Uncategorized

7DRL 2011 Reviews - Lord Bistian Unnamed

LordBistian has a 7DRL challenge entry for us. It’s name? Well… in his own words:

It has no name but whatever. 

Indeed Lord Bistian. Indeed.

So, this is a first-time 7DRL entry and for that it is a great entry. I really dig the graphics. It has a few nice touches such as “brodollars” (best currency name ever?) and a really great intro screen. How much do I love a simple and uncluttered intro screen? SO MUCH.

I really liked this water effect!

BroQuest (there, I just gave it a name) is a minimalist dungeon diver. You have four (three really, one is reserved for weapons which I later found out) inventory slots to fill up with as much treasure as possible. One thing that confused me… I am supposed to leave the dungeon with $15,000 brodollars, but I only have 3 slots. I guess this means I need to optimize and carry the most valuable items available? This is a bit odd since things like a single “diamond” or “gold coin” do not stack. Why would I carry these around? I think related treasure should pile up in one inventory slot. (e.g. one giant pile o’ gold, one giant pile o’ diamonds)

The gameplay is somewhat limited. It’s not obvious which monsters are easily handled and which aren’t. I was butchered over and over again by an Arch-Lich, but smote Asmodeus in about 6 turns without taking any damage. From someone who plays a lot of nethack (e.g. a lot of the people who participate in/play 7DRL challenge games), this is a bit odd to me.

Also, I would kill for some dungeon memory. The dungeons (mazes really) are nicely generated, but I can’t tell which sections I have already visited. With the levels being so huge, this is tough to deal with.

I got this screen a lot.

That being said, there is something to be said for BroQuest’s simple interface and cartoon-ey, hand-drawn graphics, and no-nonsense inventory system. It’s something I could one day see growing into a lovely android or iPhone game. Lord Bistian… do you accept this challenge??

As a first-time 7DRL entry, it is a great accomplishment.

PS: There is something to be said about the roguelike community in that I will download and run a random .exe file from a mysterious dropbox location with no questions asked! That is some brotherhood right there, my friends.


You can find a list of all 7DR L2011 finishers on roguebasin or temple of the roguelike.

7DRL 2011 Reviews - Gridfolk

Gridfolk was initially classified as a successful 7DRL entry. However, the author has since reclassified it as a failure. Either way, I started looking at it.

After playing the game (I had no problems getting it running, personally) I tend to agree with the author’s own comments. It is an interesting tech demo, but not a game.

That being said, it is a very interesting tech demo. The multiplayer roguelike is an elusive holy grail for developers. The concept for this game was a good one. I would certainly be interested in playing the end result.

The fact that the author got a fully functioning client/server realtime roguelike working in 7 days is impressive in itself. Although I have a lot of experience with python, I have never done any networking code beyond a few simple socket listeners.

Also the screen is nice. I like the presentation and the colors and the weird enemies.

Digging Mode definitely needs to be a toggle. Having to hit ‘D’ every time you want to dig is a super-pain. I didn’t go down very far.

So, great concept. Interesting tech demo. Looking forward to next time. 🙂


You can find a list of all 7DR L2011 finishers on roguebasin or temple of the roguelike.

7DRL 2011 Reviews - Destiny of Heroes

So many roguelikes! Up next is the epically-named DESTINY OF HEROES.

When I first read the name I read it as DENSITY of Heroes. Not sure why. But then I got to thinking… Density of Heroes would be an awesome 7DRL! You could have monsters based on the elements of the periodic table and try to gain protons and electrons (and neutrons) in order to defeat your enemies. Combat is resolved by density. Of course your nemesis is the arch-fiend of elements: UNOBTANIUM.

Anyways, back to the game. Destiny of Heroes is the first 7DRL entry by IBOL. It was created in Dark Basic. Which I imagine is some sort of twisted arcane version of regular-basic. (I personally used a lot of Q-BASIC back in the day) The version I played was not the “official” 7DRL version but rather the next version, which I assume fixes some number of annoying bugs. I’m no glutton for punishment.

oooh.. dynamic lighting! (nice)

First off, I love the intro screen! This roguelike is off to a great start. Clear goals, big font, no overly-wrought fantasy setting introduction (let’s be honest they all boil down to the same thing).

The game itself is a fairly standard (and I mean that in a good way) crawl-esque dungeon diver. I say crawl and not nethack because of cool things like this:

  • throwing items — appears that you can throw anywhere within radius X, as opposed to cardinal directions (the throwing interface is especially awesome)
  • dungeon generation — these are cool organic-looking dungeons, not your usual box & corridor (great job on this part IBOL!)
  • no-nonsense inventory — it knows when you pick up a mace you would rather just get rid of your dagger (Vicious Orcs was great about this too)
So, now for the less-good. I thought the game had way too much whitespace. The window was huge, and this was part of it (but not necessarily a bad thing since it had a nice on-screen inventory). The real problem was the font. The glyphs didn’t have enough weight on them for me. The grid squares were also too far apart. 
Go away, whitespace!
(Although a surprisingly useful implementation of SENSE TREASURE)

