showing 33 games

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Fragments of Power author? achillesheelfoes actionadventure allegro amoeboids ancientenemy ballistics bossbattles bows burrowers cemetery centauroids childprotagonist children chosenone compositeattacks cpplanguage currency dataonly did difficulty doors download explosives fae fangame femaleauthor fish forest free giantinsects goblinoids gunblades hard heads healingstations healthwarning humanoidprotagonist illequipped insectoids inventory itemget keys ladders langinsignificant launcher lethalobjects limitedcapacity magic maleprotagonist meleeweapons minigames monsters mountain nohumans noncanon plains rescue rewardingvandalism ruins secrets shields shopping simulateddisorientation skeletonkey skeletons stonemen subterranean swords titularcharacter town traproom trees ubuntu undead unexpectedsituation walking wasteland watercraft-small zelda-universe zeldaclassicengine Almost a straight-up Zelda game. Complete 9 dungeons to save the girl.
Does contain an optional bonus dungeon. Graphic improvement of course. Game mechanics are updated a bit; you push multiple blocks to solve puzzles for instance. Also, game path is not nearly as open as the original Legend of Zelda (like later Zelda games).
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Half-Life 2  Valve;Valve Corporation (Valve)? 1life 21stcentury absolutearmor achievements achievements-public airboat airlocks aliens alternateattack ammomagazines anticipatorystockpiles apartmentbuilding armoredcars autosavepoints bioships bludgeons breakpad bridge buggy burrowers cagetransport cave censored chainreactions chapterreplay chargers chosenone city cliff cliffhanger controllablehelplessness corpseactions crates crossbows dam damageindicator dawnofanewage difficulty difficulty-ingame dilapidated disintegrators displaydevices distortedhearing dollyzoom doors download driving dystopian earth ectsaward elevatedglitch encounters-popup energyshields energyweapons explosiveobjects extensible facialexpressions falldamage famousprotagonist fascism fastzombies firearms firstpersonshooter forcefields genderdiscrepancy grenades guidedweapons guidedweapons-pointer halflife handguns havokphysics hazmatsuit headtracking healthbuffer healthpickups healthwarning helicopters idlenoise illequipped ingamecinematics inpersoncinematics insectoids jumping ladders langchinesesimpl langchinesetrad langthai leveleditor license-crossplatform lightbridges lighthouse lipsync livinglegend lostresources mandatoryloss meleeweapons middleprojection modifiable motionblur mutablescenery-fixtures mutablescenery-small nochildren nofriendlyfire noodleincident npchiding oculusrift pain parasites planetlooters postapocalypse powerarmor powerthrow prison projectileimmunity prologue radiotap railway railyard rebellion rebelprotagonist recurrence recurrence-character recurrence-creature recurrence-object reload-auto reload-manual retcon rewardingvandalism robots rockets saveonline savior scientistprotagonist scientists secrets sequence-defend sequence-survival sessilecreatures shallowwater shore silentprotagonist singlegenderopposition soldiers sourceengine squatters steampowered steamworks storagearea superweapon suppression swimming teleporters telescope temporarycompanions timespan-days title-animated title-multi title-scene trains trampling tripeds turrets underwaterdiving voiceovers walking walkingarmory warehouse widescreen win2k windy winxp zombies labelminimizeminimize
