The Game is ON graphics It's hard to talk about a puzzle game without spoilers, so here's some graphics instead: Here's an example of a solved puzzle, so you can see how it works: By solving the puzzles, you get jigsaw pieces. Collect enough pieces to unlock extra levels. You can also get jigsaw pieces by solving the puzzles in least possible moves and by finding pieces hidden in levels. Some are hidden behind other objects or produced after you manipulate buttons or other things on the screen. More details on the Steam page: https://store.steampowered.com/app/1386280/ Feedback & Share Bigosaur, 2020-08-05

The Game is ON I'm making a new game. It's features cool pixel graphics and wacky puzzles where you move stuff around until you discover a common phrase or idiom from English language: The Game is On The game will be available on Nintendo Switch and Steam. Check the Steam store page for details and wishlist it now: Feedback & Share Bigosaur, 2020-08-05

Dark World Update for Windmill Kings Here's some new content for Windmill Kings: This is the continuation of the main game story. After you deal with the black wizard and restore the order in the kingdom, you may think that everything is done. But no. There are more black wizards in the cult and they decided to strike back. They captured all your allies and cast a spell on you that made you forget all the magic spells. Your friends are kept in dungeons and fortresses deep inside the underworld. Explore the Dark World, rescue your allies and re-learn the secrets of magic before you take on hordes of new enemy types. The black wizards have somewhat different minions. They are slightly stronger than your army and don't require special buildings to upgrade. The battles in this mode will test every ounce of strategy you can muster. The Steam version of the game will launch in January 2020 with this update included. Nintendo Switch version will be updated in the meantime, I hope mid-December if all goes well. Feedback & Share Bigosaur, 2019-11-20

Windmill Kings Here's a project I have been working on for some time. It's a real time strategy game for 1 or 2 players focusing on quick battles. The Story Once upon a time, there was a king. After a glitched teleport spell created a clone, there were two kings. The evil black wizard betrayed the real king and the clone took over the throne. Help the real king rally the troops and get his castle back. Single Player Campaign The game has two modes. In campaign mode, you play as the real king who starts with a small amount of gold and an army of knights. You roam around the map and fight different enemies to convince them to join your forces: Archers, Healers, Ninjas, Champions, etc. You can also conquer windmills to get more gold to finance your army; and mage schools which provide you with useful spells like Meteor Shower, Freeze Enemies, Earthquake and Summon Giants. The campaign ends with an epic battle where you use all your forces and magic to defeat the clone king and recapture the castle. 2-player versus game In versus mode, two players play a battle with all the units and magic unlocked. You can pick the size of the battle, starting with a small skirmish with just two towers and ending with a total war with two castles on each side. You can also play this mode single player versus computer. Gameplay The battles happen in real time. You pick which troops to create and send them to destroy the enemy fortress while defending your own. The game offers a variety of tactics: Send knights and champions to attack the enemies in close combat. Archers are weak, but attack from distance, so you put archers and marksmen behind the knights. Afterwards you can recruit healers and clerics who can fight, but also heal other units. And you can add spies and ninjas who sneak past enemy lines and demolish their buildings. And finally there are giants who are hard to stop, but you can use some magic to make it easier. All units have an upgraded variant that requires that you construct a building during battle. You can also demolish enemy buildings to prevent them from recruiting upgraded armies. The computer AI is completely transparent - you can see how much gold and magic points it has and what exactly is it doing. This makes every battle feel fair. There are two difficulty settings: Easy mode for casual players and kids, and Normal mode for players who are experienced with real time strategy games. Feedback & Share Bigosaur, 2019-09-24

