"Twisty Little Passages" Kickstarter announcement (18 May 2019)
Caravel Games is excited to announce an all-new creative project we're taking in a different direction called Twisty Little Passages, now live on Kickstarter:
https://www.kickstarter.com/projects/caravelgames/twisty-little-passages
It's a game book of solo dungeon crawl puzzle adventures that plays somewhat like a tabletop game. The puzzles are similar in spirit to DROD RPG areas, so if you're a fan of that game, you should especially check out this project.
As of this moment, the project is 72% funded! One bonus goal has already been unlocked and there are some great stretch goals on the horizon.
TLP is a unique blend of puzzle and dungeon crawler in a classic tabletop fantasy adventure setting. It features a multi-chapter campaign story that progresses through a series of 25 dungeon maps, where each area is a hand-crafted puzzle. Fight monsters, acquire keys to open doors, get life-boosting elixirs, powerful equipment and enchanted items, and defeat the boss at the end of each level. Use your wits to find the right path through each area and survive. Solve each puzzle to move forward with the story.
TLP is a game of full-color, fully-illustrated thematic puzzles drawn by experienced fantasy artists. Engage your imagination in a series of dungeon crawls and enjoy the experience of interacting with a real book at the same time.
To play, you draw right on the laminated dungeon maps with a fine-tipped dry-erase pen to track your progress as you explore, find treasure, keep stats and inventory, defeat enemies and uncover the secrets of solving each area. It may require multiple attempts to find the solution to a puzzle, and it's easy to restart your progress by wiping the page to start again.
If you like puzzles, mazes and dungeon crawl adventures, you'll find this a uniquely engaging experience!
This game book is different from the play in
DROD RPG: Tendry's Tale
in that each puzzle is standalone and the goal is to solve the puzzle rather than optimize stats. We wanted each puzzle to be a sterling example of a unique dungeon crawl puzzle focusing on a specific game mechanic, element or play style.
Watch a teaser trailer, take a look at the game rules and get a sneak peek at a quick tutorial/introductory puzzle on the Kickstarter campaign page:
https://www.kickstarter.com/projects/caravelgames/twisty-little-passages
There are also rundown and playthrough videos and early reviews of the game, which all provide glowing praise for the puzzles and play experience.
You can read a developer journal that I'm publishing on Board Game Geek that shares insights into how our team approached the puzzle design and what considerations we put into developing this unique experience:
https://www.boardgamegeek.com/blog/9092
Thanks for your interest in this new creative puzzle experience from Caravel Games!
Questions, comments and feedback are welcome!
Crash fix (1 December 2016)
We've released a fix to a showstopper crash that players experience on entering the "SutO" level.
Thanks for your patience!
Patch 5.1.0.6512 (14 April 2016)
- This update fixes a critical regression introduced in the previous version of the game.
Patch 5.1.0.6501 (23 March 2016)
TSS hold fixes:
- ED: fixed script bug while using speed potion
- EotS:1S1E: fixed scripted challenge bug
- OHV: scripted cut scene can be re-played
- Scroll text typo fixes
5.0.1.1001
- Teleport player command now makes the player and their weapon correctly interact with the target tile and the tile teleported from (includes updating pathmaps)
- Mirrors can no longer be placed on top of each other in the editor
- It is no longer possible to walk on top of the fluff when using a platform
- Tarstuff and fluff will now correctly grow over disabled force arrows
- All missing items were added to "Wait for item" command
- Imperative (Open move) now works even if the character is not set to "deadly" which is consistent with all other pathfindings in the game
- Temporal seep, fluff and wraithwings now obey their expected movement restrictions and permissions
- When undoing in the puzzle-view spiders now don't disappear or get stuck inside each other, and they are also correctly counted in the hint-box
- Hitting a rock giant's corner which stands on shallow water with a dagger now correctly produces a stepping stone
- When using Custom speaker the game now correctly remembers which entity spoke and displays said entity in the speech history
- When using the quick go-to command (CTRL+<letter>) on the change location screen the initial articles (a, an, the) are ignored
- Temporal clones moving through a blocked tunnel will just waste the move instead of waiting for the move to be open OR teleporting into the player
- Puffs will no longer target invisible clones which are outside their smell range
- GatEB title screen is now always fully redrawn on each frame to avoid problems with region-redraw marking
- When previewing rooms on the minimap objects in the top-left corner will no longer act as if the player was standing on (0,0)
- Temporal clones will now shine their own light as long as the environmental effects are in the top 1/4th of the scale
- Checkpoints are now activated even if the player is pushed onto or through them
- Construct player role gets killed on oremites, is resistant to body slams and drops trapdoors
- Temporal clones can now bump into characters and make them react to Wait for Player to Touch Me command
- Invalid _MyWeapon values are now silently ignored
- Seep death and aumtlich gaze is now recalculated after tar stabs to avoid situations where seep are not killed/aumtlich gaze doesn't freeze when involving black doors being dropped
- Fuses lit by explosions triggered by floor spikes no longer have a one-turn delay
- Weapons can no longer be permanently changed by using a clone
- Mirroring a room with floor vents no longer produces an assertion error
