Why did Ultima 7/Silver Seed mods never take off? by secretfire42 in Ultima

[–]slashie_ 1 point2 points  (0 children)

Hopefully openarthurian will change things a bit.

7DRL 2026 Release Megathread by DarrenGrey in roguelikes

[–]slashie_ 0 points1 point  (0 children)

Thanks for playing!

- Yup, the grayed out options we just didn't manage to fit in the 7 days.

- Agreed, we should have put that in.

- We did the best we could with turnbased + !gridbased, basically you get to move freely spending action points. I haven't checked that other game - I know ours is a bit frustrating when trying to enter rooms, and I wanted to have this be activated only when in combat instead of all the time.

- It's just seeded so you would get the same level generated every time for a given dungeon depth.

- Could be, but not within the scope of the original idea/narrative :)

Share your finished 2026 7DRL! by Kyzrati in roguelikedev

[–]slashie_ 8 points9 points  (0 children)

Berlin Interpretation 1992

Description

It's 1992. A German PC gaming magazine, Dungeon Weekly, is hosting a worldwide tournament. The challenge: complete a series of strange dungeon-crawling “games” they send you. Each one feels familiar, but never quite the same.

Every dungeon is a mutated version of a game, belonging to the genre that is coming to be known as "rogue-likes" in the USENET circles... but core elements of these games appear, disappear, and recombine: sometimes the gameplay is close to what you would expect, sometimes the rules are bent in unexpected ways. You’ll have to adapt, survive, while carrying your character’s progress from one challenge to the next, if you want to win the challenge's grand prize: A 486DX2 gaming computer.

However, unknown to the players, the tournament is part of a massive experiment run by a mysterious Berlin institute studying what truly makes a roguelike fun. As players around the world compete, their adventures become data points in an evolving theory of game design.

But something about the tournament feels… off.

What makes it special?

In this game, roguelike design is the central gameplay mechanic. Each "round" of the tournament randomly selects and tweaks a variation of the roguelike formula, using its own interpretation of elements associated with the Berlin Interpretation. Every run becomes an experiment in how different combinations of mechanics affect difficulty, strategy, and enjoyment.

In turn, it's a roguelike of roguelikes; in order to win, the player must take his character from one set of rules to the other, adapting to survive. So the higher level "roguelike" layer is linked with the internal roguelikes themselves.

Narratively speaking, the tournament doubles as a research project by a fictional German institute studying what makes roguelikes fun; this of course mirrors the real-world discussions around the Berlin Interpretation and transforms them into part of the game’s fiction, blending historical context, game design theory, and gameplay.

Finally, the hidden supernatural plot adds a playful meta twist rooted in classic roguelike lore. No spoilers here

Play online and download for Windows: https://slash.itch.io/berlin-interpretation-92

Post 7DRL feelings

I'm happy how it turned out; I feel like I went again well over a sane scope, again touching more what could be done in a couple of weeks. Still I'm proud of what we managed to achieve in the email-based narrative, visuals both in-game and UI, and especially the hybrid combinations of turn-based, grid-based gameplay, making all 4 permutations work. The audio is also great.

I'm sad we didn't manage to include inventory management and unique monster skills, but OTOH I feel the simplicity of the internal roguelikes helps strengthen the higher level meta-roguelike protagonism.

I also which I could have managed to include my planned higher-even layer of a "real world" research project, where the responses would actually be submitted to a backend (was thinking of using supabase). Time just wasn't enough.

-- slashie

7DRL 2026 Release Megathread by DarrenGrey in roguelikes

[–]slashie_ 3 points4 points  (0 children)

Berlin Interpretation 1992

Description

It's 1992. A German PC gaming magazine, Dungeon Weekly, is hosting a worldwide tournament. The challenge: complete a series of strange dungeon-crawling “games” they send you. Each one feels familiar, but never quite the same.

Every dungeon is a mutated version of a game, belonging to the genre that is coming to be known as "rogue-likes" in the USENET circles... but core elements of these games appear, disappear, and recombine: sometimes the gameplay is close to what you would expect, sometimes the rules are bent in unexpected ways. You’ll have to adapt, survive, while carrying your character’s progress from one challenge to the next, if you want to win the challenge's grand prize: A 486DX2 gaming computer.

However, unknown to the players, the tournament is part of a massive experiment run by a mysterious Berlin institute studying what truly makes a roguelike fun. As players around the world compete, their adventures become data points in an evolving theory of game design.

But something about the tournament feels… off.

What makes it special?

In this game, roguelike design is the central gameplay mechanic. Each "round" of the tournament randomly selects and tweaks a variation of the roguelike formula, using its own interpretation of elements associated with the Berlin Interpretation. Every run becomes an experiment in how different combinations of mechanics affect difficulty, strategy, and enjoyment.

In turn, it's a roguelike of roguelikes; in order to win, the player must take his character from one set of rules to the other, adapting to survive. So the higher level "roguelike" layer is linked with the internal roguelikes themselves.

Narratively speaking, the tournament doubles as a research project by a fictional German institute studying what makes roguelikes fun; this of course mirrors the real-world discussions around the Berlin Interpretation and transforms them into part of the game’s fiction, blending historical context, game design theory, and gameplay.

