Cardinal Quest

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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.




cool game!

Graphics and sounds match perfectly! Controls are reasonable each character beings a new experience!

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A love letter to rougelike crawlers

The tile-based gameplay of this game brings back fond memories of Castle of the Winds and the legendary NetHack. The design is not complicated, not to say the game isn't difficult, because it is. It starts out easy enough, but quickly picks up steam. In what seemed like no time at all I had burnt through all of my potions and was desperately hoping I found one in a chest or charged up my healing spell before I died. And you will die, luckily the designer thought to include extra lives, but a save system would have been nice as it is irritating having to start from square one multiple times. But as it follows the permadeath tradition of NetHack it is both understandable and forgivable.

There is no attack button, leveling is rudimentary, magic works via cooldown eliminating a mana gauge, and the inventory is a lite system of Castle's. Put simply, the game does not have a lot of bells and whistles, and this is intentional. The stripped-down gameplay is a tribute to tile-based, dungeon crawling, computer rpgs, and it is done to the T.

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Highly entertaining!

This was a very fun game! Personally, I enjoyed being the Thief whenever I played. I love the retro look this game had and the sound effects. However, I am disappointed that there is no save feature. Apart from that, this game is great! Perhaps a sequel could be made ;)

What's behind that door ?!?!?!?!?

Great game!

I liked the old school graphics and the gameplay. I thought the spells were fun, and the monsters were just different enough to keep the game from being repetitive.

Unlike some of the other reviewers, I did not have a problem with the game's difficulty (with the wizard, at least). It took me a few tries to work out a strategy, of course (I got absolutely crushed the first few times). The only monsters that consistently gave me trouble were the elementals, and eventually I learned that I did not actually have to fight them... I could just run away if I wanted! However, the fact that other people are having trouble does suggest that you should consider difficulty grades in any sequel. Like Ryck mentions below, upgrades would be nice and the coins are pointless (at least as far as I can tell). The only real things that I feel hold this game back is that it is a little short, and that the ending is...sudden. I was geared up for a boss fight, and while a cut screen victory message is nice, it also felt a little anti-climactic.

Anyway, I loved the game - thanks!

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Credits & Info

4.14 / 5.00

Jan 4, 2012
4:01 PM EST
Adventure - RPG