The Fallen One author? achillesheelfoes actionadventure allegro amoeboids ancientenemy ballistics bossbattles bows burrowers cemetery centauroids childprotagonist children chosenone compositeattacks cpplanguage currency dataonly difficulty doors download explosives fae fangame femaleauthor fish forest free giantinsects goblinoids gunblades hard heads healingstations healthwarning humanoidprotagonist illequipped insectoids inventory itemget keys ladders langinsignificant launcher lethalobjects limitedcapacity magic maleprotagonist meleeweapons minigames monsters mountain nohumans noncanon plains rewardingvandalism ruins secrets shields shopping simulateddisorientation skeletonkey skeletons stonemen subterranean swords titularcharacter town traproom trees ubuntu undead unexpectedsituation walking wasteland watercraft-small zelda-universe zeldaclassicengine labelimageminimize
The Legend of Zelda: A Time to Triumph  author? actionadventure ancientenemy automap bartering bossbattles cheapdeath childprotagonist chosenone cpplanguage currency currency-multi doors elves fangame fish fishing forest humanoidprotagonist illequipped itemget keys ladders lethalobjects limitedcapacity magic monsters nohumans projectiledeflection returnofthehylianengine rewardingvandalism sdl skeletons subterranean trees ubuntu undead unexpectedsituation walking zeldalike labelimageminimize
The Legend of Zelda: Navi's Quest  author? actionadventure ancientenemy archlinux automap bartering bossbattles cheapdeath childprotagonist chosenone cpplanguage currency currency-multi doors elves fangame fish fishing forest humanoidprotagonist illequipped itemget keys ladders lethalobjects limitedcapacity magic monsters nohumans projectiledeflection returnofthehylianengine rewardingvandalism sdl skeletons subterranean trees ubuntu undead unexpectedsituation walking labelminimizeminimize
The Legend of Zelda: Oni-Link Begins  author? actionadventure ancientenemy automap bossbattles bribing cheapdeath childprotagonist chosenone cpplanguage currency curse doors elves fangame forest humanoidprotagonist illequipped itemget keys ladders lethalobjects limitedcapacity magic monsters nohumans projectiledeflection returnofthehylianengine rewardingvandalism sdl skeletons subterranean trees ubuntu undead unexpectedsituation walking labelimageminimize
Wolfstyle  author? achillesheelfoes actionadventure allegro amoeboids ancientenemy ballistics bossbattles bows burrowers cemetery centauroids childprotagonist children chosenone compositeattacks cpplanguage currency dataonly difficulty doors download explosives fae fangame femaleauthor fish forest free giantinsects goblinoids gunblades hard heads healingstations healthwarning humanoidprotagonist illequipped insectoids inventory itemget keys ladders langinsignificant launcher lethalobjects limitedcapacity magic maleprotagonist meleeweapons minigames monsters mountain nohumans noncanon plains rewardingvandalism ruins secrets shields shopping simulateddisorientation skeletonkey skeletons stonemen subterranean swords titularcharacter town traproom trees ubuntu undead unexpectedsituation walking wasteland watercraft-small zelda-universe zeldaclassicengine labelminimizeminimize
1st Quest Revamp  author2002 achillesheelfoes actionadventure allegro amoeboids ancientenemy ballistics bossbattles bows burrowers cemetery centauroids childprotagonist children chosenone compositeattacks cpplanguage currency dataonly difficulty doors download explosives fae fangame femaleauthor fish forest free giantinsects goblinoids gunblades hard heads healingstations healthwarning humanoidprotagonist illequipped insectoids inventory itemget keys ladders langinsignificant launcher lethalobjects limitedcapacity magic maleprotagonist meleeweapons minigames monsters mountain nohumans noncanon plains rewardingvandalism ruins secrets shields shopping simulateddisorientation skeletonkey skeletons stonemen subterranean swords titularcharacter town traproom trees ubuntu undead unexpectedsituation walking wasteland watercraft-small wintery zelda-universe zeldaclassicengine Collect useful items guarded by secret puzzles and enemies to gain access to 8 dungeons with more useful items guarded by bosses to gain access to the last dungeon to defeat Ganon and rescue Princess Zelda.

