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You are an adventurer. You know that the more you get hit by your enemies, the closer you are to death. Also, the more you hit your opponent, the closer they are to dying. 

You can use healing potions, but be careful, you never know when you can get new ones. By the way, while you are fighting, you are unable to use them, so play it smart. 

The more monsters you kill on your adventures, the more experienced you get and the more damage your successful hits do on your enemies.

This is a simple, but hard game. Especially the last encounter. I've developed it in such a way that you, as the player, have absolutely no access to the mathematical processes that run in the background. I'd really love to know if you had fun while playing as I intend to expand the world and add new features in the future, if there is an interest.

Ow, and screw AI! The soundtrack is made by humans, the ASCII art is a photo of Warwick Castle that I took and the cover art was hand drawn by myself. So, yeah! Screw AI, mostly because it's so tempting to use.

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Greydark - a retro sword and sorcery adventure.zip 16 MB

Comments

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I played your game, and I think it's a good start to build on. I noticed the music doesn't loop, and I thought that was strange. Also, when my hero gets wounded, I don't know how bad his wound is in order for me to use a healing potion or not. 

I like how the game files are organized. May I ask what game engine you used to make this game?

I have programmed the game from scratch in python. Actually this game is my attempt to learn python a little bit better. I'm currently building on what I have learned and I really hope I can release something in the next few weeks or so. Things look pretty good for the new game, so stay tuned, I think you'll really like this new one.

The music doesn't loop, as I haven't found a way to do it ... yet :) So, yes! That is a big minus for the game, but I am working on it. The idea behind the game is to offer a 10 minutes adventure to the player. I don't know how games ended up being 100+ hours of gameplay or more. I think we got so used to that, that nowadays having fun for a few minutes seems almost impossible. 

The wounds system is like that by design. I don't want the player to know exactly how bad (s)he's wounded. Like in real life. You get punched a few times and you know you're wounded, but you don't know exactly how bad it is :) I'm really trying to make the game feel like a short story, more than a maths exam. The only numbers you see are the pieces of gold and the healing potions.  

Thank you very much for playing my game and if there is anything that I can do to help you in your future projects, drop me a message!