Outpost in the Dragon's Maw
After the discovery of a lush new continent, you are tasked with establishing the first settlement on its shores to exploit its riches. This all goes well until mysterious disappearances start to surface along with uncertain sightings of large flying creatures...
Controls
You can navigate the cursor with the arrow keys in the emulator, use Space to select or deselect items, and Enter to switch between menus.
How to play the game
The goal is building up your defences to guard your settlement against the ever increasing onslaught of dragons by matching items on the playfield. Move at least three of them adjacent in a row or column to make a match.
- Stone towers are able to shoot at dragons in their close proximity (adjacent tiles including diagonals).
- Wooden ballista towers are able to shoot diagonally to any distance. They are unable to shoot directly above them.
- Cannons shoot explosive cannonballs forward which deal splash damage covering nine tiles.
- Markets buff the four directly adjacent tiles, so towers or cannons there deal more damage. Their bonus if multiple markets are adjacent to a tile doesn't stack.
- Gold gives you money to spend on expanding the settlement or to get more work done in a month.
The options in the Gold menu:
- End: Ends the month early. Up to a month's worth of swaps can be carried over to the next month if using this option.
- Pop: Get one more population. Every 10 population gives an extra swap for the month! This option gets more expensive if used excessively.
- Swap: Get an extra swap. Using it multiple times within the month makes it more expensive (there are limits how much your people can work!).
- Anyswap: Swap the tile where the cursor currently is with any other tile on the field.
While playing, knowing the followings may also come handy:
- Large matches and combo matches also earn you gold.
- Matching five or more tiles will jump a level (for example matching five small Level 1 towers would result in a Level 3 tower).
- Any item can be dropped at the cost of a swap by holding Select on it for about a second.
- You can revert a swap made by mistake (unless it matched) by swapping it back.
Backgrounds
Outpost in the Dragon's Maw is a game designed for a simple 8-bit homebrew console, the Uzebox (by Alec Bourque). It is based on an 8-bit AVR microcontroller, the ATmega644, which has 64 KBytes of ROM and 4 KBytes of RAM, driving video directly through an 8-bit port. It is clocked at 28.6MHz, however much of the processing time is taken for generating video signal, and most of what's left to compose the graphics.
The source code of the game is available on GitHub.
Updated | 14 days ago |
Status | Released |
Platforms | HTML5 |
Release date | Mar 03, 2024 |
Rating | Rated 5.0 out of 5 stars (2 total ratings) |
Author | Jubatian |
Genre | Puzzle |
Tags | 2D, 8-Bit, Dragons, Pixel Art, Tower Defense, uzebox |
Code license | GNU General Public License v3.0 (GPL) |
Asset license | Creative Commons Attribution_ShareAlike v4.0 International |
Average session | About an hour |
Languages | English |
Inputs | Keyboard |
Links | Source code, Blog |
Download
Install instructions
The ROM can be ran on the real hardware or by a Uzebox emulator, you can find one on Uzebox.org.
Development log
- Outpost in the Dragon's Maw v1.1 released14 days ago
Comments
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New record 102 months. 2 big red dragons coming = game over 😅
Wow, that's indeed a very nice run! Probably the first ever to go over 100 months! My best was 96 months, but that's still with v1.0, so no attack indicators. With the new version, was too busy trying to break it so far rather than pushing it. Looks like going into uncharted territories here :)
You mentioned glitches on attack indicators but from a player's point of view I don't seem to notice anything excessively wrong.
Every attempt seems to go farther, my last one is 113:
The only visual glitch I notice is sometimes at the very beginning of a round there is some diagonal 4 bullets being silently shot by some turret which is quite near the bottom (just like some bullet/animation from the queue of the previous end of round?).
Wow, going far there! :) ... Yes, those glitches I also noticed, some cleanup is missing after the waves (a cannon shot is left hanging to go off at the beginning of the next wave). The attack indicators were supposed to appear biggest & strongest dragons first, which isn't quite so (but OK gameplay-wise, a bit random what reveals first).
Oook now we're getting someplace:
That's a nice score indeed! :)
I've posted a relatively quick gameplay on YT:
Wow, that's a nice run, using what the game gives you to prolong the life of your settlement! Well played!
Noticing some game glitches as well now seeing someone else play - most notably the order those attack indicators would pop up is borked, though gameplay-wise not in a too bad way. Well, 1.1 is released, now it is a feature!
Brilliant game 👌 the one I wish I had on my c64 at the time. So addicting, after numerous attempts, my best so far is 38 months.
Wow, thank you for trying it out! :)
I am working on a version 1.1 upgrade now. Managed to squeeze out 3KBytes ROM space with an improved tileset compiler, which allows me to add those few gameplay features I wanted the first place, but ran out of space to have them.
Nothing too crazy, but will add a little extra to make it play better!
Totally addicted, I played it almost the whole day 😅 I'm so curious what's your top duration at your own game? (My best so far only 41)
Whoa a great game at last: I survived 52 months and encountered the huge dragon 🐲
Nice! :)
Yup, did it this way by design, the large dragons starting to appear from the 2nd year could appear like some final boss for intermediate players, then once you get the feel of the game's mechanics beyond Match-3, eventually you make it to the 4th year... It is possible to go further, pushing it (and now experimenting with the v1.1 add-ons while developing it) I have some worry that someone absolutely understanding the mechanics to its depth and playing it near perfection might possibly be able to "beat" it, in the sense that there is a point where the game runs out of being able to give you stronger waves. No worries, that's quite a way from the 4th year :)
Otherwise tried to design the difficulty curve and mechanics so it hopefully should give an interesting game for all skills, and at any stage of the game. Hopefully more or less works :)
I see the update to 1.1, still need to figure out the additions. I've noticed the souls count at game over, the signals at the top as you use swaps (hints on the columns that will be hit by tough dragons?).
Then, I can't see the Fullscreen button anymore?
Yes, the signals are for tough dragons :)
The Fullscreen button I removed as on Itch it didn't really work - it could occupy the whole screen, but the game remaining 640x480, which was kind of pointless (or did you see it working in some environment?). Some time in the future I will try to work on a better Uzebox web emulator, EEPROM state saves would also be really nice.