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Play EverDelve at Shuriken Games
~ ~ ~ ~ ~
Surprise! Since this is a holiday weekend and I finally have some free time, you guys get an EverDelve update! I've been sitting on a stack of features for a good long while now, and they're finally ready for prime time. In short, lots of bugfixes, some major visual improvements to the map screen, and new features including a level exploration experience bonus and a new room: the Wayfinding Shrine! For monetary donations, a wayfinding sprite will appear and guide you to various destinations throughout the level.
Most of these updates were done to try and eliminate an issue most are still having where they can't find a critical level element, such as the level key or the stairs down. This issue might still crop up for those of you who have experienced it, but with the new features in place we'll know for sure if this is a legitimate bug or not. You're still welcome to report the depth and seed of any level that is unsolvable, but since it may not actually help me reproduce the problem it's not imperative.
To be clear, I guess this means development of EverDelve isn't dead ... just really, really slow. The next big change will be to add instructive and informative tooltip text to everything. And I mean EVERYTHING! o.O
Happy Gaming!
~ Flash
~ ~ ~ ~ ~
Version: v0.6.2
New Features
* Game now keeps track of how many rooms of the current maze you've explored, displayed with text on the main map screen.
* An exp award is given when a player fully explores a level.
* Wayfinding feature has been added.
Cosmetic
* Player's location is now represented by their chosen face icon.
* Map display is larger. Room icons on the map are now displayed at full size.
* Other minor tweaks to the map display.
* A larger version of the current room icon is displayed in the upper right.
* Room action buttons are now centered in the right-hand pane.
* Miscellaneous tweaks to the maze screen UI.
Bugfixes
* It is no longer possible to purchase talents that are disabled. The buttons are actually disabled now. Like a boss.
* Some players may have some or all of their talent points refunded if they were spent incorrectly (i.e. buying a 3rd tier talent before buying the required number of 1st and 2nd level talents). This is a one-time fix that occurs when converting saved data from version 4 to version 5. If any talent points are refunded, an explanatory popup will appear immediately after game load and the player will have the chance to spend their points before play continues.
* All attributes now have a minimum value, and cannot be reduced below this value for any reason. Primary attributes like Strength and Charm cannot be reduced below 1, while secondary attributes like melee power and magic defense cannot be reduced below 0. As such, stacked curses/plagues can no longer outright kill a Combatant.
* When combat ends, the removal of temporary modifiers no longer has the potential to cause combat to resume.
* Fixed a crash that occurred when trying to remove temporary modifiers after the combat instance had been deleted.
* Streamlined level exploration tracking.
* Fixed a bug where temporary modifiers would not get fully removed at end of combat, resulting in bonuses/penalties that never go away.
Play EverDelve at Shuriken Games
~ ~ ~ ~ ~
Surprise! Since this is a holiday weekend and I finally have some free time, you guys get an EverDelve update! I've been sitting on a stack of features for a good long while now, and they're finally ready for prime time. In short, lots of bugfixes, some major visual improvements to the map screen, and new features including a level exploration experience bonus and a new room: the Wayfinding Shrine! For monetary donations, a wayfinding sprite will appear and guide you to various destinations throughout the level.
Most of these updates were done to try and eliminate an issue most are still having where they can't find a critical level element, such as the level key or the stairs down. This issue might still crop up for those of you who have experienced it, but with the new features in place we'll know for sure if this is a legitimate bug or not. You're still welcome to report the depth and seed of any level that is unsolvable, but since it may not actually help me reproduce the problem it's not imperative.
To be clear, I guess this means development of EverDelve isn't dead ... just really, really slow. The next big change will be to add instructive and informative tooltip text to everything. And I mean EVERYTHING! o.O
Happy Gaming!
~ Flash
~ ~ ~ ~ ~
Version: v0.6.2
New Features
* Game now keeps track of how many rooms of the current maze you've explored, displayed with text on the main map screen.
* An exp award is given when a player fully explores a level.
* Wayfinding feature has been added.
Cosmetic
* Player's location is now represented by their chosen face icon.
* Map display is larger. Room icons on the map are now displayed at full size.
* Other minor tweaks to the map display.
* A larger version of the current room icon is displayed in the upper right.
* Room action buttons are now centered in the right-hand pane.
* Miscellaneous tweaks to the maze screen UI.
Bugfixes
* It is no longer possible to purchase talents that are disabled. The buttons are actually disabled now. Like a boss.
