Tag Archive | 7drl

My new game, Possession, is Released!

For the last week, I’ve been taking part in the “7-Day Roguelike Competition,” which involves creating a new game in 7 days. Today’s the last day, and I’m done!

In case you (somehow) missed my earlier (incessant) posts about it, in this game you play as a ghost escaped from the Nether Regions, trying to make your way to the surface. You are incredibly frail, but have one advantage: you can possess the bodies of the monsters you encounter.

Mac Executable

Windows Executable

If you’re using Linux (or have the LÖVE interpreter installed), you can download the .love file (requires the LÖVE interpreter to play). You could also try running the Windows Executable under WINE.

It’s been a busy 7 days, and now…I’m going outside.

Possession Dev Log – Day 1

It’s actually currently day 2, but I didn’t get this post finished until today so I’m posting it now.

Official Start time: 2:00 PM, March 9

Official End Time: 3:00 PM, March 16 (Later because of DST)

Since this is day 1, it made sense to me to focus today on the main mechanic: the possession! It didn’t take very long to get it at least somewhat working:

(Click images to view full size)



But what happens if you possess a creature when you’re already possessing one? What happens to the body you’re leaving?

Why, it explodes of course.


As you may have noticed, enemies that are caught in the range of the explosion will get hurt. Even killed. I have no doubt you will find a way to use this to your fullest advantage.

The combat system started out pretty deadly, because the player was exactly the same strength as the monsters. I thought that’s what I wanted, but it also means they get killed about as easily (and as often) as a regular monster does.

So, an enemy possessed by the player is now going to be slightly stronger than it would be regularly. Not too much stronger, though…you’ll still find yourself swapping bodies a lot, but that’s OK. I want the bodies to feel disposable. I guess this game is a transhumanism metaphor?

On that note, I hadn’t really spent much time thinking about the content, and the enemies you’ll face, so I did a lot of that today. There’s going to be a lot of special abilities that different enemies have, which you will in turn acquire when you possess them. The tone is also coming out very tongue-in-cheek as well. I wasn’t intending it to be a humorous game, but it looks like I’m cursed to only be able to write funny descriptions. That’s OK, though, the exploding corpses grossed/weirded me out enough that I’m not sure I’d be comfortable with the game if it was taking itself seriously.


So, all in all, a very productive day, which is good, because it’s probably the only one during this week that I don’t have anything else to do.

Possession Development Log – Day 0

I am going to be taking part in the 2013 7-Day Roguelike Challenge. Starting tomorrow, I will have 7 days to create a brand-new Roguelike game.

I’ll be posting my progress on the main site for the challenge, 7drl.org, but I’ll also be crossposting here.

My idea is fairly simple: you play as a ghost escaped from the underworld, whose physical form is too weak to fight, but who can possess the bodies of the monsters you encounter. Apparently there’s someone else developing a similar game this year, and they used the name I originally wanted to use: Possessor. Oh well. Just gives me more incentive to make mine the best it can be!

I’m building the game using the LÖVE 2d engine. I’ve already written a bit of generic roguelike code (movement, combat, dungeon generation, generic stuff) which I’ll be using, but all the content and a great deal of the mechanics will be new.

This is my first 7DRL, and really my first Roguelike, though not my first game. I also write and develop Pleasantville by Night, a browser-based humor/horror RPG. Never tried to write a game within a time limit though (not to mention, whose genius idea was it to make this overlap with St. Patrick’s Day weekend?), so we’ll see how this goes!

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