- Removed "Wait for event: switch clone" command which never worked
- Mimic's (or guard's) caber now kills the player on the turn it should instead of a turn later
- Pushing the player now correctly updates the brain movement pathmaps
- Dagger wielding player now changes their direction when crossing room boundaries in the same way an unarmed player does
- Scripted characters now correctly rearm themselves when pushed off the oremites
- Guards and soldiers wielding daggers now correctly turn when they move; wielding other weapons, with their weapon on the target, will try to move towards the target
- Seep no longer press pressure plates
- Pushable imperatives have been reworked to work as intended
- Rattlesnake's head can now be burned even if their tail had been burned on the same turn
- Flying character roles no longer drop thin ice or get killed by spike traps
- Monsters pushed into a wall now correctly stab with their weapon
- Armed monsters making a move into a puff will now stab before dying
- It is now possible to build Tarstuff with Built Item At and Build Marker commands
- Replacing a force arrow with another one in the editor will no longer break associations with orbs/plates
- Puff's target highlight no longer disappears when the puff moves
- Building regular, cracked and broken orbs over existing ones no longer breaks associations
- Else if and Face towards like guard commands were added
- List of commands has been sorted alphabetically
- Ctrl+<letter> shortcut now works in most lists in Character script edit
- Hitting enter when focus is in New Variable Name or New Character Name it adds the new variable/character instead of closing the window
- Added checking if two variables are not equal
- Enter in command selection screen closes the window and saves the command
- Ctrl+<letter> now ignores the leading articles if a list is sorted alphabetically with articles ignored
5.0.2.1002
- Updated the docs for a number of imperatives, Face towards like guard and Else if commands
- Drinking a blocking potion (mimic/decoy/clone) by teleport will make it impossible to drink any other blocking potion in the same turn
- Tokens are now activated by teleport on turn 0
- If the player is teleported onto a tile which kills them they won't be able to be teleported away from that square
- Saving settings no longer causes hold list to be redownloaded if CNet Login wasn't changed [No thread for this but no need to check this one either]
5.0.2.1003 (Mostly fixes)
- It is now possible to build regular orbs on top of cracked and broken ones
- Fixed some edge cases for Face towards like guard and made it work on turn 0 inside an if statement
- All entity lists in add command window can be searched via Ctrl+<letter>
5.0.2.1004
- Dagger-hitting a rock giant will now, in all cases, result in a stepping stone being created on the stabbed tile if there was shallow water underneath
- Building unstable fluff no longer throws assertion errors
- It is no longer possible to build tarstuff over monsters
- All possible player roles (except fegundo) are now vulnerable to fire traps
- Removed brain and skipper nest roles from the player role selection menu
- Player role construct pushed onto oremites is now correctly killed
- Player role construct is once again vulnerable to body attacks
- Player will no longer be killed by hot tile in a situation where: the player is standing on one, rotates CW or CCW which pushes another entity which, by being pushed, pushes the player off the hot tile
- When player is speed up monsters pushed around on hot tiles will only be killed if they stay in place for a total of two half-turns
5.0.2.1005
- Fixed a visual bug where part of the menu was left displayed when seeting the JtRH title screen with alpha blending and environmental effects disabled
- Build, build marker and wait for item lists are not the same list any more and the mismatched elements have been removed (like "None" in Build and Wait for item)
- Building Arrows, Disabled Arrows and Ortho squares now works
- Remove floor layer item option has been added to Build and Build marker commands
5.1.0.1006
- Stalwarts are now correctly killed by enemies
- Wait for item: Pressure plates (all three types), Light, Wall Light, Ceiling Light (dark and light) and tokens added
- Fixed a bug where stalwarts wouldn't step on enemies when wielding a dagger
- Fluffs will target visible clones even if player is invisible
- Build marker for all tarstuff now is displayed using the tarstuff's inner graphic
- Fixed a typo in "script.html" help file which caused the in-game renderer to fail
- Added correct graphic for "Remove floor tile" build marker
- "Remove floor tile" in Build and Build marker is now future-proofed
- "Remove floor tile" now works correctly and doesn't throw assertion error
- Temporal tokens now correctly inherit stealth from the player character
- Projections which kill fluffs (eg. in rock golem role) no longer lose stealth
- Temporal projections can, once again, wade in shallow water if the player is also capable of it
- Temporal projections are not frozen by Aumtlich beam when they are stealthed
- Puffs can no longer be pushed against arrows and ortho squares and will be instakilled on-tile if the entity is wielding a caber
- Firetraps processing will no longer crash the game if the currently processed firetrap is turned off
5.1.0 release:
- Room editor: Now can place briar on pressure plates (and v.v.)
- Fixed crash on room paste from deleted hold
- Fixed some low contrast speaker subtitle background colors
- Fixed built items not falling into pits or water
- Fixed: building an item that replaces fluff should cause the fluff to break up properly
- Fixed: IsTileAt script command wasn't handling swapped arrow rotator tokens correctly
- Fixed: seep sometimes don't display while viewing another room from the minimap
- Clicking on evil eye in the room now doesn't skip highlighting other tile-specific object relations
- Help file typo fixes