Adorable and you can play fetch. What's not to like??
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I'd love to submit ProtoDungeon: Episode I as a supporter of this bundle. It's a free game, which is why I initially didn't submit, but I see there will be a supporter bundle.
Amazing, amazing work by y'all. Really appreciate you doing this.
Hey, I remember you! It's on the way! Progress is a bit slow lately with everything going on, but I'm wrapping up work on the level design. Really pleased with how it's shaping up. It'll probably be a few months out at least though
I really appreciate you checking in. It's encouraging to me.
You aren't stuck, though I could see how the stone would mislead you that way. I may consider putting that somewhere else.
There is another ability you have now with the level 3 ring, not a third block. The hint is when you pick up the ring: "the void cannot consume them" (don't remember the exact wording!)
It took a bit of finagling, but I figured it out. Had to do window_frame_set_rect(middleX,middleY,w,h), then window_frame_set_region(0,0,w,h), then window_set_size(w,h), then window_set_position(0,0).
As far as the taskbar overlap, it only shows up on game load, not when player was setting the resolution in game. I just set an alarm on my window manager object with a 20 frame delay that triggers my resolution change script. That puts it back over the taskbar.
Thanks again! Nice to have borderless "fullscreen" windowed be the default but be able to see the frame when it's at lower resolutions. :)
Hey, love that you made this!
I'm struggling getting window resizing working together with borderless toggling. I can get one or the other working, but I'm not sure how to resize the frame after the window itself has been resized. window_frame_set_rect and window_frame_set_region don't seem to do it, at least not in the order I'm doing it
Also, when "borderless windowed" matches the full size of the screen (fake fullscreen), the taskbar sometimes covers the game. Is there any way around this too?
Thank you!! I had intended that as a kind of secret--different from all the other puzzles, and so making it elaborate and difficult to find--but I think I'll at least put a visual indicator there based on your and others' comments. :)
Thanks so much for the comments! I've definitely taken a lot of feedback into account and can't wait to put it into practice.
I will say you likely got less confused than others because the current version cleaned up most of those issues. :)
The pits do have a small visual difference, but I agree, it's not explained or taught. I have plans to update their appearance as well as the manner in which they're introduced.
Thanks so much for the detailed review! I do plan to have more "teaching moments" in the next dungeon. My issue this time was trying to pack it all into one room--the mirror, the pot, the blocks, the buttons, gates, etc. I'll spread 'em out more next time. :)
And yeah, I've gotten some great feedback on the lv2 spell. lv1 was originally planned to be a "short range" swap and lvl2 "long range," and a lot of the puzzles were built around that. I changed it very late in the game because it didn't feel good, and irrationally thought that the puzzles would be fine. But watching playtesters and gathering feedback, turns out not so much, lol. The dining room in particular got super broken by the lv2 spell. I'm actually working right now on the next major patch that will shuffle some things around and force some linearity--needing to complete the dining room puzzle to access the room with the lv2 spell in particular.
Next demo dungeon will have saving if I get the chance to implement it! It just didn't make minimum viable product this time, unfortunately. Trying to keep things agile. :)
Anyway, I appreciate the comments. I'm pretty pumped gathering this feedback and starting my big ol' post-release analysis document. I learned a lot about dungeon design from this (which was the point) and am super excited to get started on Episode II.
Thanks so much!! It's funny the amount of different responses I've gotten on puzzle difficulty (way too easy, way too hard, just right, etc.). I have some ideas for next time though which I'm really excited to try out. :)
Appreciate the comment. Makes my day to hear people are enjoying my little test dungeon.
This is some really excellent feedback, and I appreciate your video too (I set YouTube on auto-translate to English captions, which was an adventure lol). I'm working on my post-release analysis of all the feedback, and I'm very excited to refine my approach to puzzle design for Episode II. Danke!!