Hey, congrats, I never managed to get that far! I'm glad you like my game. Looking at this screenshot, it seems I should adjust the scoring system...
Vedor
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Huh, I always wanted to play a procedurally generated Sokoban.
I agree with Penguin that squashing enemies with sokoban blocks is really satisfying (until cyclops squashes you!). The pulling mechanics makes the sokoban part easy, but I understand that it could be a necessary.
The main issue I have with this game is lack of polish. Doubled info about HP, no indicator if enemy is in zapping range or not, descriptions not fitting their backgrounds and very basic AI – there is a lot of elements to improve. That said, the gameplay loop is very fun and rewarding and I would love to play a post-campo version with some improvements.
Thank you for the feedback.
I agree that choosing between multiple nodes of the same state doesn't make much sense, especially that combat scales only with Danger Level and player can't preview e.g. equipment of merchants. The nodes are actually rubber-banded a little bit, but I was afraid that if I would restrict them more the node selection would feel more repetitive.
I think I could do two things to help with that: 1) add more types of nodes, and / or 2) show the further nodes on the map, so player could plan the journey more consciously.
Hey, it's nice take on minimal, puzzly roguelike. I like the aesthetics and collecting music tracks.
One issue I noticed is that you can navigate the "Phase" menu only by pressing up / down w / s keys, and it scrolls the whole website as well, which discourages using the mechanics. It also seems that you can lock the game when you choose negative phase on your first turn.
Still, I managed to win, and it was a fun experience. Congrats!
It's finished! At exactly 8 minutes before the deadline.
If I had to pick one single reason why I'm happy with Unsure, it's optimal scope.
Not once was I in a big rush, I didn't have to cut corners during the last stages of development.... It all, like, organically ended exactly when it should end.
And while I wish I had more time for playtesting and balancing the game, all the major planned systems are included in the game (including high scores and a tutorial), and I believe there are no game breaking bugs.
If there's anything I'm dissatisfied with, it's the level of roguelikeness of this game. The game was intended to be much more roguelike than it actually is.
I was on the fence whether to ship this entry or not. I have this feeling that Unsure is on the edge between an innovative take on a roguelike and being too far removed from the most distinctive elements of traditional roguelikes. After some thought, however, I decided to ship it. I still believe that deep in its roots and premise, Unsure is a roguelike.... But we'll see what the community has to say about it.
Anyway, this 7DRL was a blast. Everything went rather well. The atmosphere was, as always, amazing. And I can't wait to try all the awesome game made by the roguelike community. Maybe even I'll sign up for reviewing process? I wasn't participate in that part of event for years...
End of the day 6! I'm too tired to write a longer write-up, so cutting to the chase: I added list of the high scores, main menu, and game over screen with a simple morgue info.
It made a world of difference. I always underestimate how much of an impact the menus have on the overall feeling of "yes, this is a game".
And for the next, last day... Well, game is more or less finished. I would love to add a tutorial, especially that some interactions and symbols might not be obvious... We'll see, if I won't manage to implement an in-game tutorial, at least I will provide a text or pdf file with instructions.
Below, some screenshots of menus
After five days, I have all the main gameplay elements implemented.
I'm very happy to have reached this stage two days before the end of the event. This leaves some time to refine the game. However, I don't know how much more work I'll be able to put into it due to the family bonds the day after tomorrow.
On the other hand, however, there are still a lot of things to do to make this game completely complete. At this point it is missing a start screen, a game over screen, some sort of in-game goal or at least a list of high scores. A tutorial would be useful, too.
Some thoughts after 5 days:
1. I had forgotten how much fun it is to participate in 7DRL. Great experience, and I mean both this minimarathon of design and programming and the social aspects.
2. In many ways, I'm happy with my game. I've wanted to do a hybrid of roguelike and interactive fiction for years, but always focused on something else. Now I have a reasonable completed game, all thanks to 7DRL.
3. I've been fortunate that I haven't encountered any long-term blockers. In fact, I had a significant problem on Sunday, but it didn't stop me for _too_ long. Other than that, rather smooth sailing. The menus system is rather fragile but fortunately nothing sprinkled in the course.
4 That said, I am not happy with the direction gameplay has taken over these 5 days. The game is definitely less roguelike than it was intended to be!
5. I think the recipe for a good 7DRL is to design one main mechanic in a very good way, and build the rest of the game around that mechanic. I adopted a similar premise this year, and made dice rolls the main mechanic. It worked out well...
6. ...well, partially well. Throwing dice and using consumable super dice, while a nice gimmick, is not an interesting enough mechanic to serve as a single focal point of the entire game – which is what it was intended to do. This could be a very cool basis for a game that relies more on a lot of content. But it's 7DRL, no time to create tens of dozens of random events.
Obligatory screenshot:
I made a pre-release (as every other day), but now all elements that make this game, well, a game, are present. Except win / lose conditions. If you want to give it a try, you might download archive from there: https://github.com/VedVid/7drl-2025/releases/tag/day-5
Yup, I still didn't set up a game page. A couple of notes
There are three types of rooms: merchant, random event, combat event.
Every interaction within combat event ends with rolling a dice. Size of the base dice pool is always equal to the player attribute related to the action. Relevant attributes are always highlighted. You can also always add a consumable dice to the dice pool.
To do so, you need to use right arrow key when you have an action highlighted, use up and down arrows and enter key to mark dice you want to add to the dice pool, go back to the menu on the left side by pressing left arrow or escape key, and proceed with pressing enter key. Please note that changing action resets markers on the dice in the inventory.
The attached archive contains both linux and windows builds.
For linux, you can either start game by running start_linux_full file that uses included in the archive Love2D AppImage, or by running start_linux_small that will try to use system-wide Love installation.
