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A jam submission

Derelict-7DRLView game page

A sci-fi, far future, post-apocalyptic roguelike for the 7DRL
Submitted by NorthStateGames — 1 day, 15 hours before the deadline
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Derelict-7DRL's itch.io page

Results

CriteriaRankScore*Raw Score
Roguelikeness#204.3334.333
Overall#762.6672.667

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Successful or Incomplete?

Success

Did development of the game take place during the 7DRL Challenge week?

Yes

Is your game a roguelike?

Yes

Turn-based

Yes

Roguelike Elements
All levels are procedurally generated on the fly via a drunken walk algorithm. The game contains Permadeath, Random Level generation, Turn based movement, hack and slash elements, an inventory system, a quest system with a return end-game component (go retrieve X and bring it back).

Screenshots

Yes

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Comments

Submitted

Nice fast, snappy movement.  FOW works well.  Enemy AI is good.  I like the water effect.

The difficulty is very high.  Enemies swarm you and the limited space means it's hard to run away and avoid getting cornered.  They also seem to get tougher, but your player character doesn't.  Do they always know where you are or only when you're in their range?

Some music and sound effects would be a nice addition.

Developer (1 edit) (+1)

Enemies only know where you are if you're within a certain range. While they do get tougher as the game goes on, scrolls instant kill a random enemy and potions will revive health, so stock piling them early helps on the latter levels. 

Thanks for playing and for the feedback!

Submitted

interesting aesthetic, i can appreciate how dialogue makes the world feel fleshed out. i think getting scrolls just slowly kills you? i haven't found any items besides potions and scrolls, and potions are the only ones that raise your stats or survivability in any way. items always seem to drop one tile away from the heretic you just killed, which feels odd to me.

Developer

Scrolls will destroy any enemies on the map, so they come in useful when you reach the "Boss" level or if you get in a bind. I wanted the items to "drop" from the enemies, so had the game just choose a random tile around the enemies, but could see why it'd make sense to drop on the same time as the enemy.

Thanks for playing, appreciate the feedback!