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This is my February #OneGameAMonth entry. It's one of those "you just beat the boss and now his lair is caving in, escape quickly!" style of games. The object is to gather as much gold on the way out of the dragon's cave as you can, avoiding falling rocks and crumbling walls and platforms. Levels will also have key treasures you will want to grab to power up your character, like a shield, magical boots and such.
0 comments by city41 on Mar 15th, 2013
A friend of mine enlisted my help in getting his game Wvy and Keep launched, and so I am focusing on that for now. Wyv and Keep is an awesome game and so I'm very happy to help release it, check it out at: Jollycorpse.com
When will I get back to Dragon Plunder? I'm not entirely sure, but it won't be too long. Probably in about a month or so. Stay tuned!
Latest tweets from @cityfortyone
git bisect to the rescue!
May 20 2013, 11:52pm
This is awesome, love little concise libs like this, label.css: T.co
May 17 2013, 9:34pm
@svenardocom @McFunkypants @agmcleod the breakouts themselves need to be pretty dull stuff though, so people might not like that
May 10 2013, 2:58pm
@McFunkypants @agmcleod I'd love you forever! :) If you do, let me know, I'll do whatever I can to help!
May 10 2013, 2:36pm
@agmcleod yeah for sure. I like how flexible JS is
May 10 2013, 1:03pm
@McFunkypants The first Breakouts game was my January #1GAM :) thanks for the tweet!
May 10 2013, 10:45am
And Breakouts is in JavaScript weekly this week. Sweet!
May 10 2013, 8:50am
The MelonJS version of Breakouts now works on Windows Phone 8, thanks @melonjs
May 9 2013, 1:50pm
Breakouts made it into HTML5 Weekly, woohoo! Can't wait to go back and give it some more love T.co
May 8 2013, 11:33am
so Windows Phone 8 kicks all kinds of ass. Who knew?
May 7 2013, 11:38pm
i like the retro style of your game.
You should set the score to zero when the player dies
Thanks for checking it out. I think what I'm ultimately going to do is the score for the level is <amount of treasure gathered> / <how much time the level took>. So dying is a time penalty, and you can die as many times as needed.