Fidel: Dungeon Rescue cover
Fidel: Dungeon Rescue screenshot
PC Mac iOS Steam
Genre: Puzzle, Role-playing (RPG), Indie

Fidel: Dungeon Rescue

Cerebral Puzzles Update!

A small update with some significant changes!


  • ghost is only timer-based... dying is not penalized anymore
  • fidel starts with 3 hearts now so combos can be done immediately
  • design improvements in many level distributions and tuned the behavior of snakes and snake eggs
  • only snakes can poison fidel now
  • feedback improvements on how many elements of the game works
  • reduced the sizes of the side worlds
  • default fidel shop features a medkit instead of a curing potion
  • small tutorial sequence when starting the game from scratch
  • no more XP gates after the tutorial... go at your own pace!


Anniversary Update!

* NO GHOST TIMER ANYMORE. Take your time...
* Redesigned the beginning of the game so the learning curve is smoother AND there's more variety for seasoned players.
* MASSIVE reduction of loading times and noticeably improved ingame performance.
* Redesigned the daily challenge world to make it more varied and interesting.
* Redesigned the gnome and spike traps to make those levels more tactic.
* Puzzle and Centipede worlds were a bit long, so now they are shorter (they still have the same amount of variety, though!)
* Lots of quality of life improvements, level design and fixes.

Update 2.7 - More forgiving ghost

I've just uploaded version 2.7 of Fidel (windows only until we are sure everything is allright):

1) Ghost warning: I decided to make the ghost warning a universal feature. This means the first time you die, you get a warning and one minute to finish the level. If you die again, however, you know what will happen. This should make one-time mistakes more forgivable, but don't get complacent.

2) Tech logs: I'm logging a bunch of stuff at the beginning of the game to deal with the rare blank screens at startup. If you are someone having difficulty running the game, please send me this file:

C:\Users\\AppData\Roaming\fidel\Local Store\log.txt

to daniel.benmergui@gmail.com

3) There are some minor tweaks and fixes.

Fidel 2.6 is UP!

What's new?

- Higher quality daily challenges
- Tech logs on startup for people having trouble running the game: it's on Users//AppData/Roaming/Fidel/Local Store/logs.txt. Send them to daniel.benmergui@gmail.com if Fidel is not starting up for you!
- Simpler first level for new players
- Improved feedback when Fidel is hurt
- Barking now leaves a trail so you can tell someone barked by looking carefully at a screenshot
- Improved feedback for Dragon
- Fix: duplicated daily challenges at the end of the month
- Fix: two bugs that made some puzzle levels compute the wrong amount of XP
- Fix: no more medkits right next to the exit gate of puzzle levels
- Fix: some glitches on certain animations
- Fix: game was saving sometimes after Fidel was permanently dead
- Many more fixes (thanks Steam forums for this!)

Big Replayability Update!

Fidel 2.5 is OUT:

- Daily Challenge levels for expert players!
- Full remastered OST *free* for Fidel owners.
- Core gameplay improvements based on player feedback.
- Runs on DirectX11 on Windows, providing a performance boost.
- Includes the full version of another game (hidden inside Fidel).
- More graphics and sounds, improvements to some levels, bug fixes and tweaks.



(Mac users will see this update on monday)

Update 2.3: Indiana Jones-style level!

Yesterday we did game design for Fidel *live* on Twitch. The result is a level where things goes to hell after you grab the Golden Idol.



Changes:
- New Indiana Jones style level.
- Fixed a rewinding bug with the zombie and robot dog bosses.
- Unified how the last heart is handled between Fidel and the zombie and robot dog bosses.
- Fixed two bugs in puzzle mode.

Update 2.2

- Overhauled design for the chess level: now it's always possible to kill the king (+achievement)
- Now grandma is always angry if you were a bad dog
- No more timer while fighting the Zombie in the Underworld
- Zombie Fidel worm bomb nerf
- Adjustment to "Dying is fine" achievement to make it easier to find at the beginning
- fixed all reported bugs knowns to date

Update 2.1

- Three new achievements
- Removed the need to unlock the Underworld bridge
- Several fixes

Update 2.0!

We've just uploaded a huge FREE update with new and improved things, some gathered from your feedback and other ideas we left out of the previous version.

Highlights:
- More time, more forgiving of mistakes so new players can experiment and think things through.
- Three new worlds to explore, each offering a very different experience.
- Three new [???] that lets you play the game in a different ways (this one was tough to do!).
- Three new monsters, new biomes.
- New sound effects, more animations, rewrote the intro levels to help beginners.
- Revised and improved the design all over the place: inventory, monsters, UI, etc.
- More levels, more variety, more surprises!

The exhaustive list would be so long we'd break Steam if we posted it, because according to our records, we did about 900 changes.

Huge update this week!

We are tying loose ends, getting ready for the next update that will introduce *a lot* of improvements and make the game a bigger.

One of the most impactful changes is a toning down of the ghost, both in terms of time and mistake tolerance.

If you found Fidel too unforgiving, you will find the next version much more accessible.

If you were okay with the ghost, there are a couple new challenges for you...

(now back to work...)