A Dungeons & Diagrams demake.
Dungeons & Diagrams started as a pen & paper puzzle designed by Zach Barth, followed by a video game version in Last Call BBS.
It’s a nonogram/picross-like game where you fill a dungeon map according to the numbered clues and the monsters and chests’ positions.
[29x11] | |
[12x9] | |
I really liked the game and wanted to play it on-the-go so I made a PICO-8 version.
All the puzzles in this version were generated by ShadowCluster from the Zachtronics unofficial Discord.
If you’re unfamiliar with the game, there a small tutorial to explain the rules.
As I have no clue about music theory I thought it will be better to spare your ears, but maybe I will add some melodies later.
How to play :
🅾️ to place a gem, it’s helpful to mark squares you know are empty.
❎ to place a wall, place all the walls in their correct locations to finish the puzzle.
load a new puzzle anytime by using the pause menu.
Levels are ordered in an ascending (somewhat subjective) difficulty order.
If you enjoy the game, you will enjoy the (much better) Last Call BBS’s version featuring thousands of puzzles, better graphics and a awesome soundtrack by Matthew S Burns
changelog :
2022-11-15:
- added music.
2022-08-31 :
- rules clarifications regarding chests.
2022-08-29 :
- small fix for PICO-8 0.2.5 compatibility (I was using
sub()
with non-numeric 3rd parameter, which the behavior was changed in the update)
2022-08-27 :
- added mouse support during puzzle solving.
- level selection now display a '★' next to already solved puzzles.
Hi!
We played your game at a party with a pico8 arcade-and it was fun!
But it seemed that some levels did not follow the logic presented in the tutorial. For example sometimes the chest rooms can't be 3x3, which was confusing.
@taxicomics
> For example sometimes the chest rooms can't be 3x3, which was confusing.
Do you have a level № in mind ? I will investigate.
EDIT : I've checked all of them and didn't found anything like that, so I think it may be because of my phrasing of the rules, here some clarification : chests are alone in a 3*3 room, but they don't have to be in the middle of it.
Aaaah perfect,now i understand. Thank you for taking the time. Maybe clarify it ingame. But other than that-great game!
@dw817
That's not a valid solution, you're missing both of these rules from the tutorial :
- all non-wall cells are connected (i.e reachable)
- all dead-end have a monster, and all monster are in a dead-end.
You can check this gif from the cart's description for an example of valid solution :
I think the game wound benefit from a check if you are holding a mouse button, i.e. toggle wall when clicking on a space but when you hold left click it should only place walls when moving cursor to a new space. Right now, if you hold LMB and just keep moving your mouse between 2-3 spaces it keeps toggling walls on and off.
@Bloodbane level 71 is solveable. Its difficult to give tips without giving the complete solutuion, but a couple of clues are:
@choo-t this is an absolutely stellar puzzle, that I'll happily casually solve in the months to come.
What would be great is alternate control schemes in the pause menu :
- On hardware pico-8, only arrows, X O and pause are available, so a game pad cursor control would be ideal.
- On PC, the right mouse and left mouse controls are all that you need, so using a button for undo would be awesome when desperate and using bifurcation.
On that subject : are the 88 levels hand picked to have a good solve path, or were they computed generated and bifurcation is sometimes a necessity ?
When using the mouse, it would be nice to be able to fill completed lines by mousing over the line with the proper mouse button down.
This somewhat works for gems as they won't erase the walls and you just have to return to the already set spots that you wrongly gemmed off, but doesn't when trying to fill all the empty spots of the line with walls, as walls erase gems. - On mobile, you can't right click, and pressing the buttons after clicking is very cumbersome. A highlight when the mouse button (finger) is down with a big size (say 4 times the size of a tile) so you can still see it below your finger would be great, and a simple toggle (wall/gem/nothing) and highlight removal would make it usable when the mouse button is up again (finger removed).
If you want, I could implement all of these, especially the mobile one, as I'd like to play the game in the bus on my phone.
@RealShadowCaster :
They were handpicked from a list of generated puzzles (generated by ShadowCluster from the Zachtronics' discord).
I'm not planning to tweak this cart anytime soon.
Feel free to adapt or remix the game as long as you follow the licence (CC4-BY-NC-SA) and don't use the same puzzles as the Last Call BBS’s version.
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