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Captain Dreamcast

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I liked the dialogue a lot too. The chemistry between Ao and Peperi, and of course the true protagonist Mr. Sol, really has some interesting places to go.

My feelings are pretty much the same as the other comments. It's a really fun demo with a neat base idea that lends itself to puzzles. I also liked how you threw in the liquid physics and the ball pit. Those were actually some of my favorite and most memorable parts, so despite their "danger" mentioned below, I'd probably argue in their favor.

There's just one thing I wanted to bring up since I haven't seen it mentioned before: From what I see, ranks are distributed based on completion time right now. However, when I stop to let the dialogue play out, the time also appears to keep running. Just moving on didn't feel right either, since I'd have to worry that the next event might override the current dialogue. 

Bug-wise, I didn't really find anything. When doing a coin collecting run and collecting the final coin with Peperi, I can still make sounds when pressing the jump button, that's all I really managed to find.

So yeah, all in all, very good demo. A lot of love put into details, like the underwater bgm effect and the parallax when doing the big jump with Ao. Good stuff, I had a lot of fun!

Thanks for the feedback! The AI is something of an eternal issue, some characters have it built-in (and are often too hard for casual story-driven fighting), but I kinda want the standard AI to stand a fighting chance too (although it usually doesn't).

I should tweak guarding towards being more effective when the enemy attack has fewer frames though, that should at least protect against the death by a thousand jabs.

It might be a bug in the engine or the state machine. I'd assume the engine, some of the hit transitions are a bit wonky in there.

The Dio character was made by shio, it comes with a Japanese readme, so the best you can try is to read the moves from the command file. A more popular Dio was made by warusaki3 (which I couldn't use due to Dreamcast memory issues). That Dio has a wiki entry with moves. Both Dio versions are a conversion of the Heritage for the Future character, so the commands should be pretty similar:

Please note that things like Time Freeze are still broken in this version.

For completeness' sake, here is the source for the Dio used here:

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Great, it deleted most of my images. Will fix real quick.

Edit: Done fixing the images, I never knew how terrible the itch commenting stuff could be. Will probably change this comment section to forum-style with the next demo.

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10. The final step is starting the burning process. Make sure you have inserted a blank CD-R in your drive and press the Start button. It is greyed out in the image because I don't have a blank CD-R right now, but in your case it should be clickable:

It is generally a good idea to set the writing speed as slow as possible to avoid disc errors.

11. Wait until the burning has finished and put the CD-R in your Dreamcast. If everything works out, you should see a little message on the licensed by Sega screen and the game will start afterwards.

That was pretty much as in-detail as I could make it, I hope it helps!

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9. (continued): After selecting the CDI you created earlier, it should look something like this:

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9. Click on the source button to select the CDI you want to burn.

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7. After clicking away the various messages, click the New symbol in the upper left corner:

8. Select Burn disc image from the list that comes up:


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5. (continued): This will also create a CdiName.cdi in the dreamcastkit folder, this is what it looks like in the example:

6. The final step is burning the CDI to a disc. This works like with all other Dreamcast cdi images if you have experience with that. For burning those, you generally use Padus Discjuggler. The trial version is available here: . It supports everything you need to burn CDs, so that can be used. The Padus site seems to be timing out right now, so I'd like to mention that an alternative to Discjuggler is ImgBurn ( which also supports CDI files. I can't give an in-depth tutorial for that since I have never used it though, so the tutorial will continue with Discjuggler.

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5. (continued)

This will start the cdi creation process, which will look something like this:

(Will be continued, itch really doesn't like large images)

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5. This is where the command I mentioned before comes in. If you now type make_cdi.bat CD_NAME CdiName, a CDI will be created based on the files in the assets folder. Modifying the assets works analogously to how it works in Mugen, here is a good tutorial on that: . There are things to remember when making games for the Dreamcast, most importantly the memory limits. The Dreamcast has very limited memory compared to modern computers, so make sure to pick characters that fit. From my experience, characters with a 5MB sprite file represent the very upper limit of what you should put in. I'd probably go with 4MB as an upper limit to be sure, since there are also other factors, like the size of the statemachine playing in. Finally, you have to make sure your CD_NAME is not too long. If that is too long, the creation of the CDI will fail. That being said, the command should look something like this (replace CD_NAME and CdiName with the name you want your CD to have and the name you want the output cdi to have respectively):

Once again, I had to split it up, the next steps are in the next comment.

