Vault Of Souls

published by author, running on Linux
type: action/reflex, adventure, role-play
genre: Fantasy
perspective: bird's-eye
player options: single player
languages: eng

Description

At first glance this may look like your typical 'Zelda game' made using ZQuest. But, while being Zelda-like, and using Zelda-esk graphics, it is in fact a game with story, items, and RPG elements having little in common with the Zelda series. This is not completing 9 dungeons to find the Triforce and rescue Zelda. The protagonist doesn't believe in fairy tales. Currency and collected items are spent on ability upgrades (there will be grinding). There are 5 sub-screens and an entirely different save system (somewhat reminiscent of Ocarina of Time). And the enemies only look like the ones in Zelda games, the shoot bombs, arrow arrays, flame thrower jets, fly and jump around to places the player cannot go (and they're HARD). Enemies don't just walk around and shoot in the expected semi-random patternistic way, they know where the player is; not just for aiming, but for avoiding as well. While many Zelda games feature a great deal of 90 degree squareness, this game has very little. The world and level design features a great deal of organic and asymmetrical design. The player is not limited to shooting projectiles in 4 directions. Some can be fired in _any_ direction and some have a shaped area of effect, such as the flame thrower. But the biggest surprise is when the player defeats the final boss
the game suddenly changes modes and becomes a manic arena shooter. Ya, you beat the game for another game.


zerothis # 2015-09-22 22:57:11

Technical specs

display: raster

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Vault Of Souls in-game screen.
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