This is one of the best games I have ever played. I spent full days at work playing this, putting my job and family on the line. Would do it again. 10/10
A downloadable game for Windows, macOS, and Linux
Undertiled is a procedurally generated puzzle game created for the 7DRL challenge.
Your goal is to manage and find the hidden "ladder" tile of each level that will lead you to the next. To do that you need to collect information from the various tile types on each tile map about the location of the ladder before your turns go below 0.
When you think you know where the "ladder" tile is hiding use the Dig button on that tile to confirm your guess. Good luck!
For more detailed rules please visit the in game section of "Game Rules" through the Main Menu.
Feel free to comment below or contact me at email@example.com for criticism, suggestions, questions or anything else.
Hope you have fun!
Update : A new Windows build has been uploaded with a new marking system and improved UI buttons.
Update 2 : I have uploaded a small updated version that should fix the issues with different resolutions. Now the game should be playable on all resolutions and the Windowed Mode is now functional and resizable.
|Platforms||Windows, macOS, Linux|
|Tags||Seven Day Roguelike Challenge, Generator, Perma Death, Procedural Generation, Roguelike, tiles, Turn-based, undertiled, Unity, unity3d|
|Average session||A few minutes|
Unzip the Undertiled v1.3 Windows.zip in any folder on your Computer and run the Undertiled.exe
If you have trouble running it on Mac and Linux try to run it from a terminal and give it the appropriate permissions like this :
chmod 755 Undertiled v1.3 Mac.app/Contents/MacOS/Undertiled v1.3 Mac
Or rename the first folder and the file in the MacOS folder if the OS has trouble with the spaces.
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Thanks for appreciating my hard work so much. It means the world to me. And risking your job and family for my game, is the highest praise I can get. For that reason you have earned a free feature request. You can ask for any new feature to be added in the game and I will do it for you!
Wow, that's a real honor! Thank you for giving me the opportunity to expand this wonderful game. I didn't have to think long about the feature I'd like added:
I'd like the game to have a large, procedurally generated open world where you control a Greek god who's on a journey for finding ladders and digging deeper.
But in all seriousness, it'd be great if the ladder location was revealed when you fail a level.
I love this game a lot - seriously, last night I spent THREE HOURS PLAYING IT and didn't even notice until it was almost midnight.
- Have clues stay visible on the side of the screen rather than disappearing after a few seconds.
- Have a way to mark potential ladder candidates.
- MORE INFO TILES. I keep having to resort to strategic Cross Checking to get a hint as to where the ladder is. Luckily I save up a lot of them.
- Some way to easier to judge probable master block locations. Again, some kind of marking system would help a lot there.
Thanks a lot for your feedback!
I'll implement 1,2 and 4 as soon as I can. About the info tiles I was thinking of making it more probable to find them in the non-colored tiles but i will have to adjust the balancing by probably lowering the extra turns you get per level.
Great job on adding the color markers! Makes things SO much easier than having to count and remember.
Suggestion No.1 still applies, and making windowed mode usable would be nice too.
Something else that might be interesting are adding different kinds of power-ups? Like one that checks a 3x3 area or maybe one that marks random places the ladder couldn't be?
Thanks for your continued interest in the game.
I have fixed the resolution issues and Windowed Mode now should work as intended in the latest build that I have uploaded.
I like your idea of some of the non-colored tiles to mark non ladder positions when revealed and I will try to implement it with the Info Tile balancing as soon as I find the needed time.
I'm still debating in my mind if I should make the hints stay visible all the time. I made them disappear for adding some difficulty to the game so the player should use his memory skills too, but I'm not sure yet if that feature makes the game more challenging or more annoying. I will have to test it when I will add the things mentioned above to see how everything blends together.