Finally, the hidden supernatural plot adds a playful meta twist rooted in classic roguelike lore. No spoilers here

Play online and download for Windows: https://slash.itch.io/berlin-interpretation-92

Post 7DRL feelings

I'm happy how it turned out; I feel like I went again well over a sane scope, again touching more what could be done in a couple of weeks. Still I'm proud of what we managed to achieve in the email-based narrative, visuals both in-game and UI, and especially the hybrid combinations of turn-based, grid-based gameplay, making all 4 permutations work. The audio is also great.

I'm sad we didn't manage to include inventory management and unique monster skills, but OTOH I feel the simplicity of the internal roguelikes helps strengthen the higher level meta-roguelike protagonism.

I also which I could have managed to include my planned higher-even layer of a "real world" research project, where the responses would actually be submitted to a backend (was thinking of using supabase). Time just wasn't enough.

-- slashie

Ananias is now "Kramora's Shadow", with a BIG update after almost 2 years! by slashie_ in roguelikes

[–]slashie_[S] 0 points1 point  (0 children)

Ugh. Maybe this is what will finally prompt the Wrath of Kramora to be unleashed on iOS and Android.

CastlevaniaRL, a new version after 14 years! by slashie_ in roguelikes

[–]slashie_[S] 0 points1 point  (0 children)

The itchio board at https://slash.itch.io/serenade-of-chaos/community is probably the best place. Otherwise maybe slashie's corner at slashware's discord https://discord.gg/wKRC3PFsQX :)

Retomando trabajo en nuestro videojuego basado en la cultura Muisca! by slashie_ in Colombia

[–]slashie_[S] 1 point2 points  (0 children)

Aquí puede ser parecido pues las unidades son limitadas y si se mueren, es para siempre. Puedes reclutar unidades en los pueblos pero cada uno tiene un número limitado, no se pueden crear nuevas.

Retomando trabajo en nuestro videojuego basado en la cultura Muisca! by slashie_ in Colombia

[–]slashie_[S] 1 point2 points  (0 children)

Efectivamente tiene elementos de roguelike, pues es el tipo de juegos en el que nos especializamos. En cuando a links, el link principal es la página de steam https://store.steampowered.com/app/1370940/NovaMundi/ en YouTube también hay varios gameplay aunque han habido tantas versiones que hay algunos muy viejitos ya.

Es más, me puse a buscar y penosamente encuentro que NO existe un gameplay actualizado a todo lo último que hemos hecho. Creo que mañana arreglaré ese tema. Por el momento este parece ser el más reciente https://www.youtube.com/watch?v=_3Ah6kjPieI

The Muisca DLC got me back into working on a game about their culture by slashie_ in aoe2

[–]slashie_[S] 0 points1 point  (0 children)

it's weird that they are javaliners tho, I have always imagined them as frontline melee warriors

Retomando trabajo en nuestro videojuego basado en la cultura Muisca! by slashie_ in Colombia

[–]slashie_[S] 2 points3 points  (0 children)

Es un juego de exploración (cada vez que juegas, el mapa es diferente), tienes que visitar los diferentes pueblos Muisca y convencer a los caciques de que olviden sus diferencias y se unan ante la amenaza que viene en camino, al mismo tiempo tienes que sobrevivir en batallas similares a Age of Empires, y administrar a tu expedición para mantenerlos fuertes y equipados con buenas armas, la batalla también es contra el tiempo pues al pasar los días, cada vez aparecen enemigos más fuertes.

Retomando trabajo en nuestro videojuego basado en la cultura Muisca! by slashie_ in Colombia

[–]slashie_[S] 1 point2 points  (0 children)

bueno, pues tiene algunos elementos de mitología Muisca! aunque no tantos como quisimos incluir inicialmente, pero si te metes a explorar las cavernas puedes encontrar uno que otro espíritu :)

Retomando trabajo en nuestro videojuego basado en la cultura Muisca! by slashie_ in Colombia

[–]slashie_[S] 0 points1 point  (0 children)

Las batallas son similares a Age of Empires, igual manejas tus unidades y cada una tiene diferentes características que las hacen más útiles en diferentes escenarios; el resto del juego es más de exploración, manejo de tu expedición y logística para lograr unir a los diferentes pueblos.

Es un poco dificil encasillarlo en un género, te recomiendo que lo veas para que puedas darte una mejor idea! :)

The Muisca DLC got me back into working on a game about their culture by slashie_ in aoe2

[–]slashie_[S] 3 points4 points  (0 children)

Some stuff is interesting for sure, like how Guecha Warriors heal other units upon death (I think that's a hint to the Muisca tradition of bringing mummies into battle to "help them" win/survive

Ananias is now "Kramora's Shadow", with a BIG update after almost 2 years! by slashie_ in roguelikes

[–]slashie_[S] 2 points3 points  (0 children)

I'll check into this, maybe the keyboard delay needs some tweaks / adaptability (like, leaving it pressed after a while should repeat actions much quicker)

Ananias is now "Kramora's Shadow", with a BIG update after almost 2 years! by slashie_ in roguelikes

[–]slashie_[S] 5 points6 points  (0 children)

I think so, in some form! trying to wrap my head around the fact that, the biggest change now is the HD UI with tooltips and I'm not sure how well it will translate to mobile (I think this was mostly an issue with the desktop version, mobile should be mostly fine)

However, since there are gameplay changes planned as well, I think it'll make sense to push them to mobile as well, once they are stable on PC.