A downloadable game for Windows and Linux

You are Deathcaller, a warrior tasked with destroying the Callers in the world. 

Callers summon unnatural horrors which must be eradicated!

  • Killing [c]allers will create a portal [>] to the next caller.
  • Kill enough enemies in a level to get an Ability (up to one per level).
  • Try to kill Callers quickly so they cannot spawn more enemies
  • Kill all 10 to complete your task!

Made in 7 days for 7 Day Roguelike 2018 by Macoy Madson. 

Source available on Github.

What I Used

I used my light SFML 2 wrapper and OpenSimplexNoise. I did not start with any roguelike-specific setup. Deathcall is written in ~3300 lines of C++.

Work Log: See Comments

Install instructions

Unzip and run 7drl.exe (Windows) or ./7drl2018 (Linux). 

Note that your working path should be the same as the executable if e.g. you're running from the command line.


DeathCall-Linux64.zip 1 MB
DeathCall-win32.zip 2 MB


Log in with itch.io to leave a comment.

Let's Play Deathcall!  

Enjoyed the game!  What does the Restoration ability do?  Full Restore clearly pumps back up your Health and Stamina, but no amount of experimenting would let me figure out what Restoration does.

Thanks for playing! What made you decide to check it out?

Restoration restores a percentage of your stats instead of 100%. You made me find a bug however in that Restoration only restores a percentage if you are not in the Barrens yet. Once in the Barrens it is exactly the same as Full Restore, just the name is different. If you get it in the Forest it'll be called Restore; if you use it in the Forest it will do a partial restore. If you then get to the barrens it becomes a full restore. Oops! :). The fix is just to check whether you got it early or not and use that value

Interesting.  I did test it twice with an eye to the Health and such, but nothing regenerated more than, say, passing my turn would merit.  Have you fixed the bug and reuploaded?  Please let me know when/if you do.

I have a newish youtube channel called ROGUELove.  I play and review indie roguelikes.  I have about 200 or so in a folder, waiting to get to, and your title just caught my eye, so I gave it a whirl and found it fun.  A Let's Play will go up in the next few days, probably (I've already recorded it), and probably a short review a little while after.  I'll link it here, if you like.

Further curiosity: is Deathcall your own IP, or is it based on an existing property?  It called to mind the cover of the old Deathstalker movie.  If your own, was it created solely for this game, or have you used it elsewhere, as well?

Deathcall is my own IP, yes. I created it for the jam. Originally it was named "Deathcaller" but I shortened it to Deathcall so that the ASCII art on the main menu would fit within my column limit :). 

I appreciate you taking the time to play and review it. I'm excited to see your Let's Play!

(1 edit)

All times are appoximate.

Note that I work full-time as a software engineer so I could only put in a couple hours after work each day.

Start work 9:20 AM March 3.

Saturday: 8 hours spent adding tile map rendering, player & player movement, input, colors, status line, camera snapping, melee combat, death screen, input repeat, lighting/poor man's visibilty radius, sidebar/status display

Sunday: 7 hours spent adding enemy movement, window resize, portals, stat restoration, logging output

Monday: 4 hours spent adding levels, summoners, death progress

Tuesday: 4 hours spent adding abilities, lightning, abilities sidebar UI

Wednesday: 4 hours spent adding leveling, ability drops, enemies spawned on level by default, phase door, and other tweaks

Thursday: 3.5 hours spent adding "essential" polish e.g. sound FX, font autoscaling, bugfixes, UI improvements/fixes, main menu/info/help/victory

Friday: 1 hour in the morning, 6 hours in the night (worked past midnight) spent creating new abilities and enemies as well as building on Windows (which took up the majority of the 7 hours...)

Saturday: 3.5 hours (woke up at 5 AM for this!) spent balancing the game, creating linux build, packaging final builds, uploading, making posts, and creating banner/screenshots

Total: ~40 hours

Finished and uploaded ~8:20 AM March 10. Success!