This is a remake of the original Legend of Zelda. The graphic overhaul is immediately apparent but there are a few other subtle changes. Most changes make the game not necessarily easier, just a bit less frustrating. Save or Continue, and Link's hearts remain unchanged or filled to three if they were below that. Boss fireballs not deflectable and Stone Statue fireballs deflectable looked identical in the original, now players can see the difference. Dungeon rooms are rarely so square as they were. Blocks are often replaced by walls where appropriate. And rooms that used to be a pattern of blocks are not a more organically shaped area with various obstacles to maneuver around. The new room shapes and smoothed out terrain means there are less places that look like bombable walls, so bombable walls are easier to find. Most notable it the changes in dungeon layout, where are not so much changing the rooms as it is replacing the room-to-room tunnels with a simple stairway (instant arrival at the other end). New pathways have been added. And dead ends and pointless treks into obscure corners of the dungeons are virtually eliminated by adding something useful or even necessary to them. A good example of this is in the first dungeon. In the original, Link can go left and get a key by defeating enemies. Or, Link can go right and get a key by defeating enemies. Or, both, if the player choses not to or does not knows where bomb to avoid using keys. In this remake, Link can only go left. When enemies are defeated, the staircase must be opened and this leads to the right room where the enemies must be defeated to open the exit back to the entry room. Another trick is make dead-end paths useful by having pots in the rooms. This way, players can now grind for hearts and money on a path that was just a waste of time in the original. Also there's more completely optional secrets to discover. Certain room based puzzles in the dungeons have completely new solutions. Player will find themselves using items in ways they are used in other Zelda games and in unique ways. These are usually easy and nearly intuitive. Along the lines of encountering something new in a room in a dungeon on the way to the boss; using the item collected in the same dungeon in a on the new thing to solve the puzzle. These are not just an added step, these teach the player. These new tricks learned in the dungeon can be used elsewhere to find a whole new set of secrets that have been added to the game. Also, use old tricks in new places to find the some of new secrets. This aptly named 1st quest is but only the 1st, no 2nd quest follows on defeating Ganon (to the best of my knowledge).
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Return to Castle Wolfenstein  author (Gray Matter Interactive Studios;Nerve Software;id Software)2002 boxed cablecars dieselpunk firearms fortress idtech3 illequipped nazis opengl piecemealcreatures reboot sciencefantasy undead uvl-searchelp weirdscience wolfenstein zip zombies labelminimizeminimize
Geepa's First Quest author2003 achillesheelfoes actionadventure amoeboids ancientenemy bombs bossbattles bows cartoon cemetery chosenone currency dataonly did doors fangame fantasyworld fictionaluniverse forest hard heads healingstations healthwarning humanoidprotagonist illequipped indoors inventory inventory-indisposable keys lethalobjects limitedcapacity meleeweapons monsters mountain noncanon outdoors rescue rewardingvandalism ruins secrets serious shopping stonemen stunning subterranean swords tombstones traproom trees unexpectedsituation unofficial upgrades-abilities upgrades-health upgrades-other upgrades-permanent walking wasteland watercraft-small zelda-universe zeldaclassicengine The usual classic LoZ formula but with updated graphics and game mechanics. Gather 4 shards of the Triforce, defeat Ganon, rescue the damsel. labelimagesubject
Ganon's Claim author2005 achillesheelfoes actionadventure allegro amoeboids ancientenemy ballistics bossbattles bows burrowers cemetery centauroids childprotagonist children chosenone compositeattacks cpplanguage currency dataonly difficulty doors download explosives fae fangame femaleauthor fish forest free giantinsects goblinoids gunblades hard heads healingstations healthwarning humanoidprotagonist illequipped insectoids inventory itemget keys ladders langinsignificant launcher lethalobjects limitedcapacity magic maleprotagonist meleeweapons minigames monsters mountain nohumans noncanon plains rewardingvandalism ruins secrets shields shopping simulateddisorientation skeletonkey skeletons stonemen subterranean swords titularcharacter town traproom trees ubuntu undead unexpectedsituation walking wasteland watercraft-small zelda-universe zeldaclassicengine Cerulia is a once peaceful land north of Hyrule. It sits between Nevachrea and Galhaldia, two nations at war, and remains strictly neutral. But, retreating from another defeat, Ganon encamped there and is causing havoc, so Link pursues him. Collect 8 pieces of the Golden Power. Collect items from mini dungeons, dungeons, shops, and hidden corners of Cerulia. Find Ganon, defeat him. Along the way, there are no simple caves, only multi-screen complex mini dungeons. There are actual mini dungeons and regular dungeons. Mini games and if you can find it, a master dome to test the skills of the best players. labelimagesubject
Monster  Nooskewl2007 allegro birds cattle chickens containers currency desura did download ducks group illequipped inventory itch.io lua meleeweapons monsters potions rescue shopping swords town ubuntu walking labelimageminimize
ORiGiN  author2007 achillesheelfoes actionadventure allegro amoeboids ancientenemy ballistics bossbattles bows burrowers cemetery centauroids childprotagonist children chosenone compositeattacks cpplanguage currency dataonly difficulty doors download explosives fae fangame femaleauthor fish forest free giantinsects goblinoids gunblades hard heads healingstations healthwarning humanoidprotagonist illequipped insectoids inventory itemget keys ladders langinsignificant launcher lethalobjects limitedcapacity magic maleprotagonist meleeweapons minigames monsters mountain nohumans noncanon plains rewardingvandalism ruins secrets shields shopping simulateddisorientation skeletonkey skeletons stonemen subterranean swords titularcharacter town traproom trees ubuntu undead unexpectedsituation walking wasteland watercraft-small zelda-universe zeldaclassicengine An extremely hard extensive three quest graphics and gameplay remake of the original Legend of Zelda. Collect the weapons needed to defeat Ganon three times. Rescue three princess. Extensive puzzle elements and maze like areas with enemies on practically all screens. labelimagesubject
The Legend of Zelda: Return of the Hylian  author2008 actionadventure ancientenemy automap bossbattles cheapdeath childprotagonist chosenone cpplanguage currency doors elves fangame fedora forest humanoidprotagonist illequipped itemget keys ladders lethalobjects limitedcapacity magic monsters nohumans returnofthehylianengine rewardingvandalism sdl skeletons subterranean trees ubuntu undead unexpectedsituation x86 x86-64 This is such high quality for a fan game, I find it difficult to criticize. But such a great effort earns a comparison to the series its based on. There were a few additions not from the official games that make this fan game a stand out. Such as deflecting fireballs and freezing surface water. I found myself satisfied at completing each challenge and looking forward to the next. There's a surprising amount to do and see for a fan game. Records and speedrun tools provide some replay value. But official Zelda games will last longer. This is worth a few weeks enjoyment.

