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Slow progress is better than no progress, eh?
I added two new enemies (fish & hat), chests and life containers. And pause screen. Plus a lot of bug fixes you cannot see in the gif.
Note that this is still the test area.
This happens if I put every 15 different enemies to the same room. At least no one of them is skipping through walls like they used to... There won't be more than 3-4 enemies max per room in the final version, though, this is pure testing.
I have had bad luck with my projects this year, so I decided to make a sequel for A Graveyard for Dreams. Maybe I will finish this project one day, maybe not, but at least I have fun making it!
Some progress. I'll start a devlog once I decide the name for this game (the working title is "A Tower for Memories").
I implemented simple dialogue boxes. Since the resolution is so small (160x144), the dialogue will be short & compact. And yes, it will be skippable.
(I know, not much a progress, but I'm pretty busy writing my master's thesis right now)
And back to development hell/heaven! Next thing to add: items to the shop, obviously.
(EDIT: and maybe edit those chains, they look a little silly)
Version 1.0.0 released
This is the main (stable) release.
Savepoints added. The game uses localStorage for saving, no cloud stuff. The title screen is a placeholder, will have some fancy background later.
I added that "respawn" function to make sure the player won't get stuck...
Here's some #art. You don't have to thank me.
Night is coming.
Note that "night" is just used to reveal some objects that are required to collect to enter the final area, it's not a distinct game area.
More about it later.
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