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Stuff
Devlog is coming once I draw the logo and create the game page.
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!
Time portals implemented. And that one enemy that is certainly not stolen from Super Mario!
Some progress. I'll start a devlog once I decide the name for this game (the working title is "A Tower for Memories").
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.
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.
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...
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.
Here's some #art. You don't have to thank me.
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)
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