Game
A Palace for Fools

6 years ago

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.




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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.

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

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.

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.

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...

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

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

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)

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.