Game
The Last Minute Dungeon
8 years ago

Devlog #5: Menus, items, big flying orbs, death... and some beta info!


Sorry, no video this time like I promised. Some things aren’t ready for that, but hey, let’s have some GIFs!

5d0b67b0b2eee.png

(Pretty bad quality for some reason, LICECap failed to capture the black colour correctly)

It shows the title screen and the starting sequence. Don’t ask why the player is on fire.

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The big floating orbs will grant you level up to the stat of current colour. They are pretty rare, though.

Also shows the settings screen. You can disable the CRT effect and mute the volume if you are a jerk don’t like them.

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There are four items to collect:

Magnetic Moon

  • Nearby orbs will move towards you

  • Orbs will give more experience

Heroic Shield

  • You will take less damage from
    enemy attacks and trapsBlood Gem

    • Physical attacks will do more damage

  • There is a 20% chance that killing an
    enemy will restore one heart.Magic Pill

  • Magic attacks will do more damage

  • Magic explosions will attract
    nearby enemies

You can correct two of them in the first round and the remaining two during the second round.

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When you die, you are given a rank. The ranks are (from the worst to the best):

Worthless
♢ Amateur
♢♢ Promising
♢♢♢ Not bad
☆ Pretty good
☆☆ Experienced
☆☆☆ Skilled
★ Advanced
★★ Champion
★★★ Master
★★★★ Grandmaster


That’s everything this time! I’ll try to add the remaining content (sound effects and teleporter to the “first final battle” (aka the final battle of the first round), so I have enough material for a video. The final battle itself will come later.

Oh wait, I mentioned beta, didn’t I?

Beta 1 info

The beta 1 is coming during the next two weeks. If I work hard enough and stop playing Overwatch, I might be able to release the battle in the end of next week, but it’s very unlikely.

The beta will have the first round and its final battle, but will lack of:

  • The second round

  • Full GJ API support or GJ API features at all

I’m not sure whether I add GJ API features (leaderboards and trophies) to the first beta. The game uses Lua scripts, and to prevent cheating, I had to add some kind of cross-platform encryption, which may take some time.

The beta 1 will be available for everyone.



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Devlog #4: Chaos! ...and a new story

Sometimes I start a project but I lose motivation to finish it. This is one of these projects. The source code is available on Github, though, and there you can also play the prototype:

https://github.com/jani-nykanen/unnamed-dungeon-crawler

Devlog #3: Enemies ahead!

Some progress. I'll start a devlog once I decide the name for this game (the working title is "A Tower for Memories").

Here's some #art. You don't have to thank me.

The working title is "A Memory of Owls". I'll start a devlog if this project survives that long.

Some funky hand-drawn animation. And I really mean hand-drawn animation: I drew the frames on a paper with a pencil and then scanned the result and created the gif.

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!

#metroidvania #pixelart #gamedev

Stuff

Devlog is coming once I draw the logo and create the game page.

Who would have guessed, making a puzzle game with metroidvania-like progression for MS-DOS with CGA graphics didn't really work, but if you want to try it, see here: https://github.com/jani-nykanen/the-curse-of-cga (see "Releases"; requires DOSBox)

I still had fun, though.