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#7drl

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Shared some concluding thoughts about GRIDLOCK -- my #7drl gamejam game from earlier in the month.

drewww.itch.io/gridlock/devlog

I aimed to emulate some specific moments from Titanfall 2 and UFO50 and mostly(?) missed. But I learned a lot, and achieved a lot of personal development goals in the process.

itch.ioGRIDLOCK/Postmortem - RUNNER/GRIDLOCK by Drew HarryThere’s this moment in the Titanfall 2 tutorial called the “gauntlet.” It’s a straightforward FPS tutorial that’s teaching you to crouch, shoot, jump, and so on. It ends with a timed section...

7DRL 2025
It got by me this year, but the now 20-year-old 7 Day Roguelike Challenge, a gamejam where people try to construct a complete roguelike within a week's time, finished up Saturday.

Not only has it been around a long time, but a number of games have come out of it that went on to greater things. Jupiter Hell got its start as a 7DRL project called DoomRL. The amazing Jeff
setsideb.com/7drl-2025/
#play #indies #niche #roguelike #play #2025 #7drl #indie #niche #roguelike

Set Side B · 7DRL 2025It got by me this year, but the now 20-year-old 7 Day Roguelike Challenge, a gamejam where people try to construct a complete roguelike within a week's time, fi

Holy flip, I actually did it. I wrote a roguelike in 7 days. And it works!

hawthornbunny.itch.io/call-of-

It has stuff I thought I'd never be able to pull off - dungeon generation, enemy pathfinding (hilariously INEFFICIENT pathfinding, to the point that I had to restrict it to when you're within like a few squares of the enemy). The coding felt awfully scrappy - there are so many bits of code depending on other things to happen first, and a bunch of global objects - but I didn't have time to do things cleanly, and I think that's kind of the point anyway when you're working with the PICO-8 on a tight timescale. I'm really pleased with how this went.

itch.ioCall of the Cleric by hawthornbunnyA PICO-8 roguelike made for the 7-Day Roguelike Challenge 2025

Beneath the Throne of the Goblin Queen, a short bittersweet history lesson about why the goblin kingdom fell into disarray, and our #7DRL entry was submitted yesterday, but I was too tired to remember to post about it!

gavrilovmiroslav.itch.io/btt?r

I also wrote several posts over several days about it, and will continue to do so as we're going through a prolonged postmortem of what the tooling we made was doing right and what it still wasn't. You can read that here:

roguelike.rs

itch.ioBeneath the Throne of the Goblin Queen by gavrilovmiroslav, stefi.isky7DRL 2025 Entry -- Team Svarog

As some of you know, I'm participating in the #7drl challenge this year and mostly posting it from my "other" account. Unfortunately (as I mentioned in a previous post), in an act of terrible sysadmin negligence, I nuked the instance my other account is on.

#7DRL snuck up on me this year, and I'm both too busy and down with a bug of some sort that's going around, so sadly, I won't be able to make a roguelike entry this year.

I am kinda bummed about this. 7DRL has historically been important enough to me to actually take vacation days off of work to participate. It's a yearly ritual for me, and it pains me to skip a year.

But this year it just isn't in the cards.

#7drl is on! Diving into (working title) RUNTIME.

This year I'm leaning way more into world-building and space-making. So we're going to be in a whole-ass city. First step, generating coherent road layouts. Here's where I'm at for road networks. Three road "weights" -- blue trunk roads (6 lanes), yellow major roads (4 lanes), and red minor roads (2 lanes).