thanks a lot!
kirlosev
Creator of
Recent community posts
Hi, thanks for the feedback! Yeah I agree. I just uploaded a new build that should fix most of the issues you mentioned: the button to go back to menu is always available at top-left, and you won’t be able to progress to the next levels unless you clear the current one fully (i don’t know what i was thinking 2 years ago when implementing it so you can skip levels like that 😂)
Hey, thanks for playing!
It’s been a long time since I worked on the game, but I believe right now your only option is to wait until reset on the next day. The game shows the timer in the lobby with rooms and leaderboard.
Sorry for the inconvinience, but I don’t know a good way to give an option to get more $ during the day. I’m open for suggestions though
I’ve added some $ to them. Let me know if you need something else.
The game doesn’t actually break I think. There’s a cooldown for 30 seconds after someone disconnects to give an opportunity to reconnect. If you wait for 30 seconds - you should be able to keep playing. Let me know if you happen to try and still can’t, please. I’ll fix.
I’d also need to add a message to inform other players that someone has disconnected. Can’t believe I missed that. Thanks for pointing it out!
hi. yeah, spikes’ current state is hard to understand now.
there’s a turn when they won’t damage you. try to step on them one step before you usually do or later.
thanks for reaching out! i’ll see if i can do something about the spikes later. they bug my mind too since the release every time i remember about this game 😁
Here is how a level selector screen looks like in the game. You can scroll a line of levels and load a hovered level
I don't like when a game doesn't show you what the level is about on a selector screen. And I've solved this by showing to player how a map of a level looks like. I will probably simplify these maps a bit and only show floor, walls, player, exit and enemies. Will see.
This line doesn't show you levels that you haven't passed yet.
Each level "card" is just a bunch of meshes and a canvas with a text. This all is generated when a player launches the game. Animations are made using spring implementation which is described here (i love it so much and i'm afraid to overuse it :D)
And yes. I save levels as a 16x16 pictures where each color means a specific object with a rotation. This is just hardcoded in a level generation class. Kinda works.
Dangerous Steps is a grid- turn- based puzzle game. That's right!
The core mechanic of the game is to move tiles on the levels like how you do it in Threes!. Also, when enemies get stuck near to walls or any other obstacles - they combine into a new enemy with a different behavior. The easiest way to explain the mechanic if you haven't played Threes! is to show it to you. Look!
You control a guy with a hat as a treasure hunter using arrows on a keyboard. Touch input should work too, but I don't have an ability to test it right now. In each level your target is to reach a golden feather.
I also started streaming the development process on my twitch channel. The quality isn't spectacular, but it's good enough.
The game is almost done. I just need to fix hundreds of details :D
I try to make puzzles deep and always teach a player something new. I want to make player feel like every move is important. But I've never worked on something like this before.
In this devlog I would like to share how the game works, get a feedback from a potential player and improve the game. Also, I've never did a devlog before. So it's something new for me. I hope it will help more than hurt.
Ludoc reminded me about a game called "Pax Britannica". Would be cool to see it in a way AI playing vs AI
i will try to make something with a sci-fi atmosphere. maybe a virtual terminal or something like that.
the main inspiration for me is this video https://www.youtube.com/watch?v=EX2M90OzYQY




