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I'll try to go into more detail:

  1. Download the Dolmexica Infinite Make-your-own-game kit for Dreamcast
  2. Extract it to a folder. For the purpose of this tutorial, I will assume the kit is under C:\dolmexica\dreamcastkit
  3. Open the command prompt. Tthe command prompt is opened like any other program. Under windows 10, you would hit the windows key, enter command prompt and then select the program. The only issue here could be that the command prompt is called differently in different languages, for example, the German version is called Eingabeaufforderung. If all else fails, you can press the windows key + R and then enter cmd in the window that pops up.


4.  Next, you change the directory to the place where the dreamcastkit is by entering cd C:\dolmexica\dreamcastkit (this should be the folder where your make_cdi.bat is, if you have it somewhere else). If there are spaces in your path, you have to add "" around your path, like cd "C:\dolmexica\dreamcastkit"

The tutorial was too long, so I have to split it into multiple parts, it will continue below.

Directional inputs are always valid, button inputs are only valid in accordance with the beat. There are also freestyle sections (which replace the spinners from the original Osu), during which all input is valid.

The general documentation can be found here:

Not by myself, but there is a Reimu_RP_Readme.txt included with the character that lists most moves, including the most important ones. I've made a pastebin of it:

Pressing weak punch (Q under the default layout) and medium punch (W under the default layout) at the same time will recover.

This can be done by adding Reimu to the chars folder, then adjusting the select.def. This works analogously to how it is done in Mugen, here is a good tutorial on that:

For reference, the Reimu character can be downloaded here, it's a very good character:
In general, if it is only about playing as Reimu, I would probably recommend Mugen over Dolmexica. Dolmexica is just a Mugen interpreter for Dreamcast/Web basically, so if it is about Windows, Mugen is still the most accurate and will usually work the best.

This has been implemented in newer versions of Dolmexica. Dream Fight 17 A.D. was Demo 6. Demo 7 introduced key remapping, and Demo 14 finally introduced exporting the mapped keys and loading them from config (Windows) or a save (Dreamcast). Remapping is possible in web, but the remapping cannot be saved there.

I'm sorry Reimu froze the game for you. This is an older demo of Dolmexica Infinite, so this issue should be fixed in a newer demo:

It would be interesting to know which version you encountered the freeze in. In the Dreamcast version, Reimu has some memory problems, because she is a rather large character, memory-wise. So there is a good chance the game will run into memory issues during loading. For reference, the Reimu vs King fights in story mode were pretty much at the upper limit as far as memory usage is concerned.

Of course memory issues shouldn't be a thing under web/windows, so if it crashes there, it was something else. Once again sorry you encountered that freeze.

Reimu can be selected for Arcade, Survival, Training and Watch mode. In Story Mode, she is part of Team Anime and has a fight in there.

Reimu has regular and special attacks. The special attacks are listed below. For simplicity, I'll use some abbreviations in the special descriptions: QCF refers to a down, down-forward, forward motion on the analog stick or dpad. UPPER refers to a Forward, Down, Down-Forward motion. a b c refer to weak kick (A key on the keyboard), medium kick (S key) and strong kick (D key) respectively. x y z refer to weak punch (Q key), medium punch (W key) and strong punch (E key) respectively.

