, whatever would be appreciated. In particular, is there enough information in the interface to address the concerns previously expressed in comments?



Tested on Windows, Linux, OSX 10.4

The ground shakes gently.
Destroyed the transmitter, didn't get back fast enough, aliens followed me through the door. Went out with a deafening bang.

Mutant Aliens! 151 hour report

Lots of progress. Scent generators do their jobs (when set on a timer), there’s a lot more information in the interface, the sound system is almost working (at the moment you can only hear explosions), holograms are almost working, monster info is displayed in a crude manner, and for the memory system to work I just have to hide the bits that are unknown. Messages and other big wodges of text behave nicely, there’s a speed system, both player and monsters can run, subject to the constraints of stamina (and running speed decreases as stamina is depleted). Screenshot and second prerelease will appear sometime-ish.

Still need:

  • remote controls
  • brain slices
  • working holograms
  • gradated sensitivity to scent for monsters
  • correct sound sensitivity (explosions make you deaf for too long, footsteps are inaudible)
  • critical hit system
  • option to pick up/put down/hide/activate/configure items (at the moment only throwing works)

Winning is now a bit too easy, because high explosives kill things very reliably. I’ll crank up the monster spawn rate when all the player’s nice toys are implemented.


Mutant Aliens! 125 hour prerelease


Apply finger to trigger for as long as necessary, with gentle shaking.
This is what happens if you hang around too long.



It’s playable, it’s winnable, it’s losable. There are invisible explosions. There are also lots and lots of missing features. But any bug reports or complaints or recommendations would be appreciated! I’m particularly interested in how fast you move when you hold a key down, because scent maps take a lot of processing and some of the intended features will require more scent maps.

Known issues:

  • Long messages and descriptive text don’t behave nicely
  • On my monitor, blue on black is really difficult to read (any suggestions for alternative colour schemes?
  • Memory is not bounded by number of monsters and items that exist, but by number of monsters and items that have existed in that run. I die or win before this becomes a problem, and the number of corpses you can make is bounded by your finite ammunition.
  • It is not fun to have to inspect a monster by targeting it and pressing ‘i’ to find out how dangerous it is.

Mutant Aliens! 120 hour report

Explosions are implemented but buggy, monsters can follow your scent, monsters spawn, you start in a ship, tab targets a visible monster, the objective (which I haven’t written down yet) is almost accomplishable but not quite with the present equipment (I tend to die with the exit in sight), and I’m marginally less hamstertastic than yesterday.

Mutant Aliens! 96 hour report

Urgh. There were some issues with a drill and some anaesthetic and I spent yesterday evening unable to concentrate on coding. So, little progress again. Things can be thrown, set to activate on a timer, and registered to the remote control but not activated using it. Hopefully today will be more productive, since I have an excuse to sit around all day. Hamstertastic.

Road Survivor: Day 4

It feels like my enthusiasm is starting to wear thin.

I didn’t do that much yesterday.  Mostly, I added world tile encounters, with custom instances being spawned.  The setting is supposed to be post-collapse of society, along the lines of Road Warrior, Mad Max and Autoduel (a game I only saw in passing on someone’s Apple and never played)..  But I’ve been winging it so far, and day 1 was pretty much spent doing the Python libtcod tutorial.

Current to-do list:

  • Make the encounter dialog in the screenshoot use the libtcod inverted title. 
  • Display in-game messages at the top of the screen.
  • Hook up combat messages.
  • Add in-game items.
  • Inventory UI.
  • Diagonal player movement (ala Infra-Arcana).
  • Diagonal AI movement (may already have it).
  • Wielding.
  • Wearing.
  • Move player start position beside road and give them a car + fuel.
  • Vehicles and fuel.
  • Place secondary locations (bunkers, gangs, ..).
  • Add non-highway roads and some dirt roads.
  • Add terrain types other than grass (world).
  • Add rivers, with bridges for roads affected (world).
  • Add lakes (world).
  • Fired weapons.
  • Thrown weapons.
  • Held weapons.
  • Simple instance scenery, trees, mud, ponds.
  • World tiles only reveals when standing on them.
Besides secondary locations, vehicles and fuel, the above should be relatively straightforward.  The actual game depth I have a range of ideas about, and no worries I can make an interesting game.  But whether I can cut enough back to make enough gameplay within the time limit.. remains to be seen.

Mutant Aliens! 73 hour report

No real changes in gameplay, but devices can be thrown, and they’re well on the way to being configurable to activate on a timer or remote control. Once that’s done, I can code up the effects, hologram projectors, etc. Then the fun starts >:3

Culture the brain slice for 73 hours, with gentle shaking.
Confuses or frightens creatures with a psychic sense. Like that guy from the infotainment datalinks.