Thanks for making this post. I'd missed it. But really appreciate you taking the time with all of it.
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I stopped working on it a few reasons. Me and my wife had a kid - I started a new job and I got a lucrative contracting deal as a side-gig...
It kinda boiled down to the fact that I felt like I should work on things that would more obviously have a return. So I'm spending my spare time just writing boring code rather than making games... Selling out, packing up shop and joining the rat race :D
I'd consider the game finished - I'd just planned on keeping on going with updates - something I should probably reconsider in light of what I'm saying here...
Be keen to hear what you have to say!
Awesome pack!
I used the bones of it here:
https://foldthirteen.itch.io/dungems
Hey, the new update has put a fix to the problem you described. I've shuffled around shop item prices so that you can't outspend the door cost & find yourself in the predicament you'd found yourself in!
Thanks very much for bringing it up.
I've also made a little bit of a balance change to the circuit breaker level to try and keep things flowing a bit better.
Thanks for the update!
- yeah, it seems like people can sometimes 'fall down a hole' when playing the game & get themselves in situations that are tricker than I'd intended. I've found it hard / impossible to track the different permutations that the game could take - so your original feedback is invaluable.
Appreciate it!
Ok!
Thanks a bunch for the feedback. I wasn't trying to create an impossible situation - sounds very much like a balance issue.
There's a new update due out in a little bit - I'll try and knock back the difficulty for that one level...
Very much hadn't tried to make a situation where people became stuck for that longer period!
Appreciate you taking the time to comment & thanks for playing the game!
Yeah - that's a pretty straight forward solution!
I had been thinking that I could drip-feed gold skulls. So every victory you always get one gold skull or something...
I feel like it's bad design for me to create a situation where a player can get stuck. Like no game should have a corner you can't get out of...
Yeah - that's a pretty straight forward solution!
I had been thinking that I could drip-feed gold skulls. So every victory you always get one gold skull or something...
I feel like it's bad design for me to create a situation where a player can get stuck. Like no game should have a corner you can't get out of...
Oh man, you're not missing anything. It's a... logic oversight.
To try and get around I had been thinking about making gold skulls for unlocking doors & normal skulls for unlocking shop stuff... But yes, a bug! A bug!
Sorry! In the mean time yes - you will need to clear your data to find your way through to the next world. The next update will have a proper solution for this. Thanks a bunch for finding it.
DUNGEMS
Dungems is a mix of tactics and tower defence. Invading hero's from nearby castles will try and outwit your dungeon designs - using spells, charms and shields to get around your obstacles...
Outwit the hero's to keep you treasure intact. Use the bones of fallen enemies to unlock tower packs and upgrades. Use these upgrades to take on even bigger hordes of hero's.
Create a perfect deck of monsters and mechanical traps - pick the right pieces to make mince meat of the men.
Try it out!
Hey there!
Can i ask what the color palette you've used for the latest tilesets?
It says 'recolored by GrafxKid', prior to that it looks it was using the PICO8 Palette? Where does it go after that?
... in the middle of trying to make a game using all this stuff & need to make some extra stuff (wanting to stay loyal to the color scheme) ....