Help Tiler defeat the skull by expanding the map to make him stronger.

How to Play:

Controls:

MovementWASDArrowsHJKL
Rotate tileQEComma, PeriodYU
Level upZEnterB
Discard tileXBackspaceN
Toggle musicM

Combat:
When you're next to an enemy it will restrict your movement. Attacking a monster starts combat with the entire connected group.

UI:
The compass at the bottom left shows legal moves. The tile at the bottom right is the one that will be placed next. Your supply of remaining tiles is next to it. The blue hourglass (if present) shows how many extra turns monsters will take when they go.

Squares on the boundary are hints about how well a tile placed there will match its neighbors. Grey is legal to play but has at least one mismatch. Blue fully matches. The color of the central square is a hint about the current orientation of your tile. The colors of the corners are hints about other orientations.

Tiles:
Placing a tile will consume one tile and let the monsters move. If a tile is surrounded by 4 matching tiles, the placement cost is refunded. Enclosing a large region of the same terrain type will award XP and one tile.

Bounties:
A tile with a silhouette of a monster will award tiles and a heal once enough of that monster are killed.

Terrain:
Rivers take extra time to cross.
Roads let you escape monsters and avoid river crossing penalties.
Towns award more XP when enclosed.
Forests collect monsters.
Grassland is the most common.

Score:
Your final score is number of tiles played multiplied by the lowest your heath has dipped during the run. For higher difficulty and a higher score, pretend your initial max hp was lower. The game was tested and balanced with max hp 6.


Credits:

Code/game/art:
redxaxder, zsarver

Source art:
https://game-icons.net/
kenney https://kenney.nl/
v3x3d https://v3x3d.itch.io/

Music:
A New Day's Hurry
Composed by One Man Symphony
https://onemansymphony.bandcamp.com

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