Roguefall
Roguefall - a short, turn based Roguelike platformer.
NOTE: you can melee attack by bumping into enemies.
INSTRUCTIONS (PLEASE READ IF YOU'RE STUCK OR UNFAMILIAR WITH ROGUELIKES):
- Roguelikes tend to be medium difficulty games. As are platformers. This is not a casual game. You will die a few times figuring things out.
- This is intentionally a short game, made in one week for a game jam that emphasises the need for a complete and finished game. There are therefore only 9 levels and just one end of game boss.
- A/S/D to move. W / space bar to jump. 1-6 to shoot in a specific direction (note: you only have limited ammo).
- Gravity pulls you down automatically, if you're in mid-air. It moves you 1 tile per turn, after your turn. Take that into account, especially when near spikes, as those do 1 damage!
- The map wraps around vertically and horizontally. So, when entering the bottom of the screen, you'll appear at the very top the next turn.
- Z to skip turn.
- It's a platformer/roguelike. That means jumping around, moving towards/away from enemies at times. Some enemies rush you, others stay back. Just like in platformers like Super Mario. If you've never played a regular platformer, go play one of the 1 million free ones that are out there.
- Enemies come in waves. After each wave, an item will appear (the waving icon). These items either fill your health, ammo, or apply a shield.
- Enemies are different. Some can even have shields, like the player does.
- After the waves, the level ends and a door + upgrades appear. The upgrades can increase your max health/ammo/attack range/hunger capacity.
- Your hunger clock decreases each turn. At zero, you take 1 damage. You can reset the clock by taking out an enemy.
- At the end, you will face the dungeon boss. You win by defeating it.
I did have stomping as a mechanic initially, but found that it just didn't fit. Enemies would die when gravity took them out, which didn't feel satisfying and really looked off as if they just died for no apparent action on the player's part. It also made the game too easy. With one fall I was able to take out 5 enemies. It works in real time platformers, but just doesn't translate to turn based combat. So, I took it out.
TIP: enemies can hurt each other...
Made for the 7DRL (Seven Day Roguelike Game Jam) 2026.
Inspired by the excellent games, Hoplite, Super Mario, and Towerfall.
No Generative AI was used in the making of this game.
Credits:
ART: Kenney.nl, Sergey Kotenev @ unsplash.com, https://bdragon1727.itch.io/, https://stealthix.itch.io/
MUSIC: Lesia Kower @ pixabay.com, alperomeresin @ pixabay.com, Makoto Hiramatsu




Comments
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Took me a bit to figure out what I was doing, but once I did this is a cool concept! I didn't realize I could melee attack for an embarrassing amount of time. Feels like there could be more enemies earlier on since it starts to be a chore chasing them down. I'm not a big roguelike fan, but this is a fun prototype.
Thanks for the feedback.
I was afraid the player would become overwhelmed at the beginning and wanted to make them move around to get to grips with the controls, gravity, and the way the map wraps around.
Turn-based platformer is something I’ve not seen before. I think you did a great job with the jump physics, it’s intuitive and interesting.