Unfair Dungeon has a fresh new look!! This amazing new capsule art was created by turnip_juice. It has been wonderful working with them and I'm beyond excited to show off what they've created. Thank you Turnip!CosmeticsI started working on one of my key features coming into this project: skins! I started setting up some pre-defined resources for new skins and palettes and built out a temporary screen for switching them on the fly. It's working really well! Here you can see us switch from the Wee Goblin in Lovely Green to a Grumpy Frog in Autumnal hues. In my head these cosmetics will represent significant unlockables for players that will cross playthroughs. I want to make some fun skins and palettes that players will want to find AND I should be able to add buffs and shaders to them as rewards for players who take on some difficult challenges or get lucky.Good ButtonsOver the past couple months a big focus has been visual, and in that vein I created the 'good button'. It's springy, it's juicy, it's a dang good button. Here you can see it in action.FlipperOne of the challenges of presenting Unfair Dungeon is SHOWING that the player's inputs are passing and failing. There are already a lot of visual triggers to help players understand what is going on, but it remains (and will always remain) a huge barrier because it breaks gaming norms. I'm working on a little flipper visual that will show a coin flipping and the player's current combo. The coin-flipping aesthetic will hopefully start to bridge the gap from players controls to randomness, though there are some additional improvements I'd like to make.Refactor+TestingWith a renewed focus on UI, I endeavored to begin decoupling the spaghetti of my main game loop by bringing much of the UI controls into their own scene, which new signals to help connect things together. Prior to this update, most (all?) the UI labels were getting refreshed every frame. This solution is GREAT for a lot of projects, but it falters when y...
Holidays, vacation, and a foray back into color randomization have left me a bit distracted since the last Nuzcraft Newsletter. Even so, I'm happy to talk through the latest features coming to Unfair Dungeon!Wishlist Unfair Dungeon Today!Clicking on Quadrated SpritesPrestigeOne of the ways I want to expand the footprint of this silly random game is to encourage players to chain together runs. After completing a game, returning with the Coin of Rehtaeh, you can flip it for a chance to "prestige". The game starts over and you lose all your upgrades, but you keep your items and earn some currency to spend on items for more permanent upgrades. I'm intending to include some achievements + unlockable skins for prestiging.Accepting the Coin's JudgementShopping & ItemsPrestiging will let you earn currency to spend at the merchant. This was an intense feature to develop because I needed to rewrite much of the that pathing functionality to allow for a branching path to the merchant. It is important to me that the the game doesn't force the player to engage with the shop, they will need to go out of their way to interact with it.Items are intended to directly affect the player to make the next run faster/easier. The most straightforward example is a 'lucky' ring that makes it 5% easier to move the chosen direction. Purchasing the ring is a permanent buff, and raises the floor on which the XP-purchased upgrades draw from. The run, and every prestiged run after, will go faster and feel easier. There is a lot of design space open for interesting item effects.Demonstrating a Shop & Item EffectsQuadrated Sprites & JuiceI'd been musing for a while about 2-color sprites divided vertically down the middle. The Oh No, More Goblins tileset is designed to be 1-bit, but MRMO's art has a couple examples of bigger sprites with the left and right halfs colored differently. To try this out, I built out a simple shader to let me split the sprite into quarters for detailed colorization.Quadrati...
Unfair Dungeon is a cruel and simple movement clicker coming to PC in 2026 and it was born from the 72-hour Ludum Dare jam in October, 2025.Play the original web version on itch.io and wishlist on Steam.Unfair Dungeon ScreenshotSeptember: Kicking Kobolds and One-Hour Prism GamesIn September 2025, I released Kicking Kobolds v0.03 and wanted to take a break before the PrismRL engine v1.0 released. To practice prototyping with PrismRL, I ran a couple 1-hr jams using previous Ludum Dare themes.Depths: a game about falling down holes and eating snacks. I'm really proud of this one. Developed in ~2.5 hrs total.Tiny Creatures: a game about shepherding sheeple and protecting them from woflies. This did not get finished. The multi-tile hero caused a lot of debugging that halted quick iterations.Unfair Flips & the Move to GodotSomewhere between the 1hr jams & the beginning of October, Unfair Flips hit my radar and it really clicked with me. I enjoyed the minimalist depth of just flipping a coin, and it reminded me of a random walk, a pathing algorithm that randomly picks a direction. This was the start of Unfair Dungeon. Before the LD jam even started, I started planning. Even if the idea didn't fit the jam theme, it was a game I wanted to make. It was at this time that I begrudgingly switched from PrismRL to Godot.Love2D doesn't have HTML export support for the pre-release version that PrismRL usesMouse controls and buttons in PrismRL were going to be new for me Godot was going to be a powerhouse to allow me to move quickly and the web builds would be critical for getting people to actually play. Ludum Dare 58: CollectorThe Collector theme was a bit of a stretch for my idea, but I went on anyway. Instead of having the player walk 10 steps, I'd have them walk 5 steps, collect something, then return. The Coin of Rehtaeh is a nod to the Amulet of Yendor and Heather Flowers, the creator of Unfair Flips. I named the game Random Walk.I submitted the game, and I was really happy wi...
Posts come from Steam's official announcements feed.