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Progress Report

Tunnels of Doom Version 1.3.1 is out! + Taking a small break.

Hello Everyone,

I'm going to take a small break from Tunnels of Doom (for about three weeks), which I participate in the Seasons of RMN event. The challenge is to make a small game in three weeks based on one of the seasons. So I want to do that while I think about the next phase of Tunnels of Doom.

I released the latest updates early, even though chapter 2 is only partially done. I wanted to add the battle system improvements, the king dialogues, and the boss battle in story mode chapter 1.

The biggest time suck in this update was updating 300 or so maps in the story mode forest dungeon. But I think it looks MUCH better than it ever did before:

Here's the rest of the updates:

Version History - Tunnels_of_Doom_1.3.1 5-13-2018

This is a major update over the previous on from months ago. Story mode Chapter 1 now has a boss battle! The entire forest dungeon has had a facelift with picture overlays and weather. Here's some more updates:

-Game Engine Change. Now the game is on the Steam Version of RPG Maker 2003. (Legal and Legit!)
-Updated the Map Background to 256 indexed color palette, better color and resolution.
-Updated the Level Pictures in the Camp Room
-Rations are now consumable during camp and there's no penalty for turns.
-Camp Title for Riverway Forest.
-Boss Battle in story mode chapter 1
-Weather events in Chapter 1 forest dungeon.
-A notice when you make a critical hit.
-The King appears in the camp room if you have rescued him.
-Auto-Eat Rations once you have 99 or more.

Progress Report

Game Update might be delayed... but for a good reason!

Hi Everyone,

I had a lot of new features planned for the next update, but adding Boss Battles to story mode took a lot longer than I anticipated... and now I'm doing something I hadn't planned on: Adding overlays to the Story Mode Forest Dungeon.

What are Overlays? Well. just PICTURES placed on top of the chipset.

Take a look at these before and after pictures... does it look better?

Only problem now is that I have to update about 300 maps or the forest is going to look really messed up.

So now I plan to do the following items and release the game update as soon as possible:
1. Finish these overlays in the Story Mode Forest Dungeon.
2. Make sure Boss Battles in Story Mode Chapters 1 and 2 WORK.
3. Finish town events in Chapter 2.
4. Fix a game breaking bug when escaping battle.
5. Add random battles on the world map.

The overlays are going to take a while... sorry.

Progress Report

First Look at Boss Battles - VIDEO!

Progress Update:

In this video, I wanted to showcase what boss battles will be like in Tunnels of Doom. These battles work different than regular enemy battles, particularly because of the size of the monster.

Bosses will turn purple before they use their special attack... and they will also TRAMPLE any players that get in way of their movement!

Music during battle:
Music: Valiance by Jeremiah "McTricky" George



Features in next update... 100 Downloads and a Review!

Thank you:
First of all, I want to thank the RMN community for all the support, feedback, and 100 game downloads since I first introduced "Tunnels of Doom" in July 2017.

I also want to thank Akari, who wrote this amazing and honest review:

Review: Good for Dungeon Lovers! (by AkariThePeanut)

If you get the chance to read Akari's reviews, they are HERE.

All the feedback I've been given has been generally positive and I've been steadily making battle system and story improvements based on these comments.

Planned features in next update (Mid-late March 2018):
- Next Release will be on the legit Steam Version of RPG Maker 2003!
- Chapter 2 in Story Mode will be completed!
- Boss fights in Chapter 1 and Chapter 2 in Story Mode.
- A "Wait" command in Classic Mode and Story Mode (this will allow a party member to delay their action until another party member has completed theirs).
- Graphic Improvements in the Forest Dungeon for Chapter 1.
- A "critical hit" indicator during battle.
- More Dialogue in the dungeons
- Inventory Storage -> This is so that Party 1 does not share inventory with parties 2 or 3. (By the end of the finished game.. you will have command of 3 parties).
- Baubles - These are random pieces of "junk" treasure that have no value except to sell or to collect. (It sure beats finding the same dagger or hand axe over and over again.)

Still looking for game testers...
While I can't offer much in the way of perks, this is what I can do for those who would like to be a game tester and provide ongoing feedback/bug reports:
- Named Credit on the game Page
- Special Thanks in the games credits
- Access to work-in-progress versions (not published on RMN)
- Save files at various points in the game
- Access to the Hidden Game Testers Page on RMN.
- A list of built in cheats (Must actually own the Steam Version of RPG Maker 2003, as these are cheat switches only accessible by pressing F9 in game)
- Feedback or Review of your own game(s)

TLDR: Thank you for the Review and 100 Game Downloads! I expect to have a new major release in Mid to Late March 2018 with a complete Chapter 2. I am still looking for games testers on an ongoing basis, for which I will gladly credit publicly and return the favor!

Progress Report

Apologies... and lesson learned!

First off... I'd like to apologize to anyone who recently downloaded Tunnels of Doom and watched the introduction to Story Mode. You were supposed to hear tense music as the scenes moved along... but instead you got happy cheerful overworld music which does not fit the scene at all!

How did this happen? Well.. I learned that if you decide to move all your maps into folders and sub-folders, and you forget that certain maps have their music set to "Parent Map"... you may have unintended consequences.

So I've fixed that and re-uploaded the game.

For those of you waiting for Episode 2. I am still working on it, and hope to have it released by the end of March.

Thanks Guys and Gals!

Progress Report

Unintentional Hiatus

Hey guys,

It's been two months since I last updated Tunnels of Doom. It wasn't intentional, and I had expected more to be done by now. I appreciate the 86 downloads so far, and the feedback people have given me has been all positive!

I plan to return to working on the game, now that I have a legit copy of RPG Maker 2003 on Steam. I'm looking forward to porting the game over and making use of the new resources I've gathered.