Graphically, its like A Link to the Past or perhaps Link's Awakening (in color). But, its lacking in the visual diversity of those games and merely manages to top the original Legend of Zelda.

The story sounds fine but the result is Ganon is raised from the dead and all the bosses persist as ghosts. Perhaps if the details were perused in the game though story or gameplay it would be passable or perhaps even good. As the game actually does reveal a small amount of backstory, I'll say its a step up from the original Zelda. But more importantly, the look and feel and quality of some parts of the game had me expecting a presentation at least equitable with LttP. But, its a step down from Link to the Past.

The sound effects are comparable to LttP. In fact they are from it. Music is remixes taken from the official series and Star Ocean. Of course the graphics, sound and music is used without the permission of the original artists nor copyright holders.

My biggest complaint is some seemingly arbitrary game design the requires the player to figure out they must abandon the current primary objective and return to it later. No reasons or clues are given to aid in this realization. The NPC characters don't provide enough help here. This is different from official Zelda games. Also, many essential paths are blocked by multiple layers of tricky secrets, while once again, no clues are provided for solving these puzzles. The player can make their way to the final battle while lacking several required items that must be retrieve from the other side of the game world. There is no indication where to get these items, nor that they are even needed, nor that they even exist. The player simply fails without them, no lesson given. Effectively the difficulty of the game is increased by these flaws. The player in these cases ends up fighting the game design rather that evil characters, their minions, their traps, or their fortresses.

Not much freely explorable area is provided compared to most official games in the series. RotH has about the same player freedom as Adventure of Link. Of course the RoTH world is much smaller than AoL. Acquiring object provides ways to explore new areas. But with so little area, everything seems densely packed. With a new skill/object, one can suddenly find 4 heart pieces within 20 seconds. A lot of gain from getting a new object is simply a different way to move through the same areas, this time moving through more nooks and crannies to find extras,

The controls are bad. There is no gamepad or mouse control options. Its keyboard only and not configurable. Talk, lift, continue dialog, and attack are all separate keys. There are 3 map/status screens each with there own key.

LoZ has better objective progression. RotH objective progression is worse than any of the official games.

AI is a matter of the enemies simply move toward Link in a straight line. Dumb. I wish there was a rating worse than bad. There's some variation in the bosses but most of them do the same straight-line charge. This is really the game's weakest point.

Saving can be done virtually anytime. Completing a primary objective offers a save also. It takes between 15 and 30 minutes at a non-speedrun pace to complete a primary objective.

This doesn't feel like a Zelda game. Like the original LOZ, Link doesn't recoil when striking enemies. Since recoil happens in all subsequent official games, I expected it here. Pixel perfect terrain from LttP had me expecting I could interact with it the same way. But it functions much more simply, and objects react in different ways. I would rate this game better were it a stand-alone original rather than a 'Zelda game'. But as a self proclaimed sequel of of the third game in the series, it fails short of a good game.

UPDATE: On viewing the source code, it seems [i]a few[/i] the needed clues do exist. But triggering these clues is not intuitive and essential clues are still absent.

