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Wow, thank you for trying it out! :)

I am working on a version 1.1 upgrade now. Managed to squeeze out 3KBytes ROM space with an improved tileset compiler, which allows me to add those few gameplay features I wanted the first place, but ran out of space to have them.

Nothing too crazy, but will add a little extra to make it play better!

Totally addicted, I played it almost the whole day 😅 I'm so curious what's your top duration at your own game? (My best so far only 41)

Whoa a great game at last: I survived 52 months and encountered the huge dragon 🐲

Nice! :)

Yup, did it this way by design, the large dragons starting to appear from the 2nd year could appear like some final boss for intermediate players, then once you get the feel of the game's mechanics beyond Match-3, eventually you make it to the 4th year... It is possible to go further, pushing it (and now experimenting with the v1.1 add-ons while developing it) I have some worry that someone absolutely understanding the mechanics to its depth and playing it near perfection might possibly be able to "beat" it, in the sense that there is a point where the game runs out of being able to give you stronger waves. No worries, that's quite a way from the 4th year :)

Otherwise tried to design the difficulty curve and mechanics so it hopefully should give an interesting game for all skills, and at any stage of the game. Hopefully more or less works :)

I see the update to 1.1, still need to figure out the additions. I've noticed the souls count at game over, the signals at the top as you use swaps (hints on the columns that will be hit by tough dragons?).

Then, I can't see the Fullscreen button anymore?

Yes, the signals are for tough dragons :)

The Fullscreen button I removed as on Itch it didn't really work - it could occupy the whole screen, but the game remaining 640x480, which was kind of pointless (or did you see it working in some environment?). Some time in the future I will try to work on a better Uzebox web emulator, EEPROM state saves would also be really nice.

Fullscreen: yes at first the fullscreen button (with the ICON only) wasn't of much use since the game canvas was still small in an empty page.
But(!) I noticed there was a kind-of hidden actual white button with "Fullscreen" on it that appeared for a second at launch and then it was pushed down out of the iframe: but if I gave the focus to the description and pressed shift+TAB (or even simpler, drag the fullscreen icon and then press TAB) I had the focus on the white "Fullscreen" button that worked perfectly for me, Chrome on Win10.

Wow, that indeed works! Thank you :)

I changed the web embed's settings so now that fullscreen button remains visible (and removed itch's fullscreen), also on Flight of a Dragon (which is having the same issue with fullscreen).