OH, I understand. I guess you didn't think of a puzzle where this is forced or beneficial to do, in that case.
Patashu
Creator of
Recent community posts
After coming back to poke at the game gain, there is one situation where I think the conveyance is strange:
1) Put a box in storage.
2) Try to put a box down but there's already a box there (so it's instead put down in the past).
This is now a situation where if you don't pay off your box debt, the world ends, like the more typically used version of 'put air in storage, put a box in storage, box is in the past', but UNLIKE that version, there's no flashing box in storage to tell you what your debt is.
I can't tell if this is on purpose or not, just bringing it up in case this was overlooked during development.
If you use one of these OSes and your save file is wiped every time you refresh, try turning off "Prevent cross-site tracking".
Source: https://itch.io/t/2636350/localstorage-doesnt-work-for-html5-games-on-ipad-by-de...
And done! A win with all five colours, over the span of two days. Red and green were a winstreak of 2, and 3/5 of the wins were without using any orbs. The chaos of the final fight is so much fun - somehow it feels fair even though it really shouldn't be. It seems like you need huge nukes so that the healers are distracted and you can finish things off with bite. Doing a win without Bite seems possible but very hard (including a win without orbs and without Bite).
Some bugs I noticed while playing: 'by the eletricity' typo, if you're white you still stop each two tiles when w+dir navigating over ice (the other dangerous terrain types might have the same bug), pressing v prints no message even though there might be no visual effect. It'd also be nice to have a warning if you're about to use a skill that couldn't possibly hit anything (like a breath directed into a wall) and have mouse controls, but it's understandable those might be tricky features to add to such an old game.
Overall a rare 'dragon gender euphoria' kind of game and the themeing is very strong, and a coffee break sized microcosm of roguelike tactics and strategy. Thanks for making!
I had this recommended to me by my brother - short and sweet, has the DCSS feeling of 'randomly you're put in a terrible situation, figure it out'. It's very interesting and entertaining that the final level is winnable, because at first glance it looked obviously impossible. Going to see if I can get a win with every other colour now.
'Trapdoor maze' is a reference to Deadly Rooms of Death (DRoD), where an entire archetype of puzzles is 'a bunch of tiles you can only step on once; step on all of them'. In this context, the darker blots are like multi-step trapdoors, and the logic for 'how to traverse them' is still deeply related.