Next up
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)
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.
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...
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)
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.
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").
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.
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