The game also felt a bit laggy at times. I would punch the arrow keys in quick succession only to have my little @ only move 1 or 2 spaces. However, I know from experience that making a scrolling dungeon window is a giant pain in the ass so I was not bothered too much. Certainly it is something that can be cleaned up and optimized at a later time. (7DRLs are not really the place for optimization)
I really liked the monsters — they weren’t your typical fare. I am also easily entertained by non-standard characters such as the ÿ and σ. There were a few times in this game where I got more than a passing whiff of Brogue. This is in no way a bad thing since I love Brogue and still play it constantly. The AI was fun. The water sprites were especially obnoxious.
One thing that bugged me was the length of combat. On more than a few occasions I felt like I should be smashing my way through monsters but ended up going 6 or 7 rounds with… a bat. I expect a certain number of “windshield kills” in my roguelikes, and bats are certainly up there on that list.
It was also a bit annoying to not see the final few game messages. There were a few times when I quaffed a potion or read a scroll in desperation (e.g. down to my last 1 or 2 HP), only to get a big ol’ “game over” screen, without telling me what the scroll did. That is a pretty minor annoyance though.
Killed by python. Yeah, that seems appropriate for me.
So, all in all, a solid vanilla roguelike. I couldn’t muster up the strength to dive all the way to level 15 (these levels are quite huge!!), but it is always nice to see a fully functioning game in a 7DRL challenge.
DENSITYDESTINY OF HEROES!!
PS: Oh, I also loved the mini-map!


You can find a list of all 7DR L2011 finishers on roguebasin or temple of the roguelike.

7DRL 2011 Reviews - 7DRL Challenge Challenge (7DRLCC)

Next up is the confusingly named 7DRL Challenge Challenge. I would’ve gone with a more descriptive name like “Time Attack” or “Time’s Up!” or “Where the @#$%^# is that damned down staircase??”.

This game uses the LOVE engine, which is some kind of 2D lua game-making framework. Since my game requires both python and pygame, I can’t really complain about downloading LOVE, so away we go.

First problem — this game is way too small! Apparently some people in the forums had the same problem. Since I was determined to play this game I found a solution (others may not be so forgiving):

  • Extract the .love file
  • edit the “player.lua” file
  • rhe last line says “fixed.ttf’, 8
  • change the 8 to 16, or (presumably) any other number
  • rezip the files
  • re-name the archive to .love
  • re-launch the new .love package

Aaah… much better!

Now, with that out of the way, we can play the game. Here is the good part: this game is fun! The goal is to get yourself (@) to the down stair (>) on each level. In your way will be pits (0) walls (#) and doors (+). So, what’s the catch?

You need to do this in about 30 seconds.

It is a perfect example of a first 7DRL entry. It has a simple potentially non-genre-standard mechanic (time is ticking in real time) and a simple presentation. The way the level fades to black as your time runs out is quite ingenious and also quite maddening! Never before have I mashed my numpad keys so frantically in a roguelike. Running, Running, RUNNNIIINNNGGG!!!!

Noooooo! (fade to black)

So yeah, it’s fun.

One beef — is every level “winnable”? There were a few times when I couldn’t see a way through.

A few suggestions:

  • exit highlighting — show me the exit when the level starts. I wasted the first 5-10 seconds of every level just looking for the > symbol. Or maybe just change the color?
  • time tokens — if you can’t find the exit quick enough, run for one of these to give yourself some extra time

Good for what it is. A solid 7DRL.


You can find a list of all 7DR L2011 finishers on roguebasin or temple of the roguelike.

7DRL 2011 Reviews - Rook

Rook is a 7DRL entry by Joshua Day. The concept intrigued me, and the screenshots caught my eye. (Note to roguelike developers: screenshots!!)

At first, I was at a loss of what I was supposed to be doing. The readme.txt was not very helpful in explaining some of the core mechanics of the game. However, the success post on 7drl.org was helpful:

As long as you’re wearing the orb of the Turk, you can’t die a stupid death — every move you can make has to kill you.  If you take it off, you’re playing a traditional roguelike.  The ring of vulnerability will save you from losing any hitpoints, because every hit you take will kill you, which is forbidden by the orb.

Well, that explains that!

After reading that I felt a little bit stupid. Surely the name “rook” should’ve inspired me with some vaguely chess-oriented thoughts. Once I got the mechanics down it was a very fun little roguelike.

The game gave me a mad pell-mell sort of feel, with bouts of extreme tactical decision making. This is a good combination! I also liked the terrain. The trees (&) were first seen as obstructions, but later, as friends. I can use trees to lose pursuers! That way I don’t have to risk taking off the ring to dispatch them. And always, always, always, trying to move right.

Nice line of sight (through the grass)
A fate worse than death?

Being “checkmated” is a unique way to end the game. Is there some way I can reverse my steps and make different decisions? That would be pretty amazing.

There is one particularly mean bug in that potions and scrolls can fall on obstructed terrain. The author is up-front about it and mentions it in the readme. But it is still quite sad to run out of your way over to a healing potion (!) only to find your way blocked. It is like the game is taunting me. But, that’s not necessarily a bad thing. Who doesn’t enjoy a good taunting every now and then?

After a few dozen mad-dashes rightward (yes, it is worth it to go after potions and scrolls) I was finally able to kill the king. Huzzah!

Take that, you evil tyrant of some kind!

I also noticed that the game seems to be using curses? This would make for a great terminal game. Perfect for breaks at work between other games.

Either way, excellent work. Looking forward to the next version.


You can find a list of all 7DR L2011 finishers on roguebasin or temple of the roguelike.