Reimu Hakurei:

  1. Spellcards Lvl 3 - QCF, QCF + x or y or z or c or x+y+z
  2. Fantasy Seal - QCF, QCF + x or y or z
  3. Demon Binding Circle - Down-Back, Down-Forward, Down-Back, Up + x or y
  4. Guard Cancel Counter - Back, Down-Back, Down + x or y or z
  5. Ascension Kick- Hold Down, Up + x or y or z
  6. Hakurei Amulet - Hold Back, Forward + x or y or z
  7. Rain Dance - UPPER + x or y or z
  8. Dimensional Rift - Back, Down, Down-Back + x or y or z
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I think I understand what the issue is here: The make_cdi.bat is supposed to be used with the command line, if you just click it, it will flash then immediately close itself. It is supposed to use with its parameters like this:

There will be a version with a proper GUI in either Demo 15 or 16, but I still haven't started work on that yet, so I can't tell when that will be included. Sorry that the README was unclear on that, I have added the fact that it needs to be started from the command line to the Demo 15 version.

Now in Portuguese with Google Translate (probably pretty wrong, but I hope the general meanings come through, I'm not actually sure if it is even Portuguese in the original question, looks like it could be Spanish too, I'm sorry, please blame Google Translate autodetect):

Acho que entendi qual é o problema: O make_cdi.bat deve ser usado com a linha de comando; se você clicar nele, ele piscará e imediatamente se fechará. É suposto usar com seus parâmetros como este:

Haverá uma versão com uma GUI adequada na Demo 15 ou 16, mas ainda não comecei a trabalhar nisso ainda, portanto não sei dizer quando isso será incluído. Lamentamos que o README não tenha sido esclarecido, mas acrescentei que ele precisa ser iniciado na linha de comando para a versão Demo 15.

Ok, I'll list the character's specials. As far as strategy goes, the characters in this demo are especially weak against crouching kick attacks, that is something that could help. Later demos also have F1 as a debug key that immediately wins the round, though that is disabled for Dream Fight 17 A.D.

For simplicity, I'll use some abbreviations in the special descriptions: QCF refers to a down, down-forward, forward motion on the analog stick or dpad. QCB refers to a down, down-back, back motion. HCF refers to a back, down-back, down, down-forward, forward motion. HCB refers to a forward, down-forward, down, down-back, back motion. UPPER refers to a Forward, Down, Down-Forward motion. a b c refer to weak kick (A key on the keyboard), medium kick (S key) and strong kick (D key) respectively. x y z refer to weak punch (Q key), medium punch (W key) and strong punch (E key) respectively. Due to this being an earlier demo, holding commands do not respect their holding duration. If the command says "Hold back for half a second" just tapping back will also work. This changes in later demos.

