The Wee Dungeon 1.2.3

by Parlor

A game about impractical architecture. I wanted to see if I could make big levels by randomly connecting 16x16 tile chunks. If I can manage to optimize this thing a little bit, I'd like to add more items, monsters and map bits and consider adding local co-op (that would be pushing it, token-wise). There are a few collision issues that might cause game-breaking failures. In any event, I learned a ton. I'd love to hear what you guys think of it! Quick Update: I removed some of the background clutter. It felt way too busy. P1 z - attack x - shield (if you have one) left and right - move up - jump down - enter open doors P2 w - attack q - shield (if you have one) s and f - move e - jump d - enter open doors ----v0.8.0----- -skeletons now have shields -skeletons will now stop, attack and block instead of just running around -added red slimes that are slightly tougher for some variety ----v0.8.5---- -I've improved the collisions (still needs work!), so hopefully the player can't escape in ways they're not meant to. -if item drops do manage to fly out of the map, they're destroyed instead of crashing the game -player now only lunges forward during an attack if they are also defending (shield out) -player continues to face the enemy if they are knocked back -I reorganized a lot of the code and managed to shrink my token use from 7933 to 7018, so I've got more room to build new stuff. Still considering local 2player co-op -Boom. The Pico-8 is rad. ----v0.8.6---- -I've added some new equipment -fixed the player shield -added code to start thinking about local co-op, but I'll have to consider some kind of new HUD to show both players equipment and health. If you want to mess with the early implementation, uncomment the init_object(player, 24, 112) functions on lines 742 and 754 ----v0.9.5---- -tons of new stuff! -still tweaking the collision detection against objects! -local co-op! -10 new map chunks! -including new graveyard areas! -some new equipment! -exclamation points! Unless any crazy bugs pop up that I just have to fix, I'll probably fill up the space I've saved for equipment, update the HUD and Death screens to work with 2 players and call this thing completed. ----v1.0.0---- -I think The Wee Dungeon now contains everything I'd hoped to implement. Time for a new project! ----v1.2.0---- -Maybe I lied about being done. Been thinking about the game and how much more I can squeeze into it -hitpoints are shown on attacks -there's now a progression to item drops, so you don't pick up weaker equipment -spikes don't kill you immediately anymore if you have equipment (otherwise they do) -added a few enemies -probably created a few more bugs, we'll see! ----v1.2.2---- -inching ever closer to the token limit, i fixed the kickback that happens when you're touched by a monster. After looking through one more time, I'm calling the Wee Dungeon done! ----v1.2.3---- revised the unfair trap room. --Thanks as always for looking! Any and all feedback is most appreciated.