Seeders Puzzle Reboot It's been 4 years since I released my first Steam game: Seeders. I took a hard look at it and from this point of view, I was able to see all the shortcomings and problems it had. There was no character animation, and graphics lacked detail. Although the puzzles are good, the visual looks were poor. But even some puzzles, although they had good ideas behind them, were executed poorly. Players had to spend too much time actually doing the thing once they figured it out. I decided to give a major revamp to the game. Big enough to set it up as a separate product. This time, it would be the game I really wish I made in the first place, but I just didn't have enough experience at the time. The new version is called Seeders Puzzle Reboot. Here are all the changes compared to the original Seeders Classic game: Improved graphics. Some of the graphics used to look really plain and boring. If you played on a 1080p screen or larger, you could even see the textures repeat. At the time I made the original game, I was impressed by simple graphics of games like VVVVVV and Thomas Was Alone. What I learned since is that although consistency is more important than graphics fidelity, the original Seeders had consistently poor looking graphics. It actually took less effort than I anticipated to bring the graphics into good shape. Too bad I didn't see this as a problem in the original game. Character animation. The old game had almost no character animation. Our main hero would look stiff and it would make the gameplay look stiff and boring as well. As I gained a lot of experience animating Son of a Witch, I put that to use. The gameplay now feels fluid and the main protagonist feels alive. There was a lot of work to be done, because there are 16 wearable hats in the game, and each one was drawn separately, so I had to make that work with animations. No ambiguous puzzles anymore. For some of the puzzles seemed hard or impossible to execute, because the puzzle setup would lead the player into thinking that some of the solutions is possible because you might barely be there. It seemed like you could solve it in some trivial way only if you were precise down to the pixel. Based on discussion I had with some players on Steam, there were even some puzzles that could be cheesed that way. I redesigned all those puzzles to make sure it's obvious that the easy/wrong way is not possible, and players have to think of something else. Hardest puzzles are optional. Some of the puzzles were really hard to solve (for example, the machine that moves parts of the level in level 3) or execute (falling through the laser-protected hole while a beryillium pipe is falling at the same time protecting you). And for some, it took a lot of time to repeat if you made an error (like those 4 alien robots at the start of level 5). All those puzzles are now optional, you can do them to get more wearable hats. Because of these changes I had to draw more hats, so there are 17 in the game now (default + Jason's + 15 to collect). More Co-op puzzles. While the co-op mode in the original game is fully playable, it felt like some of the puzzles were really lacking co-op support. Now, many of the puzzles are still the same as in single player, but you have to solve them in different ways to enable two players to go through. This is especially visible with lasers in level 5, where you have to pass the vehicles to each other, or carry the other player on top of the spaceship, etc. But I also added more co-op only puzzles (i.e. you won't get to see those in single player) and some of the existing puzzles were redesigned for co-op by removing some pieces which made them trivially easy or adding some pieces that made them more interesting. I also left some of the tricky puzzles from the original mode to be available only in co-op mode, as I expect two players to be smarter collectively. Music improvements. The main menu music was just too intense. It's a catchy tune, but I really started to cringe every time I launched the game - and I had to do that hundreds of times during testing. I replaced it with a nice, relaxing tune that sets a nice atmosphere, but never gets boring nor annoying. I also migrated my audio mixer code from Son of a Witch, so now all the songs have normalized volume. It was all over the place in the original game and you usually had to adjust the music volume between levels. Added missing sound effects. One of the reasons the game felt stiff and boring was because there were next to zero sound effects. You would push a rock or a metal piece and they would feel like paper cutouts instead. You would jump on top of a spaceship and there was no sound. I have added over a dozen missing sound effects and coupled with music volume fixes I wrote about above, playing the game now feels like you are really there and your actions have an impact. General polish. There are a lot of small things that make the game look and feel nice. Simplest things like menu transitions, subtle animations when you select menu items, etc. I built these systems for Son of a Witch and now I migrated them back to the Seeders engine as well. Seeders Puzzle Reboot is that great puzzle adventure game that the original Seeders was supposed to be from the very start. I just wasn't experienced enough at the time to make it this good. Seeders Puzzle Reboot will be exclusive to Nintendo Switch for now. Feedback & Share Bigosaur, 2019-07-02

Paladin / Alchemist / RPG / Arena update A free DLC-sized update is coming out on March 21st. At first I wanted this to be a separate DLC, but I decided that splitting the player community is a bad idea and earning just a little bit more money isn't worth it. I want everyone to enjoy the same game. New features: new RPG game mode where you keep all gear and restart the current level when you die

new Endless Arena mode where you fight waves of enemies

new hero: Paladin, who has divine shield and does double damage to undead

new hero: Alchemist, who has a Golem companion, and prepares potions

8 pets with new effects: Crocodile, Mouse, Bee, Monkey, Whale, Cow, Ladybug, Cat

3 new random potion effects: Cold blood, Veteran Elixir, Astral Projection

6 new special effect items: Ghost orb, Critic’s Shield, Paladin Shield, Alchemist’s Visor, Halo, Ancient Voodoo Doll

10 new weapons: General Sword, Crippling Katana, Executioner’s Sword, Dark Slayer, Splitting Axe, Paladin Sword, Alchemist Sword, King Cobra Staff, Snow Tiger’s Paw, Steady Shot Bow

