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(+1)

really cool! the map tech is wild. and the trick to display the HUD hearts it clever – I’ll have to remember that.

rot13: V sbhaq 6 be 7 urnegf, sbhaq n qhatrba, naq tbg fbsgybpxrq va gur jngre pnir – vg frrzf gb unccra pbafvfgragyl jura V uvg gur gbc-yrsg pbeare bs gur oynpx erpgnatyr vafvqr gur jngre. obggbz-evtug gbb. nz V snyyvat va n cvg..?

(1 edit)

Glad you're enjoying it. You're actually the second person who's written about being confused by my little bug-doubling-as-a-feature. Guess that's what I get for not having any play testers. I'm working on a fix, and I explain what's going on here:

https://www.lexaloffle.com/bbs/?tid=54435

Also, you mentioned the dungeon, did you figure it out, or were you stuck there?

Okay, a fixed version is up. The offending area is now blocked off, though still visible for the sake of intrigue ;). The cave entrance is also slightly repositioned, but still on the same screen.

(+1)

alright, I beat it! I mayyy have cheated by using a well-placed stop() to look at the map (I was stuck in the dungeon – funny solution in retrospect! should have found it)

ahh the softlock makes sense now – cool to see the raw code peeking through like that! but fixing it seems good, much nicer now

(1 edit)

Yeah, the dungeon does rely pretty heavily on trial-and-error since there wasn't space for complex mechanics, and storing two copies of one sprite and using tile properties was cheap. The entire map is shown for a frame at startup when it's being drawn, so your cheating isn't entirely unprecedented. Glad you had fun, and thanks for the feedback!