Game
A Palace for Fools

6 years ago

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)




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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...

Time portals implemented. And that one enemy that is certainly not stolen from Super Mario!

E P I C You might think that since I have final boss done, the game is always finished? Well, yes and no, I still haven't started doing the actual game maps, I have only test areas...

Version 1.0.0 released

This is the main (stable) release.

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

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

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.

Stuff

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

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.

I still don't have too much time to work on this project, but I'm still going to (try to) finish it by Christmas.

I added a new type of portal that will send the player to the final area of the game.