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).
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!
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!
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?).
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.
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New record 102 months. 2 big red dragons coming = game over ๐
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 ๐ 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 ๐ 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 ๐ฒ
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.