  1. Baiken:
    1. Tatami Gaeshi - QCF + a
    2. Youzansen - UPPER + y
  2.  Chipp
    1.  Power Charger - UPPER + c
    2. Hyper Combo - QCF, QCF + a
    3. Meisai - QCB + a
    4. Ten'i - QCF + y
    5. Beta Blade - UPPER + x
    6. Alpha Blade - QCF + x
    7. Gamma Blade - HCF + b
  3.  Cop Justice
    1. Hyper - QCF, QCF + a or b
    2. Super - QCF +a or b
  4. Courage
    1. Unnecessary Roughness - QCB, QCF + x or y or z
    2. Power Check - QCF, QCF +x
    3. Two-Point Conversion - QCF, QCF + y
    4. Helmet Spear - UPPER + a or b or c
    5. Drill Spear - QCB, QCB + a or b or c
    6. Air Tackle - UPPER + x or y or z
    7. Shoulder Tackle - QCF + x or y
    8. Stiff Arm- QCB + x
  5. Axel Stone
    1. Super Missiles - QCF, QCF + x or y or z
    2. Super Golpes - QCF, QCF + a or b or c
    3. Missiles - QCF + x or y or z
  6. Geese Howard
    1. Deadky Rave - Forward, Down, Back, Forward + a or b
    2. Raging Storm - QCF, QCF + x or y or z
    3. Rashoumon - QCF, QCF + a or b or c
    4. Hishou Nichirin Zan - UPPER + x or y
    5. Reppuken '96 - QCF + x
    6. Double Reppuken '96 - QCF + y
    7. Shin Reppuken - Hold back for half a second, Forward + x
    8. Shin Double Reppuken - Hold back for half a second, Forward + y
    9. Jaenken - HCB + x or y
    10. Reversal - HCF + a or b
  7. Gilius Thunderhead
    1. Upper - UPPER + a
    2. Special 1 - QCB + a
    3. Special 2 - QCF + a
    4. Special 3 - QCF + c
    5. Special 4 - QCB + c
    6. Summon lightning - c
    7. Summon Dagon - z
  8. Haohmaru
    1. Tenha - Down, Back, Forward + y
    2. Seiouzan - Down, Back, Forward + a
    3. Comet - QCB + a
    4. Crecent Slash - UPPER + x or y or a
    5. Rage - z + c
    6. Half Crecent - Back, Down, Down-Back + b
    7. Quake - Back, Down, Down-Back + x or y or a
    8. Cyclon Slash - QCF + x or y or a
    9. Sake Hit - Down, Back + x
  9. Johnny Cage
    1. Turn into Sabrewulf - Down, Back, Down, Down + x or y
    2. Green Projectile - Back, Forward + x
    3. Shadow Punch - Back, Foward + y
    4. Shadow Bk - Forward, Back + y
    5. Shadow Kick - Back, Forward + a
    6. Ball Breaker - x + c
  10. Kung Fu Man
    1. Smash Kung Fu Upper - QCB, QCB + x or y
    2. Triple Kung Fu Palm - QCF, QCF + x or y
    3. Kung Fu Knee - Forward, Forward + a or b
    4. Kung Fu Palm - QCF + x or y
    5. Kung Fu Upper - UPPER + x or y
    6. Kung Fu Blow - QCB + x or y
  11. King
    1. Rose "Dragooneer" - QCF, Down, Back + a + b + x + y
    2. Illusion Dance - QCF, Down, Back + a or b
    3. Silent Flash - QCB, QCB + a or b
    4. Surprise Rose - Back, QCB + a or b
    5. Benom Strike - QCF + a
    6. Double Strike - QCF + b
    7. Tornado Kick '95 - HCB + a or b
    8. Surprise Rose - UPPER + x or y
    9. Mirage Kick - HCB +  x or y
    10. Trap Shot - UPPER + a or b
    11. Mirage Dance - HCF + x or y
  12. Mai
    1. Mizudori no Mai - QCF, QCF + x or y
    2. Houou no Mai - QCB, QCB + x or y
    3. Chou Hissatsu Shinobibachi - QCB, Down, Forward + a or b
    4. Hanaarashi - QCB, Down, Forward + x or y
    5. Kachousen - QCF + x or y
    6. Ryuenbu - QCB + x or y
    7. Sayo Chidori - QCB + a or b
    8. Hissatsu Shinobibachi - HCF + a or b
    9. Wall Jump - Hold down for a little more than half a second, Hold up + x or y
    10. Toki Tsubute - QCF + a or b
    11. Hishou Ryuenjin - UPPER + a or b
    12. Hakuro no Mai - UPPER + x or y
  13.  Mima
    1. Spellcards Lvl 3 - QCF, QCF + x or y or z or c or x+y+z
