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Many moons it has been since the 154 7DRLs were released, but slavering in the background have been an army of 39 reviewers desperately playing these labours of love and scribbling little notes on sheets. After this long process we have finally collated a set of reviews and scores for almost every 7DRL made this year. I present you with our glorious offering:
Some notes on using the site:
- Reviews are subjective and based on personal opinion – take them with a pinch of salt! As a rule of thumb anything with a 2+ is considered good.
- Click on column heading to re-sort by that value
- Click on score values to see detailed review/justification information in the bottom pane
- Some of the game links may be outdated – let us know if you find any errors
- 75% of games have 3 reviews, and 33% have 2 reviews, 423 reviews total
- No one was able to get 10bar Roguelike or Random Chance running :(
Special thanks go out to Jo Bradshaw and Xecutor who did 40 and 39 reviews respectively! Also thanks to GameHunter for doing videos of almost every 7DRL – links to specific game videos are next to the reviews.
There are a lot of real gems in here, and a huge amount of variety, showing the roguelike scene is as fresh as vibrant as it has ever been. Do go try some of these great games, and give feedback to the devs after their hard work.
|Version||8.3 (newest available is 8.4)|
Bold adventurer, is it fame you are after? Do you want treasure, fight fierce beasts or just to explore the land? This roguelike game, Fame, does not provide any answers for these questions. An adventurer you are and thats it. A manual bundled with the game also remains quiet about your reasons to wander around the world and whack monsters risking your life many times in the process. I found this lack of introduction incongruent with Fame’s otherwise well done plot. Anyway, who really needs a reason to hunt monsters?
With a record number of over 200 entries registered so far on the 7DRL hub, this year we’ll have lots of innovation and fun flowing out of developers all around the world.
- Facebook Event
- Blog about your development
- Roguebasin page
- Advice on how to succeed
- Roguelike Radio’s episodes on 7DRLs
- IRC channel
I guess the evaluation committee will have a fun time after the challenge! ^_^
Registration is now open at http://7drl.roguetemple.com; you can now start submitting your games prior to starting working next saturday or sunday.
Contact me if you want to have a subforum for your game inside roguetemple’s forums
|Platform||Linux, Windows (must compile)|
|Version||15th December 2011|
BileBio is a tiny arcade game with roguelike feel. It started as a 1DRL and had some development later. Every game stage has but one aim which is the same every time: reach the stairs alive. The problem is caused by massive plants growing at astonishing speeds. If something would happen to grow on you – it means death, although BileBio does not explain exactly how you die.
Plants in BileBio are combined of roots, flowers and vines. Each part can spawn more of its kind. Roots are indestructible and can spawn new root in any place at the board. They can also burst producing four flowers around it and lots of vines. Flowers grow new plant parts in chess knight pattern while vines grow into adjacent squares. The last two forms can only grow up two times before decaying and withering. Roots sometimes also wither but it is uncommon event. An active plant segment is highlited in red (beware!); decaying segments are displayed in brown.
An elusive thing hinted at in readme is the nectar. Presumably it is worth many energy points and score but I have to encounter one yet. Having reached up to level 31 with 51440 points of score none were generated. None in all games I played. It might be exceedingly rare or not placed due to some bug. Whatever the reason I never found any nectar.
The game presents player with nine abilities to learn at varying costs. These are organized into three branches in which to acquire the higher ability one must have earlier one as a prerequisite. At any time up to three different skills can be learned. Some abilities center around wall usage. Hiding inside one is possible and grants safety for a time. Jumping over a single wall is very helpful in mazes and also cheap. Dash can be quite boon before the growth becomes dense or in short windows of opportunity right after some parts decay. Attacking a plant can be guarantee of survival in some cases but in other jumping over it may be preferable. Finally one can spawn a wall to hide in. The remaining skills have almost prohibitive cost of attaining them. You need to expend sixty points of energy before you can use any and still need more to benefit or fuel previously learned tricks. These are: extra lives (50 energy each), repellent lasting ten turns (costs 10 energy) and energy tripling from nectar (free, but find any nectar first!).
Obstacle and stair arrangement is chosen from a set of twelve handmade maps. Some have multiple exits and plenty of walls to use wall hop or wall walk. Others are mostly empty relying on growing plant life to create variety. Over longer playthrough lack of procedurally generated levels or at least more prepared maps is weak side of BileBio.
There are two factors that factor into difficulty. How many roots are spawned when the stage begins and how fast the plants of given stage get active. At early stages the plant life may die out if helped a bit but with progressing stages the green infestation gets to expand faster and faster.
A specific weak point of the game is unreliable numeric keypad handling. Orthogonal directions are read fine but diagonals are not recognized on every computer. Vi keys are provided as an alternative. That and requirement to compile the game from sources relegates BileBio into obscurity.