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A jam submission

Boggarts & BilliardsView game page

A ball-chuckin' roguelike made for the 2026 7DRL jam :)
Submitted by Acedio — 1 day, 9 hours before the deadline
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Boggarts & Billiards's itch.io page

Results

CriteriaRankScore*Raw Score
Polish#1002.8583.500
Fun#1042.4493.000
Innovation#1122.4493.000

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Successful or Incomplete?

Success

Did development of the game take place during the 7DRL Challenge week?

Yes

Is your game a roguelike?

Yes

Turn-based

Yes

Meta-Progression

No

Roguelike Elements
Randomly generated dungeon levels, enemy placement.

Screenshots

Yes

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Comments

(+1)

Love how throwing the ball feels, and the little effects like the mushrooms showing off they're about to move, the bomb guys' explosions, and the satisfying screen shake when hitting with the ball. Awesome job!

Developer(+1)

Thanks for trying it, man! There's not much in the game at the moment, but I'm glad I got to polish what is there a little bit before the end of the compo :D

Submitted (1 edit) (+1)

This game’s got balls! I’m always happy to see games made with PICO-8, and this one is a great example of what the it can do. Throwing the ball around to take out enemies feels really satisfying, especially when you manage to line things up and defeat multiple monsters at once. Moments like that made me wish there was a score or XP multiplier for taking out two or three enemies in a single throw. 

Muscle memory for picking up and releasing the ball with Z, and having to release to move, and press and point in a direction and release to fire took some getting used to.

The simple animation are lovely and give the game a lot of charm. I enjoyed looking through the commits and seeing the progression in the game. And of course - programmer music, haha. Nice one!

Developer

Thank you for trying it out, Lee! I agree that a multiplier or something similar would be cool. In a roguelike-fashion, I was also thinking about maybe having enemies that could only be killed if they were the second enemy (or more) killed in a single roll. Or even just a different sound effect/particles/etc that makes those kinds of rolls even more satisfying :)

I totally agree that the firing mechanism feels clunkier than it needs to. The main reason I kept it like this is to allow for diagonal shooting, but I actually have some ideas I got from other roguelikes in the jam that might make it better. Or I could just remove diagonal shooting? It's hard to make a good diagonal shot, but that makes me want to keep it to raise the skill ceiling xD I'll play around with it a bit!

Also glad you enjoyed the commit messages hahaha. They got a bit more unhinged as the days went on xP