    2. Escape velocity - QCF, QCF + x or y or z
    3. Orreries Sun - QCB, QCB + x or y or z
    4. Meteor Strike - UPPER + x or y or z
    5. Sweep Away - Back, Down, Down-Back + x or y or z
    6. Green Spread - QCF + x or y or z
    7. Stellar Missile - QCB + x or y or z
    8. Flight mode - c
  14. One-armed man
    1. Shoot gun  - QCF + a or b or c
  15. Reimu Hakurei
    1. Spellcards Lvl 3 - QCF, QCF + x or y or z or c or x+y+z
    2. Fantasy Seal - QCF, QCF + x or y or z
    3. Demon Binding Circle - Down-Back, Down-Forward, Down-Back, Up + x or y
    4. Guard Cancel Counter - Back, Down-Back, Down + x or y or z
    5. Ascension Kick- Hold Down, Up + x or y or z
    6. Hakurei Amulet - Hold Back, Forward + x or y or z
    7. Rain Dance - UPPER + x or y or z
    8. Dimensional Rift - Back, Down, Down-Back + x or y or z
  16. Rock Howard
    1. Deadly Rave - QCF - a + b
    2. Power Geysir - QCB, Forward +b or y
    3. Raging Storm - QCF, QCF + y or b
    4. Shine Knuckle - QCF, QCF + x or a
    5. Super Energy Ball - QCB, QCB + x or a
    6. Shinkuu Nage - UPPER + a
    7. Rising Tackle - UPPER + b or y
    8. Rage Run "Dunk" - QCB + x
    9. Rage Run "Swift" - QCB + a
    10. Hard Edge - QCB + y
    11. Double Hard Edge - QCB + b
    12. Reppuken - QCF + y
    13. Double Reppuken - QCF + b
  17. Ryu
    1. Shin Shoryuken - QCF, QCF + a or b or c
    2. Shun Goku Satsu - x, x Forward, a, z
    3. Shinkuu Hadoken - QCF, QCF + x or y or z
    4. Shinkuu Tatsumaki Senpuu Kyaku - QCB, QCB + a or b or c
    5. Shoryuken - UPPER + x or y or z
    6. Shakunetsu Hadoken - HCF + x or y or z
    7. Hadoken - QCF + x or y or z
    8. Tatsumaki Senpuu Kyaku - QCB + a or b or c
  18. Sagat
    1. Fatal Tiger - x, x, Forward, a, z
    2. Tiger Wave - Forward, Back, Down-Back, QCF + x or y or z
    3. TigerR - QCB, QCB + a or b or c
    4. TigerG - QCF, QCF + a or b or c
    5. Super Shot - QCF, QCF + x or y or z
    6. Super G Shot - QCB, QCB + x or y or z
    7. Tiger Uppercut - UPPER + x or y or z
    8. Tiger Knee - UPPER + a or b or c
    9. Tiger Shot - QCF + x or y o r z or a or b or c
  19. Scorpion
    1. Aggressor - HCF - Start (Enter)
    2. Fire - Down, Forward + a
    3. Ducking Spear - Forward, Forward + a
    4. Spear - Back, Back + a
    5. Teleport - Down, Back + x
    6. Forward Teleport - Down, Forward + x
    7. Super Sweep - Down, Back + b
  20. Sol Badguy
    1. DM_Fire - HCB, HCB + b
    2. Super Mode - QCB, QCB + y
    3. Uppercut - UPPER + y or b
    4. Fire Ball - QCF + y or b
    5. Twin Kick - QCF + a
    6. Dragon Teeth - QCB + a
  21. Sonic
    1. Sonic Acrobatic Rush Super - QCF, QCF + z
    2. Sonic Acrobatic Rush - QCF + z
    3. Spin Down Rush Super - QCB, QCB + z
    4. Spin Down Rush - QCB + z
    5. Sonic Spin Blade - UPPER + x or a
    6. Ring Throw - QCF + b or y
    7. Backflip Wave - QCB + b or y
    8. Sonic Roll Attack - QCF + x or a
    9. Sonic Slash - Forward, Down-Forward, Down + a or x
  22. Sub-Zero
    1. Aggressor - HCF + Start (Enter)
    2. Ice - Down, Forward + a
    3. Vertical Ice - Down, Back + x
    4. Shower - Down, Forward + x
    5. Ice Clone - Down, Back + a
    6. Floor Ice - Down, Back + b
    7. Slide - a + b + c
    8. Ice Blast - Down, Forward + y
    9. Ice Counter - Down, Back + y
  23. Chun-Li
    1. Kikoken - QCF + x or y or z
    2. Spinning Bird Kick - Hold back for a little more than half a second, Forward + a or b or c
    3. Hyakuretsukyaku - a, a, a or b, b, b or c, c, c