* Some players may have some or all of their talent points refunded if they were spent incorrectly (i.e. buying a 3rd tier talent before buying the required number of 1st and 2nd level talents). This is a one-time fix that occurs when converting saved data from version 4 to version 5. If any talent points are refunded, an explanatory popup will appear immediately after game load and the player will have the chance to spend their points before play continues.
* All attributes now have a minimum value, and cannot be reduced below this value for any reason. Primary attributes like Strength and Charm cannot be reduced below 1, while secondary attributes like melee power and magic defense cannot be reduced below 0. As such, stacked curses/plagues can no longer outright kill a Combatant.
* When combat ends, the removal of temporary modifiers no longer has the potential to cause combat to resume.
* Fixed a crash that occurred when trying to remove temporary modifiers after the combat instance had been deleted.
* Streamlined level exploration tracking.
* Fixed a bug where temporary modifiers would not get fully removed at end of combat, resulting in bonuses/penalties that never go away.
Category Flash / Fantasy
Species Unspecified / Any
Size 800 x 600px
File Size 533.3 kB
Listed in Folders
Always great to hear from people trying to play this on Linux!
Yeah, Flash is a tricky beast on Linux. My sweetie is running Fedora, and says it runs decently well, but the sound effects have a noticeable delay that drives her bonkers. There are various instructions to fix this online, but they haven't worked well for her.
Yeah, Flash is a tricky beast on Linux. My sweetie is running Fedora, and says it runs decently well, but the sound effects have a noticeable delay that drives her bonkers. There are various instructions to fix this online, but they haven't worked well for her.
oooh! Is 19 good? I need to upgrade my machine so I can start keeping up with new releases. I've heard some weird things about the newer versions though.
As for flash suddenly working ... well, that's pretty much par for the course, really. You probably just installed something else that gave you a codec you were missing or something.
As for flash suddenly working ... well, that's pretty much par for the course, really. You probably just installed something else that gave you a codec you were missing or something.
Thank you!
It's true. I think a lot of people don't realize how much work actually goes into a video game, even a simple one. And the bigger a game gets, the harder it is to maintain.
From its inception, the intent has been to keep EverDelve graphically lightweight. This does many things:
1) It reduces my reliance on artists that I can't afford to pay (given my new day job, I may have to reconsider this point).
2) I can focus more of my efforts on developing new features and fixing bugs instead of tinkering in GIMP.
3) It also helps to drastically reduce the game's file size, which is very important for a web-based game. Code is tiny. Images, sounds, multimedia ... that's what takes up the majority of any game's disk footprint. The current version of EverDelve is only 534kb, and I feel pretty good about that. :)
It's true. I think a lot of people don't realize how much work actually goes into a video game, even a simple one. And the bigger a game gets, the harder it is to maintain.
From its inception, the intent has been to keep EverDelve graphically lightweight. This does many things:
1) It reduces my reliance on artists that I can't afford to pay (given my new day job, I may have to reconsider this point).
2) I can focus more of my efforts on developing new features and fixing bugs instead of tinkering in GIMP.
3) It also helps to drastically reduce the game's file size, which is very important for a web-based game. Code is tiny. Images, sounds, multimedia ... that's what takes up the majority of any game's disk footprint. The current version of EverDelve is only 534kb, and I feel pretty good about that. :)
If it's not an option already (and I didn't see one, but it's possible I wasn't looking in the right spot), perhaps a choice to upload your own avatar in there?
As for the rest of the art assets, believe me I'm all too aware. If filesize is a concern, art should definitely be last priority, if ever. Black screen combat does feel very dull though.
-On that note, is it possible to "hotkey" choices? I'd much prefer "Press Z for Shoot / X for Magic / C for Melee" || Target (1,2,3,4,etc) rather than clicking through each round.
Regardless, I like what you have so far and will definitely keep checking back for updates :)
As for the rest of the art assets, believe me I'm all too aware. If filesize is a concern, art should definitely be last priority, if ever. Black screen combat does feel very dull though.
-On that note, is it possible to "hotkey" choices? I'd much prefer "Press Z for Shoot / X for Magic / C for Melee" || Target (1,2,3,4,etc) rather than clicking through each round.
Regardless, I like what you have so far and will definitely keep checking back for updates :)
I would LOVE to have custom user avatars as part of the game, and the current tech stack should easily support it. I've added your idea as a feature request. :)
More keyboard control is a highly requested feature already. The game controls, as a whole, could use a lot more work. I think it's a lower priority, though, while I get more of the core features working.
More keyboard control is a highly requested feature already. The game controls, as a whole, could use a lot more work. I think it's a lower priority, though, while I get more of the core features working.
