My first entry for the 7DRL Challenge, Into Danger, is half-finished after 7 days of development. I consider the entry, although playable, a failure. You can play it here. It has the following features:
Assorted assets created for Into Danger (but not used)
There was an element of life getting in the way, but for the most part, the game's original vision wasn't really achievable in 7 days (well, certainly not the 4 full days I was able to work on it). The development timeline was something like:
As originally planned, Saga was meant to be a 1-dimensional roguelike. In it, the player would proceed through randomly generated levels, moving left and right along a straight line. It was to take advantage of special effects possible with CSS3 to create a variety of monsters and items with a small number of graphical assets, as shown below (may not work with older browsers):
Monsters, items and locations/biomes were to be randomly generated by attaching adjectives to them. So the player might fight a "Drooling Hyena" in "The Caves of Freezing Slime" with a "Blessed Sword of Chaos", with all those adjectives (like "Drooling" or "Freezing") modifying the thing attached to them in some way.
I had a lot of ideas for content and how the player would interact with it (eg, needing corrosion resistant weapons before entering slime biomes), but creating that depth of gameplay in 7 days wasn't feasible. In hindsight, the emphasis on random content should have been dropped entirely. Into Danger should have focussed solely on demonstrating the concept of a 1-dimensional roguelike with just a small handful of monsters and items.