To start game on Windows, simply run start_windows file.
Thank you! I am quite pleased with progress so far, I just finished working on stealing from merchants. I think that the version I release at the end of this day will be playable already (although not balanced at all), with exception for random events I didn't implement yet.
Not sure about the next two days though. I have random event to implement, balance & general polish, and I wanted to add a tutorial to the game as well. Quite a lot for a two working days.
This is my first 7DRL since 2021. Time flies, I didn't think it had been that long....
I've always done fairly classic, traditional roguelikes. This time I decided to try something different.
My design is heavily inspired by Kerkerkruip - a hybrid of roguelike and interactive fiction. However, the fact that English is not my native language complicates the interactive fiction part a bit. That's why I decided to make a game that's more UI- and symbol-heavy, and instead of traditional roguelike or if levels, use a roguelite node system, with nodes generated on the fly.
The first three days were quite fruitful, although I was hoping for more, but on Sunday I got blocked on a strange (trivial as it turned out later) bug, today I had a hard day at work. I guess I'm booth pleased and slightly disappointed with the progress.
The project is slowly starting to look like a game. The dice throwing mechanics and the use of these mechanics in combat is fairly complete. Traveling from node to node works, and most of the menus already work, too.
I post updates more regularly on roguelike Discord server (hi, I'm Ved). You can also download an archive that contains both windows and linux version from my GitHub: https://github.com/VedVid/7drl-2025/releases Actually, I would really appreciate some feedback how it works on Linux as currently I don't have access to physical or virtual machine running Linux. It should work fine because I was testing the engine itself on Linux earlier. I hope that instruction on the release page how to run and play the game are sufficient.
I would recommend choosing a license. Any license. If you wish to give your work to the public domain, you can use for example Unlicense. Code without license is hot potato, because technically, at any moment you could add restrictive license, claim copyright, etc.
Btw, I would like to thank you for publishing a lot of useful and educational materials :)
Hello, I'm really glad you liked it. :)
To stash the loot, you need to press the key for environmental interaction ([Enter] by default), then choose the "go back" option – then, your backpack should be emptied. If that's not the case, then it surely is a bug, and it would be a great help for me if you would send me the save file (basically every '.gob' file from the game directory).
Could you please tell me what version are you playing? Windows / Linux, Tiles / Text?
edit: I can replicate the bug locally too, it's hard to believe I didn't test this functionality! Thank you for your report, I'll publish the hotfix even today.
Hello, thank you for your comment and I'm glad you enjoyed my game. You are not the first who had problems with figuring out how to stash loot – I definitely need to make it obvious. Still, won't have time for that until the weekend.
Harmonist (and ThiefRL) was a huge inspiration for me (at some point, I was even experimenting with cone FOV), and while it's a compliment for me that About The Kid... reminds you Harmonist, I hope that I didn't take too much from these games.
Hi Fernofai, thank you for checking my game! Regarding the controls, there is an Instructions.pdf file with the game archive that covers game controls, and the README.txt file points to the instructions, too.
Also, good point about the full bag, I definitely should add info about that (tip for the other readers: just go to the hatch, enter it, and go back to loot the rest of the valuables).
You can hide only if Vikings are not in your FOV, or if they are unaware of your presence. Color of the player character has three possible shades: white (standing in plain sight), gray (standing on the tile that could be used for hiding, but someone saw you hiding there), dark gray (player is actually hidden). It could be more transparent...
Notes taken, I'll try to improve the mechanics transparency in the next release. Until then, I'll add info to the game page.
I'm glad the game was fun enough that you decided to figure it out by yourself :)
I can reproduce it. All you need to do is run game under seed872, on easy, then move.
I tried to test it a bit, so - some 1. I can reproduce bug only under this specific seed. 2. Resolution and fullscreen status are irrelevant. 3. It doesn't trigger on medium nor on hard. 4. Herb naming style doesn't matter.
After reviewing process, finally I have enough time to check some 7DRL entries at my own. I heard good things about Quinta Essentia, and I wasn't disappointed. The first thing I noticed is Unity, though - and I didn't play good unity 7drl... Well, until now. I could write long post about game mechanics, alchemy system, graphics (even if it's based on existing tilesets), etc. But as most impressive I found how you managed, in 7 days, to make that big *and* polished game.
Ah, but besides compliments, I have bug report for you. It was my first run - I checked "?" already, dragged map here and there as well. I wanted to move right, towards couldron (but I wasn't bumping it yet). Animation started to process, but then game froze - I had kill it manually. No error messages, no log file created. I was playing in 1366x768 window, on easy, using slavic herb names; world seed: seed872.
edit: It's a long shot, but... are you Deaven from ADOM forum?
>The bug appeared on the screen with victory text
Ah, I see it now! OK, it will be fixed in next release. Thanks for help!
>Is the number of enemies in each carriage randomised as well?
Yes, partially. Number of enemies is random within a range specified for each car. So, there are easier and harder levels, but some variety is provided ;)
I can't reproduce multiplying score bug, nor see the reason in code. Which screen was affected? With flavour victory/lose text, or with high scores list?
I added quitting game by "X" button, but it's going to be some kind of panic button (close immediately, save game) for now - until I'll implement submenu for handling this case.
Actually, there is no progression - except starting and final levels, the order of carriages is random.
And introducing progression through weapons is not likely. Don't get me wrong, I see the point. But it can't be done easily due to basic game mechanics. Enemies have only 1 HP, so I can't just buff weapon damage. There are other properties (accuracy, effective range), but I can tinker with them only a little - five shots off target in a row would be opposite of fun ;) ...on the other hand, maybe I could add new mechanics, like sawn-off shotgun with cone area-of-fire...