As this is an open source game. I would hope someone would take on the following features:
Varied enemy behavior/AI. So different enemies, especially bosses, don't feel like continually fighting the same enemy in different numbers and with different hit-points.
Control improvement and Gamepad support. The control design is clearly has more to do with the author's design choice rather than a lack of skill. But it is just no good. There's just too many buttons for every action. A 'Zelda' game needs contextual controls for actions. It is acceptable to associate actions to using items only if buttons are general use/assignable as they are in LA & TP. But note that these still use contextual actions.
Just a little more guidance for essential gameplay. There needs to be environmental or NPC hints when a player needs to stop mid-dungeon, or whatever tasks they are in the middle of because they were told to do it or given the means too with no further instruction. Use dumb-luck/trial-and-error gameplay for side-quests and extras, not the main quest.***At the end of Link to the Past, Link's wish (whatever it was) united the Light World and Dark World (formally the Golden Land) into one and resurrected the 7 ancient sages. Other side effects unfortunately also occurred. Mainly, Gannon and his minions were brought back to life. Gannon not only wants 'his' triforce back,he also desires revenge.

Story and gameplay start right where LttP left off.
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S.C.O.U.R.G.E.: Heroes of Lesser Renown  scourgeweb.org2012 2hmeleeweapons adv-ptdistr apples ardor3d axes bludgeons bows charactercreation classbased classbasedeq combatmode cpplanguage crossbows dialog-keywords femaleprotagonist fungi genderchoice grid grid-square group illequipped interactivedialogs inventory java javelins jewelry knives kobolds levelbasedeq license-gpl lwjgl magic maleprotagonist meleeweapons missionbased monsters openal opengl polearms ppc protagonistnaming randomizedattributes roguelike sdl shields shopping sorcery spears staves subterranean swords thrownweapons ubuntu uvl-searchelp walking wands x86 xp-kills labelimageminimize
Loren the Amazon Princess Winterwolves2012 2hmeleeweapons adv-ptdistr amazons aristocrats axes bodyarmor bossbattles bows boxed castle city classbased classicwizards combatmode comboactions commercial companion crossbows currency damagetypes defensebreaking demo demons desura difficulty dualwielding dwarves elves encounters-random fanservice femaleprotagonist fetish-breasts formations genderchoice goblins group healingitems highbornprotagonist homosexuals humans illequipped inventory itemcomparison knives knockback lesbians license-proprietary limitedcapacity magic meleeweapons monsters mountain mystics opponentpowerdisplay playerexposition priceinfo pythonlanguage racism-speciesism ragtaggang randomdamage renpy rescue romance sauroids saveanywhere search shopping sidetracked slavery sorcery steampowered swords threatsystem timeunits unconvincingarmor undead vampires visualnovel walking wasteland weefolk wetland wintery labelminimizeminimize
King Quest the 2nd author2012 achillesheelfoes actionadventure bossbattles currency dataonly doors download fangame forest free goblinoids hard humanoidprotagonist illequipped inventory keys license-proprietary meleeweapons monsters mummies noncanon npcdisarming outdoors secrets shopping skeletons snakes subterranean swords traproom trees ubuntu undead walking zeldaclassicengine labelimageminimize
Anodyne Anodyne Games2013 achillesheelfoes actionadventure adobeair amoeboids bossbattles childprotagonist chiroptera chosenone commercial demo desura doors download dreamworld flixel humanoidprotagonist illequipped indie inventory keys license-proprietary limitedcapacity lutris magic meleeweapons monsters plantcreatures portals secrets steampowered subterranean traproom ubuntu walking labelminimizeminimize
The Real Texas kittylambda games2013 automap beholders blocky bossbattles chiroptera circadiancycle commercial cpplanguage currency customengine desura devsyslinux dialog-keywords diaries doors download dragons drm explosives firearms floatingeyes gog gunslingers handguns illequipped independentaim inventory knights langtexasdialects license-proprietary mice monsters museum nodrm parallelworld rats rednecks rodents snakes subterranean tasktracker texas traproom ubuntu walking wasteland Well, you've come a long, long way for this vacation. England just isn't like Texas; you're findin' it a bit hard to relax, to be right honest. But you'll need the time off, come Calfin' season, and two weeks ain't too long to be away from the range.

Today, you've driven yourself up to some place called "Chateau Rockingham". Sort of a museum that serves food, and with a little park to relax in. Well, the drive sure was relaxin' although you found yourself more than once on the wrong side of the road up the curvy mountain pass.

