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(+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!