Updated version (0.17.5):
-fixed some of the lock ups (cause by map generation stuck in infinite loops)
-spiffed up the title screen
-improved lava/water pit generation, added bridges and shadows
-weapon/armor upgrades improve attack/defense
-ranged attacks do damage
-player can block enemy attacks (tap A or B during the enemy attack animation). the knight has the biggest success window, the wizard the smallest., the other 2 are in between.
-selection cursors are drawn with the background
-corrected the text errors
Alp wrote:...
That looks nice, too bad it was lost. I did take some hints from your artwork and tweaked the palette and added shadows to the tilemap.
zzo38 wrote:Also, how to pass your turn? And what are the numbers below the character selection? (It should probably be labeled)
Do you mean like skip your turn without taking any action? Currently not possible, but it is something I've thought about adding. It seems it would be helpful for the Wizzard to be more viable once the difficulty is ramped up.
The numbers are the seed that is used to generate the dungeon maps. There is a separate seed that governs enemy behavior and item drops, so the same dungeon will most likely have different outcomes.