Strange that we have had so little 7DRL discussion on Roguetemple this year. Everyone busy on RGRA or just quietly developing their own?
Most of the 7DRLs I've tried this year have been more or less the usual dungeon crawlin' monster-hack-and-slashin' fare. There's a few highlights like the clever mechanic and nice atmosphere of
God of Change. If you're going to implement a Xom-like chaos god in your roguelike, you might want to try out God of Change for inspiration. hmp's
Dwarftown also does a lot of atmosphere with little material: Going from the cheerful sunlit forest to the dank dark rat cave lit here and there by glowing fungi is a pretty evocative moment. Like
Madness from last year it's balanced to be pretty easy, so consider it a nice stroll through some ASCII environments.
So far, though, my favourite, if-you-only-play-one-7DRL-this-year-make-it-this game is
kusemono. I already praised it on the newsgroup, but I'd just like to repeat that this game does being a stealthy killer really well, with some simple and cool mechanics to govern visibility and running. It's cleverly designed so that you don't
need to hide around corners to take out a single enemy: You just need to walk in at an angle and run the last couple of steps. However making good use of the environment is essential to clearing (or going around) rooms with more ants in them.
The shield mechanic is cool too. Essentially the game will always forgive you
one error, giving you a variety of tools that all require having the shield charged to use. Killing an ant recharges the shield, so you can use those tools a lot... but if you should ever make
two mistakes in a row, you'll be next to an angry mutant ant with a discharged shield, meaning a pretty good chance of ending up dead. It's a far more relaxed approach than consumables that you have to manage over time, yet it still keeps the game breathing down on your neck regardless of how careful you try to be.