This ought to cover most of them. Most special attacks revolve around quarter-circle movements so those are always a good starting point to explore.

Suave Dude, the character included with the current demo, has a few special input attacks (using the default keys to indicate weak kick/strong kick):

  • High Kick: Forward, Down, Down-Forward, then A or S or A+S
  • Dude Kick: Down, Down-Forward, Forward, then A or S or A+S
  • Air straight kick (while in Air): Down, Down-Back, Back, then A or S or A+S
  • Triple Dude Kick (Power bar must be at least 1): Down, Down-Forward, Forward, Down, Down-Forward, Forward, then A or S
  • Smash Dude Slash (Power bar must be at least 1): Down, Down-Back, Back, Down, Down-Back, Back, then A or S

Every character has their own special moves with different inputs, they are not all listed, because listing them all would lead to quite the long control list.

The original Mugen way would be to go into the character files and look into the command file. Though I can see that that would be difficult with the web version. As far as I know the original Mugen did not have any way to look at the commands in-game, might be worth adding something like that to Dolmexica especially for something like the web version.

In a more practical way, a lot of characters have moves that are based on quarter-circle motions of the analog stick/dpad/arrow keys, you can get most of the characters to use special moves with that.

Ok, I think I recorgnize the errors:

For the Dreamcast error, it looks like the disc title is too long. If your command is something like "make_cdi.bat GameTitle DISC_TITLE", it's the DISC_TITLE causing the issues, try using a shorter one, that should do the trick. I'm not sure if it's a CD limitation or of the program making the cd image, but I also ran into this issue before.

For the web version, it looks like you are trying to open the index.html in your folder locally, without uploading it to itch or a similar site first. Browsers don't like loading local files (due to security reasons) and want all files to have either a http:// or https:// path. The easiest way to emulate that is to create a test project on itch and upload the zip there (you can make a project without publishing it and test there). It also seems to work locally with the Edge browser because it does not have the security check against loading local files I mentioned before.

Both Make-Your-Own-Game-Kits come with a README.txt, that is all the documentation there is right now. I'll add it to the regular Dolmexica documentation for next time and add a note about the two issues you encountered. I hope the rest of it works as expected now, once again sorry about the errors.

Oh, sorry it didn't work for you and thanks for reporting it!

Hmm, it should work with the Make-your-own-game kit for Dreamcast and Make-your-own-game kit for Web respectively. They should include everything that is needed for making custom games.

The Dreamcast version comes with a filesystem folder, where you put the assets like you would with regular M.U.G.E.N (though I would recommend testing it with the Windows version first, to make sure there are no errors with the characters themselves or something). After that you have to run "make_cdi.bat GameTitle DISC_TITLE", that should output a GameTitle.cdi. That is the default format for Dreamcast releases and should be burnt with Padus Discjuggler. A trial version which works fine for burning everything can be found here. (I also just noticed the Discjuggler link in the description is broken, I'll fix that now). The reason this format is preferred is historically due to its better treatment of multi-session disc data, which is how the Dreamcast loads CD-R games.

The web version works with the Make-your-own-game kit for Web in a similar fashion: It includes an assets folder where you put the M.U.G.E.N files you want to use (once again, I recommend testing with the Windows version first). After that you run "make_web.bat GameName", that creates the build folder, in which the raw .js files and index.html are located in case you want to change things in them before uploading, and a zipped you can use to upload to sites like itch or newgrounds. There can be problems with bigger games for web versions, the web conversion sometimes struggles with those. Additionally testing the web version locally can be tricky. You either have to use emrun by emscripten, if you have that installed, or test with Microsoft Edge, which works even with local web version builds because unlike Chrome and Firefox it loads local file references (normal browsers disable those due to security reasons, which is great against malware but not so great when you want to test your games locally without running a server).

I also used those kits to make the current Dolmexica versions so they run on my machine at least. Where exactly does the process fail for you? Is there a problem with creating the .cdi/.zip? Is there a failure during burning or loading the game? Does it crash during the game? Does it work with the Windows version or is it maybe just some error in Dolmexica in general? Those would be my first questions, maybe they can help figure out what went wrong. Once again, sorry you ran into issues when trying to make Dreamcast/Web builds.