There are similar games that have been released on FA in the last year or so. You might be thinking of another game called "lusty labyrinth" because that would fit with the comment of a game like this a few months ago. A few similar idea's, but different games.
I could be wrong of course because I don't recall seeing this particular game before today.
I could be wrong of course because I don't recall seeing this particular game before today.
I've played lusty labyrinth before, but.. I don't think that's what I'm thinking of.
I don't know, various things things just seem familiar x3
Mainly stuff from the character creation area, and the portraits that are there. A couple of them I'm almost certain I've seen.
Maybe I just saw this on a different site at some point.
I don't know, various things things just seem familiar x3
Mainly stuff from the character creation area, and the portraits that are there. A couple of them I'm almost certain I've seen.
Maybe I just saw this on a different site at some point.
I don't know whether to be amused or alarmed that my game has been compared to Lusty Labyrinth.
This game project has been cooking since summer of 2011, using what spare time I've had on rare weekends. So it's been around a while, just not very widely known. Glad you stumbled upon it finally!
This game project has been cooking since summer of 2011, using what spare time I've had on rare weekends. So it's been around a while, just not very widely known. Glad you stumbled upon it finally!
That definitely kept me entertained for a good dozen or two minutes. Nicely done! ^_^
As a fellow programmer (no, really, I'm not just saying that xD), I have a decent idea of how much work this must have taken. I wish you got more attention for this! <.>
Even though the game kinda gets repetitive after the first 6 depths or so, that's just me being overly-critical; I think it's really good, especially compared to lots of other Flash games, and has even more potential! I hope you keep developing it!
Impressive filesize, by the way. (Mine are usually way bigger than that. Damn fat sound files.) |3
P.S: Featherkin Mage best race/class. Hehehehe. o3o
As a fellow programmer (no, really, I'm not just saying that xD), I have a decent idea of how much work this must have taken. I wish you got more attention for this! <.>
Even though the game kinda gets repetitive after the first 6 depths or so, that's just me being overly-critical; I think it's really good, especially compared to lots of other Flash games, and has even more potential! I hope you keep developing it!
Impressive filesize, by the way. (Mine are usually way bigger than that. Damn fat sound files.) |3
P.S: Featherkin Mage best race/class. Hehehehe. o3o
SOOO glad to hear someone say that Featherkin mage is the best race/class. :) A few versions back, they had the worst survivability of any of the race/class combinations. I've made some efforts to rebalance things since then.
Always nice to get perspective from a fellow programmer. :) Yes, there's been a lot of effort, but it's been really, really spread out over a couple of years. I hope to tap into much more of this game's potential. I have more ideas that should help keep the game new and interesting at increasing depths. All I need is a few more holiday weekends ...
Always nice to get perspective from a fellow programmer. :) Yes, there's been a lot of effort, but it's been really, really spread out over a couple of years. I hope to tap into much more of this game's potential. I have more ideas that should help keep the game new and interesting at increasing depths. All I need is a few more holiday weekends ...
Huh, that's new. Did you try:
* clicking any other buttons, like Items or one of the walking directions, to see if they also stopped working?
* going to a chest, stairs, or shrine and trying to interact with it?
* saving, quitting, then reloading your game?
* refreshing the page?
Is the button still not working after 24 hours?
* clicking any other buttons, like Items or one of the walking directions, to see if they also stopped working?
* going to a chest, stairs, or shrine and trying to interact with it?
* saving, quitting, then reloading your game?
* refreshing the page?
Is the button still not working after 24 hours?
Currently, the difficulty ramps up rather steadily, though there's a noticeable difficulty shift whenever you encounter a new type of monster. Maintaining the game's difficulty balance from low to high level will be difficult as I continue to add new features, but for the moment I'm pretty happy with the progression.
I've seen a four room dungeon before. ^^ Not sure how common they are anymore, with recent updates.
I've seen a four room dungeon before. ^^ Not sure how common they are anymore, with recent updates.
Newgrounds has preloaders that you can use until Ruffle finishes.
1. Click this link: https://www.newgrounds.com/downloads/preloaders
2. Download the preloader of your choice and install.
3. Download any swf file.
4. In the Newgrounds Player, go to File>Load.
5. Browse for the swf file, and click Load SWF.
1. Click this link: https://www.newgrounds.com/downloads/preloaders
2. Download the preloader of your choice and install.
3. Download any swf file.
4. In the Newgrounds Player, go to File>Load.
5. Browse for the swf file, and click Load SWF.
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