Here's the EU mockups I did. I licensed the background image so I think if I share the raw image that would break that license, and even with the logo I only ever finished off the design in a small version (I think the banner on this page is the largest transparent version of the logo available). Obviously if I was intending a commercial release I'd have put more work into higher res assets.
Locked Door Puzzle
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Not quite as much progress as I'd like on Day 2 though I did spent a lot of time on it today. The gear loadout system was most of the day including spawning items, collecting them, equipping them and having them affect combat strength. I also got screen switching working too. Tomorrow I want to focus on level generation so all these systems I built start to feel like a roguelike game.
Working on what I hope to be a fairly straight forward 8-bit styled roguelike with room based maps and quest driven progression.
I probably won't enter the final game in the comp because I don't enjoy entering my work for judging. However I want to play along and try and get this game done.
Day 1 was just normal foundational stuff as you can see from the gif. Day 2 will likely be similar but hoping from Day 3 I can start getting into some interesting features.
DAY 1
Hey sorry yeah I target Amiga CD32 as it's the only Amiga hardware I have. I developed on an emulated A1200 so it should run on one but I don't have a simple path for you playing it there. Inspiration wise there's a bit of Cube and Silent Hill in there, but more than anything I wanted to make a small game that would keep surprising players in various ways.