Hope to report back soon!



Tunnels of Doom RM2K version update! v1.2.3 (Battle System Improvements)

Hey Everyone,

It's been a while since my last update. This was mostly due to Hurricane Irma affecting where I live in Florida. I've also had a monster cold that I've been having trouble shaking off.

Anyways... I appreciate the feedback people have given me. Based on that, I've added two battle system improvements!

Here's what's changed:
-Battle System improvement #1 - Trying to walk into another player character will no longer use up a movement step. This would actually waste half your turn before!
-Battle System improvement #2 - When you move a space and then attempt to move into a 2nd space with no monster, you will be asked if you want to end your turn. Previously your turn would have automatically ended with no warning, but now you'll have the chance to start over or fire a ranged weapon from here.
-Fixed a bug with Auto-Equip. Your characters will now equip a short bow or crossbow if you find one first before you have found ammo separately.
-Auto-Equip is now enabled in Story Mode.
-Updated Dialogue for NPC's at the Tavern in Chapter 1 Story Mode.

Version 1.2.3 is now up and available to download!

Thanks everyone!

David (aka Waxius)


Call out for RM2K/3 Game Testers! (For Name Credits!)

Hello Friends,

I want to thank those of you who have downloaded Tunnels of Doom and have tried it out. I hope that the game is as fun playing as I'm having making it. The game has been been up for 30 days and had been downloaded 43 times! I hope that means people are playing it, liking it, and are anxiously waiting for the next update.

The only problem I have is that I've received very little feedback. So I really don't know if people like Tunnels of Doom, or think it sucks!

The one question that is always burning in mind is "Is the game balanced enough?". Is it too easy? too hard? too long? I'm far too close to the project to presume if it's enjoyable to others.

So I need your help...

I really need some honest feedback. Feedback about the story and the battle system. Did you find any bugs, or things in the game that you just found annoying?

If you're using the Non-Steam version of RPG Maker 2003 (Also known as RPG TSUKURU 2003), I would like to invite you to be a game tester. I'll create a DEV/TESTER's only page for Tunnels of Doom and give you all the testing cheats, secrets, and answer questions about some of the REALLY intricate common events I've developed. Tunnels of Doom is probably 95% common events, pointing at other common events, so it can get rough looking at it.

Most of all.. anyone who provides feedback or has become a game tester will get their name in the game's credits.

If you're interested please send me a private message or comment below and I'll contact you.

Thanks, and I look forward to working with you!
David (aka Waxius)


ToD Version 1.2.2 is out! - But Hurricane IRMA is heading my way...

Hey Everyone,

I wanted to upload the latest version of Tunnels of Doom for you guys. I will likely be without internet and power in a few days, as Hurricane IRMA is due to hit southern Florida where I live. I'm just hoping that I won't have to evacuate and that my house still stands after the storm passes. Wish me luck!

As for the game update, I've added quite a bit here in this version, but not nearly as much as I would have liked. But rest assured... more is coming!

Here's what was added:

-Trapped Treasure Chests! Your party may detect a trap, or accidentally spring it!
-Monster Special Attacks, if you see a monster turn purple, it means it's using it's special attack.
For example, skeletons throw bones at you now! Oozes can permanently lower your ATK by 1 or 2 if they get to close!
-Monster Magic Weakness and Resistance. Monsters can resist your spells or be totally obliterated by them.
-Updated Damage graphics... It was a bit hard to read before.. but now the numbers are clear.
-"Miss" "Resist" and "Weak" indicators have been added.
-New Monster Battle Animations.
-4 Green Potions:
"Treasure Hunter" - Increases Equipment and Item find rates for a limited time.
"Feast" - Increases the healing effectiveness of rations for a limited time.
"Midas Touch" - Significantly increases the amount of gold found in the dungeon for a limited time.
"Famine" - DECREASES the healing effectiveness of rations for a limited time.
-Updated Item Dialogues for picking up: Dagger (more to come!)

I'll check RMN as often as I can, but I can't say when the next update will be yet.

Progress Report

Progress Update - v1.2.2 is a few days away - Updating Dialogues

Hello Everyone,

I'm still steadily working on the next iteration of Tunnels of Doom RM2K. Right now I'm going through a VERY TEDIOUS process of updating the dialogues that the characters say when they pick up items. Truth be told, I probably don't have to do this, but sometimes the randomness of the old dialogues just doesn't make sense.

Let me give you an example:
Let's say that you've got Alex in your party, he's a wide-eyed kid who gets excited when finding treasure. So when he finally finds a sword in the Dungeon, he'll say "This is incredible! I was never allowed to have a sword at home!".

Now imagine that you've opened up a treasure chest and there was a Dagger inside. Alex might say "Awesome, a Dagger I can use!". But.. he has a sword right??

So.. to fix this problem, I've removed the 2 or 3 random things each character says... and I'm having to add about 8 or 9 new things that are situational. Now for every weapon you pick up, I'm comparing that to what the character is holding, deciding if it is better, the same, or worse, and then choosing a random response accordingly.

Now Alex might say some like this. "A Dagger? Who needs one when you're carrying around a Sword now!"

So yeah.. this is a long process because there's 12 characters and at least a dozen or so weapons/shields/armor to comment on, and 8-9 phrases each... so.. that's roughly 1100-1200 messages I need to add/update.

Rest assured though, that beyond a typo here and there in these messages, I'm going to test them all to make sure they work, and won't lock up the game or something.

Question for those that have started playing Tunnels of Doom. What did you think of the Story Mode introduction?? Was it interesting? Did the music drive you nuts? I'm dying to know!

David (aka Waxius)
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