6 new achievements

2 new allied troop summons: Baby Yeti, Stone Golem

added a new blocked challenge room in the forest

added a new challenge room with baby dragons

added a new challenge room in the ice level (it’s a surprise)

added a quest room in the ice level to unlock the Alchemist hero Gameplay balancing: allowed summoning mercenaries into boss fights (except the final boss)

removed slowdown effect from Heavy Boots

Retort no longer creates mana potions

only one Retort shows for sale in shops

removed poison immunity for the final boss

significantly increased Poison Cloud spell damage

Poison Cloud effect scales with enemy size

improved AI for Snail, Ram and Snake pets

using teleport staff twice returns you to the starting point

fixed runestone drops in various barbarian challenges Bugfixes: Ethereal bow now shoots through barrels and boxes

Dog pet doesn’t take mercenary’s beer in the tavern

Foundry doesn’t melt mercenary’s beer anymore

Thief and Ringleader don’t jump on allies when confused

fixed bug with item drops when Yeti Elder and Earth Golem roll

fixed drawing position when Barbarian is mounted

fixed rare sound effect bug with Yeti babies

fixed position for some of the teleportation animations

fixed text showing last level seed instead of control hint after player dies

fixed occasional crash on MacOSX Feedback & Share Bigosaur, 2019-03-14

Replaying hero unlock quests Some of the players asked me how to replay quests that unlock heroes. You can do this by clearing the achievements that unlock them. To clear the achievements, you need to enter the DM mode. DM means Developer Mode or Dungeon Master, whichever you prefer. Start the game and press T to open the chat box.

Type /dm1 and press Enter.

and press Enter. Type /ca ACHIEVEMENT_NAME see below to clear the achievement. For example /ca EYE locks the skeleton hero.

to clear the achievement. For example locks the skeleton hero. Type /dm0 to exit DM mode.

to exit DM mode. Close the game completely and start it again. Here's the ACHIEVEMENT_NAME for every hero: Sorceress: /ca PROLOGUE

Druid: /ca DUCK

Archer: /ca ARCHER

Pyromancer: /ca FIREMAGE

Skeleton: /ca EYE

Rogue: /ca ROGUE Barbarian challenges achievements are named BARBARIAN1 through BARBARIAN12. Feedback & Share Bigosaur, 2018-11-21

Big Son of a Witch update Version 3.7.3 is online:



- new hero class: Rogue. Special ability is to use the sneak attack as the special attack with any melee weapon. You can still use the weapon's regular rage attack if you use it in the off-hand slot. He also has a special item that can unlock any door (except boss room doors), so you can unlock treasure rooms and escape tough battles

- Added a bunch of new achievements

- New potion: Vampire blood (get HP from kills. Multiple potions stack)

- New potion: Pickpocket (earn extra gold until you get hit. Stacks)

- New potion: Confidence (deal extra damage when full HP. Stacks)

- Added a new combat item: Sticky bombs. You can plant these as traps. When an enemy walks into one, it activates.

- Added a new pet: Racoon, who randomly drops sticky bombs across the room

- Added a new special room in the castle: the Gallery Room. This room is filled with enemy portraits and you can pick your favorite enemy to do double damage to them.



New NPCs:

- Join the Vampire Slayer NPC in the catacombs and help her kill a vampiress or the vampire boss for reward

- Dwarfs now sell stuff in the ice level

- Dwarven Blacksmith shows up sometimes and gives you ability to smelt weapons into runestones which are used to upgrade other weapons

- Mercenary NPC in the castle tavern gives you an item which can be used to hire mercenaries for a fixed amount of gold. DON'T TOUCH HIS BEER!

- Vampire Sword now gives HP while hitting enemies (instead of on-kill)

- A Redhead Warrior NPC might challenge you for a duel on the battlements



Tweaks and improvements:



- Redhead Warriors in the desert now buff their swords before doing the petrify attack

- Disabled invulnerability frames for revival in dungeon shops

- Reviving in regular game now gives 41HP instead of 61HP

- Celestial Hammer rage attack now strikes all enemies in the room

- Darkness, Confidence, Money is Power, Mega Boost effects scale the skill percentage instead of adding to it. For example, if you have 50% melee and 100% darkness, it results in 100% melee skill (not 150%).

- fixed bug when the remote player could join the game twice (i.e. two heroes would show up) if (s)he pressed the button twice too quickly

- fixed bug then Steam library is installed in a path with non-ASCII characters

- minor fixes and tweaks to UI

- updated some of the translations

- dialogue in the intro story now supports translations



Have fun playing! Feedback & Share Bigosaur, 2018-09-21