Download(Windows ,Linux, Mac, WebGL)
Undertiled is a procedurally generated puzzle game. The game consists of 6 randomly generated tile Levels. Your goal is to manage and find the hidden “ladder” tile of each level that will lead you to the next. To do that you need to collect information about the location of the ladder, from the various tile types on each tile map before your turns go below 0. When you think you know where the “ladder” tile is hiding use the Dig button on that tile to confirm your guess.
This is my first ever “completed” game in playable form, although I want to improve it and polish it more in the near future. I am pretty new to game development and I used the 7DRL challenge as an opportunity to learn more about game programming and force my self to make an actually playable game. I would really appreciate any kind of feedback from you all since I want to know what people think of my work, what I do wrong, what I do right, and how I can improve.
Thanks for your time and I hope you might have a little bit of fun with this small project. Good luck!
P.S. Some important rules that I haven’t included in the in game “Game Rules” section of the current build are:
– The ladder can’t spawn at “Master Tile”.
– The ladder can’t spawn at an “Info Tile”.
– The ladder can’t spawn at the special “Distance” tile.
Gimmick: Instead of just identifying items, in this game you also identify inputs/terrain/enemies/UI.
Ascend to the 5th floor to win. Easy/Turn-based modes can be enabled in “options.txt” (recommended if you want to figure out what is going on). “manual.txt” explains the details of the game.
Download for Windows
Download Python 2 source (requires pygame)
Video of me beating the game:
Some Dogs Go To Hell is my first 7DRL entry, and indeed my first roguelike! I finished it on Saturday, but I haven’t quite had time to post about it ’till now. It’s a game about a dog who has died and been wrongfully sent to Hell, and must join together with other passed dogs to defeat the legions of the underworld and escape.
I’m calling it finished, though only just. I’m certainly not happy with it, and if I had an extra day or two there’s plenty I’d add, and plenty of issues left unfixed. Still, the core of the game was three ideas:
- Gameplay based around the player character being able to see better than they can smell
- Complex NPC dogs that the player can convince, through correct application of social procedures (like playing and respecting other dog’s personal space) to help the PC, or by failure anger them into attacking
- Intricate and deadly Dwarf Fortress-esque tactical combat
… and those are all in there, and the game basically works, so in my books it’s a success.
SDGTH was done in Python 3, from scratch, using TDL, a wrapper for libtcod. I didn’t have any code written beforehand (besides the pathing and POV services libtcod provides, which is honestly the most complex code in the entire game,) though I did copy most of the systems architecture over from my other (still in development) game INJECTION.
I was gonna write a big long explanation of how the game was designed here, but WordPress isn’t cooperating. If anyone’s actually interested in it, maybe I’ll start my own blog and do it there or something.
Anyway, 7DRL was fun, if exhausting, and I’m glad I have something to show for it. I’m not going to work on SDGTH again for a while (I’m sick of looking at it!) but an enhanced post-7DRL version is definitely in the cards.
standard parity-em-up, explore 5 floors to win
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!)
- BOOMSTICKS AND CHAIN EXPLOSIONS
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: http://supperdev.itch.io/strive
The game uses SDL and The Doryen Library.
Spritesheet was made by Alloy (found on http://dwarffortresswiki.org/)
First submission, first success.
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
I was working right up to the last second before midnight, but I got it done!
Hellion is a mashup between a roguelike and a third-person bullet-hell rail-shooter. Imagine Starfox but turn-based and you might get the idea.
For more information and a download link check out the release post here:
And now… I sleep.