Seven Stone Sentinels
===7DRL 2024 entry===
Seven Stone Sentinels 1.1.3
(If you would like to see the version that was submitted to the 7DRL game jam, please see the windows download for the 1.0.1 version)
Made by rentonl, Finch and Keekee.
Music by Kennedy Kimber-Johnson
A turn-based rogue-like where you must face-off with the legendary Seven Sentinels in increasingly challenging rounds of combat. Made with python+pygame. Can you make it to the end?
Controls:
- Movement: <Numpad> or <WASD> (with diagonals <QEZC>)
- Skills: <Keypad 1-5> ( Alternative: <j/k/l/;/'> )
- Selection: <Enter> or <Spacebar>.
- Press <?> or <Esc> for in-game menu and instructions.
7DRL 2024 notes:
- ESC key exits full screen mode on itch.io. Please use BACKSPACE key to cancel targetting.
- There are some issues with python wasm and audio, so the sound/volume option sliders don't work on the web version.
- You can pull up in-game menu with "?" if you missed some of the guide.
This game utilises my existing WIP engine called RLEngine. Some of the features my engine provided before the jam:
- Input management
- Complex turn-based game state management
- Complex entity state management
- Entity cache and index management for collisions and positions
- Map management
- Animated entities
- Pre-made widgets
- Inventory, Skill and Perk management
- Random map generation
- Entity and targeting systems
- Particle Effects
Status | Released |
Platforms | HTML5, Windows |
Rating | Rated 5.0 out of 5 stars (3 total ratings) |
Authors | rentonl, FinchL |
Genre | Strategy, Survival |
Made with | Aseprite, pygame |
Tags | Seven Day Roguelike Challenge, grid-based, pygame, Roguelike, Roguelite, Tactical, Turn-based, Turn-Based Combat, Turn-based Strategy |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard |
Accessibility | Subtitles |
Download
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Click download now to get access to the following files:
sstones_windows_1.0.1.zip 38 MB
sstones_windows_1.1.4.zip 38 MB
Development log
- Seven Stone Sentinels 1.1.0 ReleaseJun 14, 2024
Comments
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You'd think this was a game with far more time put in!
very enjoyable game! great job to everyone involved
So much polish! And so many well-balanced thought-provoking tactical challenges:D
Thanks for hanging out in the stream. Unfortunately I play a bit deliberately so although we got really far in the first run so far, I still didn't manage to finish it in time and will have to wrap it up later on my own time :P (wish I could save the game just in case, but hopefully it won't up and disappear on me--I've left it running there at round 12...)
For the record, my run and feedback/questions etc is archived here at 02:11:44:
Edit: Tonight I did go back and had no problems continuing from where I left off, ended up finishing that run, a win! Good stuff, just increasingly powerful sentinels and it was interesting being able to take different ones out quickly each round then have to deal with whoever the survivors of that initial onslaught was. All the abilities were quite useful throughout, except for Stomp, which I used far less than the others. It came in handy a few times when I had no choice and had run out of everything else, but usually my tactic was to draw enemies out and kill them one or two at a time, so not much need for pushing foes backward. It might've been more useful overall if I had buffed it in any way along the journey, but I was using items to buff the other abilities, so I'm sure that made a difference, too! A different run could take a different approach...