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#7drl — Public Fediverse posts

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  1. Path of Rogue seemed a simple #PathOfExile knockoff using the tried-and-true 3x3 #Rogue level generation, but with a complex skill graph (it's not a tree) (I don't know the original).

    ordineu.itch.io/path-of-rogue
    #7drl #roguelike #gamejam

  2. CW: A Long Day in Hell, suicide

    This game is indirectly based on #Borges' "The Library of Babel", and it's cleanly done. I appreciate that it can be played with the keyboard.

    I played for 3 days wanting something to happen, then I stopped sleeping - it gets dark. Morale dropped soon, and then I jumped. There is a ground. You need to climb a bunch of floors so that it kills you. I started holding down keys but didn't bother killing myself many times. Finally, I rerolled characters for a short walk.

    Would've been pretty cool if it were sorted like #Hyperrogue's turtle challenge, but that would defeat the point. Excellent adaptation.

    #7drl #roguelike #gamejam

  3. Clockwork Depths is a first-person #steampunk #DungeonCrawler. The first floor was a tutorial, the second introduced traps, the third floor was filled with conveyors, the fourth with (unfortunately stuttery) timed vents, the fifth with those combined (in an annoyingly loopy layout), the sixth was a maze.
    You can only move forward and backward, but turning does not take time, and enemies could attack diagonally. Judging where the gridlines went was a little tricky. I died on the final floor.

    tndwolf.itch.io/clockwork-dept
    #7drl #roguelike #gamejam

  4. First was Ping Bat, chosen for the concept, but being real-time it was pretty stressful. I survived 4 nights. The glowing graphic style and ping sounds were pretty cool.
    gruebite.itch.io/pingbat
    #7drl #roguelike #gamejam

  5. I'm playing the Seven Day Roguelike Challenge submissions! See my list (yeah, I marked half of all entries to be played): itch.io/c/7119559/7drl-2026
    #7drl #roguelike #gamejam

  6. I took the time to throw my #7DRL on GitHub. It's under the MIT license, so make use of it however you wish.
    github.com/BraininaBowl/Corrid

  7. Just released my 22nd #7DRL! In "Berlin Interpretation 1992" you participate via email in a tournament of #roguelike variants, but something weird is going on. Check it out online at slash.itch.io/berlin-interpret

    Featuring crazy dynamic dungeon Crawling code by
    CamiloDelCodigo, PC Speaker Sound Effects by QuiteGecko and "chiptune" music by Dinti, using @oryxeleven 1bit dungeon tileset and my own UniGem @unity UI library for retro windowing.

  8. #7DRL end of day 7 (final day!)

    - added meal deals
    - player can die
    - were-rabbit enemy that is outed by scroll of loud noise
    - mimic enemies that are only detected when you're close, as a jump scare
    - rock enemies with extremely high DEF but low HP, so get outed my damage scrolls
    - acid slime enemy that corrodes your equipped gear

    ...and that's it ready for submission!

    expect a link shortly

  9. Took part in #7DRL this year, but hugely overscoped, so I didn't manage to complete my entry, which is unfortunate

    However, it's been interesting to work on, as I develop my roguelike engine further. If I can keep the momentum going, I'll try to get my entry to a more finished state.

  10. I've submitted my #7DRL entry: sportzer.itch.io/unremembered-

    I don't generally use pre-existing tilesets, but 32rogues by @seth happened to work really well for this

  11. #7DRL end of day 6

    - spawn tables for items/monsters
    - enemies can wander, with non-aggro'd enemies swap between idle and wandering
    - enemies can be slow, acting every other turn
    - enemies can be fast, acting twice per turn
    - enemies can lower your strength, which can be restored with antidote potions

    my face lit up when I saw enemies wandering for the first time, really felt like everything has come together

  12. 7DRL 2026, den 7: hotovo.

    Letos nejsem s výsledkem spokojen. Hra je celkově divná, super-komplikovaná, málo zábavná. Ale funguje, dá se hrát, vyhrát, prohrát.

    Kdo má odvahu, může to ověřit sám: ondras.github.io/great-train-r

    #7drl

  13. @maia Making an actual game is overrated, adding unnecessary but fun cosmetic flourishes is what #7DRL is all about.

  14. #7DRL end of day 5

    - enemies now path towards and attack the player when aggro'd
    - shields
    - equipment can be enchanted
    - scrolls that affect everything in LOS

  15. 7DRL 2026, den 6: ovládání klávesnicí téměř hotovo. #7drl

  16. Writing enemy AI routines is hard, You know?
    #7drl

  17. #7DRL end of day 4

    - monsters that can be fought
    - XP and leveling up
    - scrolls that reveal floor layout/items/monsters
    - weapons that can be equipped

  18. #7DRL end of day 3

    - stairs
    - some basic scrolls & potions
    - help screen
    - old log messages can be viewed