Tired of waiting?
Click here to disable ads!
You are not logged in. If you sign up for an account,
you can gain additional voting power over time, allowing your vote to have an even
greater impact on submission scores!
An arcade-style dungeon-crawler inspired by 1980s classics such as Gauntlet, Rogue & Red-Box D&D: Choose your champion and begin your quest to slay the Evil Minotaur!
Use the arrow keys or WASD to move, enter to wait a turn or go down the stairs, and the mouse to cast spells or access your inventory, map & character screens.
To attack simply walk into monsters.
This game is very well thought out. But it has a few flaws to it. The main one being that I have no idea what those raptor-like things are that can take you out in one hit. I just question your addition of that. Is it to add a level of difficulty to the game, because this game involves almost no skill, not that I'm complaining, I just would like to know what they were and what purpose they serve.
Extremely well done!
I really cant believe how well you merged turn base combat with movement and exploration, plus resolved all the hassle of
find item->compare with yours->decide which to keep->sell trash->repeat
The 8-bit feel of it was definately warming, but i can't help but wonder how it would've looked with some cool animations and all that, but hey you can't dis retro.
Loved the game, make more.
I can see myself playing this for many hours without end. very strategic, very well done, and it gives me one hell of a nostalgia boner.
I miss my NES...
realy enjoyed playing this, even though i usually get my ass handed to me on the fifth floor. i'd realy like to have some more influence on the advancement of my character, the items for example. for example, sometimes a piece of equipment will be sold because it has a higher total stat, even when i would like to specialise in a specific play style and the new weapon doesn't add to the stats i realy need. the spell finding thing is realy interesting but needs some extra features, you tend to wind up with a lot of unused spells that you eventually have to throw away to make room for new ones, to counter the waste you could add a new game mechanic that let's you build up spells by expanding others(lengthening duration of effects, more damage etc.) this would allow you to focus your spells and play more strategically. i'd also like to see a second projectile spell to make give the wizard a potential ranger build.
last but not least, i absolutely positively need a mobile version of this game for my phone
An interactive story of love and adventure
Turn-based PvP Arena Battler
THE WORLD HAS BEEN INVADED BY ALIENS! It's up to a nerdy, lazy high school kid to save it!
newgrounds.com — Your #1 online entertainment & artist community! All your base are belong to us.