As it turns out, things are gonna start to get a bit strange for you pretty quick, like when the castle decides to lock you in...
The Main Idea

Texas is a nonlinear action/adventure game***The Real Texas is an action adventure game that plays like a mashup of Zelda: Link to the Past and Ultima VI.
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Dragon Fantasy: The Volumes of Westeria Muteki Corporation (Choice Provisions)2013 adv-static amoeboids axes bizarrecreatures bludgeons bodyarmor bossbattles captives castle chiroptera classbased combatmode commercial customengine download dragons encounters-random fantasyworld fictionaluniverse floatingeyes forest ghosts giantinsects giantscorpions group humans illequipped inventory knives license-proprietary magic meleeweapons menus merfolk monsters mystics nunchucks pirates retro ruins sharks shields shopping skeletons sorcery staves steampowered subterranean swords tombstones town toxins ubuntu undead unicorns walking watercraft werewolves wolves xp-kills zombies Experience an all-new old adventure! Fight your way through hordes of strange, silly, and scary monsters! Explore the caves, castles, and dungeons of an ancient evil! Meet warriors, princes, pirates, zombies, and crazy old woodsmen in huge world of epic retro adventure! Authentic 8-bit artwork and an original soundtrack by renowned Bay Area 8-bit musician, Crashfaster keeps the game true to its retro roots. Ch.1: Join Ogden, a hero who's been written off as past his prime as he goes on a new adventure to reclaim his past glory... Ch.2: Prince Anders of Wester discovers the secrets beneath Castle Wester. Team up with Lt. Chester 'Chest' Manstrong of the Westerian Army and unravel the mysteries behind King Wester's disappearance. But beware the mysterious mercenary, Serpent Diablo. Is he friend or foe? Ch.3: Help Jerald, an adventurous thief, and his niece Ramona escape from the increasingly dangerous desert empire of Sandheim. A mysterious amulet will change their lives forever. labelminimizesubject
Ittle Dew Ludosity2013 actionadventure bombs bossbattles commercial desura download drm explosives fantasyworld femaleprotagonist fictionaluniverse forest gog healthwarning humanoidprotagonist illequipped inventory inventory-indisposable itch.io itemget license-proprietary meleeweapons monsters nodrm rewardingvandalism roombased secrets shopping steampowered subterranean tilebased trees ubuntu unity-engine uvl-realtitle labelminimizeminimize
Ultima VI: The False Prophet  author2014 ♫rulebritannia blackpearls directionalforce-wind fromanotherworld garlic group illequipped ineptveteran museum poisoning riding shopping u6engine ubuntu ultima ultimaageofenlightenment In the introduction sequence there is a commercial playing on the TV that flashes the number 512-328-0282. This was in fact origin's number.



Compiling for Ubuntu [WIP]:
[code]$ sudo apt-get install build-essential checkinstall libsdl1.2-dev
$ ./configure
$ make
$ checkinstall[/code]
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Sword of the Stars: The Pit Kerberos Productions2014 adv-objects adv-ptdistr aliens alone animals assaultrifles bodyarmor botching capacity-slots cave classbased crafting damageinfo difficulty disease doors dungeon empgrenades eventlog extraterrestrial femaleprotagonist fieldofvision firearms future genrechange grenades grid grid-square handguns healingitems hitchance hunger illequipped indie insectoids inventory itemdurability itemglow knives leveluprestoration limitedcapacity lineofsight lockpicking mapgenerator meleeweapons mimics minefield monsters motiondetector mutagen nostrayfire openclassing permadeath playerstats psychics randomchance randomizedeffects reload-manual robots roguelike save-suspend scavenging shotguns sots-series spacefaringage spinoff splittingcreatures steampowered story-padding targetlock targetlock-multi toxins trapdisarming traps tutorial tutorial-interactive unarmedfighting xp-kills xp-literal labelminimizeminimize
Super Win The Game Minor Key Games;IndieBox (Minor Key Games)2014 1life autopause-inventory backtracking bossbattles boxed bridge cave cheapdeath chiroptera claiming commercial crteffects crustaceans deadlydecor deadlywater deathtraps defenseless did disappearingplatforms domesticcats download dreams dreamworld dropplatforms evilwizard fantasyworld fasttravel fetching fish flatterrain floatingeyes forest giantspiders harmfultouch humanoidprotagonist illequipped illusionarywalls immobilewater indie indoors instantdeath interfacespoilers inventory inventory-indisposable invisiblefoes invisibleplatforms itch.io jumping keys lava lethalobjects license-proprietary magic-rare maleprotagonist metroidvania monsters movingplatforms music-chiptune nocombat nofalldamage nonlinear npcdirections omniscientnpcs optionaltasks outdoors overworld penguin pixelated plains predictablenpcs rescue retro rooftops ruins scientists scorpions screenshake secrets secrets-falling secrets-invisible seers serious shopping shrimp skeletonkey skeletons snakes steampowered steppingstones subterranean testudines thoroughfares tower town tutorial ubuntu undead underwater underwaterwalking underworld upgrades-permanent walking wallclinging walljumping wasteland watery wintery x86 x86-64 Zelda II, Metroid, and Super Mario without swords or any weapons, epic music, extra lives, boss battles, life meter, destroyable enemies, cutting edge 8-bit graphics, or magic. What does it add for the things it lacks?