Thanks for the feedback!

A lot of development went into very unnoticeable things this time: Parallax stages, palette effects, documentation, etc. Basically this time around I did the kinda stuff that needs to be done but you never want to do. This trend of invisible changes will probably continue with the next demo, since that will be focused on making the Dreamcast version run better again.

Heck yeah, the monkey man is back, even a bit glitchier than before.

I like this gameplay better than the original, I feel like there are more cool things you can do with that. Smashing stuff into enemies reminded me of one of the pins in The World Ends With You, that is always a pretty satisfying mechanic. The shaders were a nice touch, I like the new final boss room (the normal boss, I couldn't find the secret boss), I was playing that in a dark room, that was very atmospheric. Very interesting evolution since last demo day, I would love to see more levels and what else you come up with this psychic gunman base.

I cleared the map,  ᵗʰᵒᵘᵍʰ ᶦⁿᶠᶦⁿᶦᵗᵉ ʰᵖ/ˣᵖ ʰᵃᵈ ᵗᵒ ᶜᵒᵐᵉ ᶦⁿ ᵗʷᶦᶜᵉ, ᵇᵉᶜᵃᵘˢᵉ ᴵ ᶜᵃⁿ'ᵗ ᵘˢᵉ ᵗʰᵉ ᶠᶦᵍʰᵗᵉʳ/ʳᵒᵍᵘᵉ ᵗᵒ ˢᵃᵛᵉ ᵐʸ ˡᶦᶠᵉ.

Assassin was my favorite class, once you figure out how much you can stack packs and rice balls it becomes really satisfying to just get those 10+ cards hands. I felt the fighter losses were probably my dumbness, but like the comment below, I feel the rogue is a bit underpowered as it is, it seemed to lack attack cards with oomph to them.

Bug-wise, I encountered some visual artifacts with the text, where rectangular parts of it are cut off:

Not sure if it's a bug but the text on the cards was kinda small, I know you get the big version if you hover over them, but I think it would be nice if you could still read the text on the smaller ones:

At first I thought it would be neat if the enemies attack automatically, but I can see that this would mess up dodge now. I think automatic exploration card playing could still be a thing though, I'm not sure why I would want to keep them around. It's still a fun game, I like the direction with the world map, although I guess it goes against your design philosophy of the continuous game loop where you just jump in and keep playing (like with  the site with the puzzle games you showed once). I personally like the variety in the mission design, and I feel like that could be good to motivate beginners into playing until they get the basics down, maybe have an infinite mode in addition to the missions? Is that already scope creep? Also unlocking stuff is always fun, I liked that. All in all, those were some impressive additions since the last demo day, very naisu.

Also that bandit was wearing a goddamn crown 10/10

the full range of human emotions

I wanted to make them more different, but the Ludum Dare deadline, like time itself, erases all

same energy as the final fight in crisis core (389 ninjas here, once I figured out you can retrieve the ranged attack with the same button, I went full super saiyan jesus 3)

I can't say either right now, I'll try it with Windows 7 first, thanks for the hint (and the additional testing with the VM/extensions!)

The error is because I'm forcing Emscripten, the web framework, to 60fps instead of letting it use the display refresh rate. This error is expected and should not result in a black screen.

Hmm, it also works on Chrome for me, so it doesn't seem to be a general problem with Chrome. Very mysterious, like you said the logs are the same as well. I'll try setting up some VMs and see if I can reproduce the black screen issue, either way, thanks a lot for sharing the console output with me!

Hmm, the uploaded versions all still run for me. Which version gives you the black screen? The web version? If so it could be helpful if you could tell me which browser you use and if there's any special output under your browser console (opens with CTRL+Shift+J under Firefox and Chrome). Other than that, I guess it could be graphics card related, since it uses WebGL, so maybe it's that?

I'm sorry you were getting a black screen, but thanks for letting me know!

Thanks for the feedback!

Yeah I agree, that one was a bit too much. As the hottest of hotfixes, I have added the instant-win button (F1) to the description

I also wanted to write to the EVO world champion to get his opinion on the issue, but this was the first image of him that popped up and it scared me 

When I saw that assets folder I knew my time had come, the first thing I did was replace all 67 card textures with touhou images, because I felt that was the natural thing to do. I later read in the about imgui tab that modification was also explicitly encouraged, so I feel I have acted perfectly as a demo tester here. Didn't quite work out, it broke some visuals and made the game crash immediately when going to the Dragon's lair or Goblin hive, but you can believe me, I played the finest Tutorial island level known to man.

After that, I switched back to "vanilla" and gave it another spin. Bugs reported from here happened in the normal version. I run Windows 10 with an RTX 2070 if that's important.

Bugs I found:

  •  Crashed for me once after trashing cards with me not trashing a single card (not sure if not trashing a card is related). Just crashed a second time with that, it is not fond of me being enlighten-ed. Ok, I now trashed two cards and it didn't crash. Ok, trashing 1 card crashes it too, after testing every permutation, I can now blame the stop trashing button. Did not have the heart to test if it also crashes with recycle bin.

  • That was all I found. Other than that, everything worked as I remembered it. Trashed some goblins with the ol' glove-axe combo strat, worked like a charm. If you wrote logs somewhere (appdata?) and want them sent to look at the crash, I'll send them, I just couldn't find anything in the game folder itself. Other than that, nice engine! The debug stuff looks cool too, I'm mirin'.

Thanks, I was unsure if Goku was a bit too tough with his super-aggressive AI, I usually take that stuff out in my demos, but I wanted to experiment if maybe it's ok. But yeah, I agree making him the first enemy was a bit much.
Sorry it froze for you, I spent the whole last week testing various character versus character combinations, but a lot of stuff still got past the radar, thanks a lot for reporting the freeze!

Heck yeah, I beat the demo, I made it to the monkey man.

As far as bugs go, I once got stuck after getting killed by a turret, the game didn't go back to the title screen (windows version).

It plays a lot better than the last version, less momentum feels a lot better and I think you also decreased the enemy bullet speed, which makes dodging possible, I like that. That really sets up some gunslinging situations. Also still a fan of the music and the general visual direction.  The turrets still made for some good timing puzzle pieces, and I also liked the final regular level. Originally I was going to comment that it would be helpful to have a second or so at the start of the level to orient yourself, but that level made me rethink, if maybe remembering the levels should be part of the challenge.

The boss will probably be a good next area of improvement, I feel like there could be some cool stuff you could do in a 1-on-1 situation with the game. Either way, it was a great improvement from the last demo, awesome job!

Thanks for telling me about the issue! First I tried porting it to the newest version of my engine, which soon ran into impossibilities, as every single thing seems to have changed, including the programming language.

Then I tried at least recompiling the web version, which worked after a lot of fiddling. The problem with Dream Fight 16 is that, unlike the other fighters, it is not a Dolmexica game, meaning that it uses completely custom code and I can't take the assets and just use them in the newer Dolmexica. Either way, I hope the new version I just uploaded works for you!

I also tried improving the loading speed a little after you mentioned the other games were loading slowly, I hope it improved a bit!

Holy guacamole, this was tense! It was a close call for me, on the way to the elevator, the glowing eyes scary man was right in front of me before I just managed to escape into the cupboard.

Using the geiger counter to signify if the monster is close was a cool idea. The only thing I'd note is that when reading, the gameplay should pause. I could not finish reading the note in the eviction notice room because the crackling was getting crazy and I didn't want to stay around to find out what happened if you meet the cause. I also thought the moving painting was neat, that one got me good when I first entered the room. Regarding the visibility range, I have no strong feelings, although I actually think it helps make things scarier and feel more claustrophobic, which I think is good in a horror game set inside. 

All in all a very polished well-executed spooky game. PLUS it contains an audio clip of you saying "love you", instant 10/10.