Optionally, it can be experienced in CRT mode. CRT mode is everything bad about playing on old style TVs. Fuzzy moire hexagonal screen pixels, color bleeding, curved screen distortion, invisible overscan and rounded off image corners, motion blur/phosphor burn, reflections on the CRT frame. Even rolling screen, RF interference, and static make an appearance. But it's nostalgic... I think this might well be the only Linux game that has "action safe" and "title safe" design (google it). CRT mode is also tunable to better match the old TV players used when they had no other choice. Personally, I found CRT mode to be worth 15 seconds of enjoyment, then I switched it off. But, that's just my personal preference. Turning off CRT mode does not result in 'modern' graphics. Without the CRT mode, this game is about gameplay only.

It also ads some sort of quasi-bonus, playable dream segments. Same gameplay but confusing transdimensional level design and dialog I cannot make any sense of. The author admits that the dream segments are about something deeply personal. With that, I expect few would understand. This is OK, the dream segments don't require the player do do anything except progress through them and the author hasn't decided to leave the gaming industry or threaten to (like some others have after their deeply personal game designing when uninterpreted).

All sorts of game mechanics make up the game. Double-jumping, wall clinging, wall jumping, invisible structures, switch-on platforms, etc... Each one needs to be earned. Each new ability opens more areas to explore and more places to discover when revisiting. And to make 100% completion, full expert use of each mechanic will be required.

There are no map spoilers. The in-game mapping falls somewhere between Metroid and Super Metroid. There is no in-game map item to reveal areas you've missed. Get out your oldskol grid paper and start making checklists if you want to do a 100% completion of the game. Once again, this seems a deliberate feature to invoke nostalgia.

Speedruns are also added to the mix. Complete with online leader boards.

Finally, death is instant, likley frequet, but not costly. Everything kills the player without HP, shield, or mercy. The player cannot eliminate enemies at all, only earn better methods to avoid them. In contrast, pretty much every door is a retry point.

In short, I you like(d) NES games, SWTG is for you. If you've never played NES games and are curious, SWTG is for you.
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BS Zelda author2015 achillesheelfoes actionadventure amoeboids ancientenemy autosavepoints bombs bossbattles bows cartoon cemetery currency dataonly did doors fangame fantasyworld fictionaluniverse forest foundmaps gunblades heads healingstations healthwarning humanoidprotagonist illequipped inventory inventory-indisposable keys lethalobjects limitedcapacity meleeweapons monsters mountain rescue rewardingvandalism ruins secrets serious shopping stereo stonemen stunning subterranean swords trees unlicensed upgrades-abilities upgrades-health upgrades-other upgrades-permanent walking wasteland watercraft-small zelda-universe zeldaclassicengine A faithful recreation of BS Zelda. It's classic Zelda in four segments with time limits. In each segment, the player is given a goal to collect the items shown in the second subscreen. When the time is up, the checklist is compared to see how well the player did. Game is saved, then ends. Through the magic of remakes, and Zelda Classic, the player can then restart the game in the next segment. Two dungeons and triforces per segment. 8 levels only to defeat Ganon. Choose from 1 or 4 characters to play as.

This game strays far for technical feats within the Zelda Classic framework. First, it's a recreation of a Super Nintendo game. The time lime, saves between segments (automatically, there's no option to save when you want), re-purposing of maps.
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Daggerfall Unity author2015 1life achillesheelfoes adv-static allergies automap ballistics bleak books calendrictime caninoids carts centaurs charactercreation characterflaws chosenone circadiancycle city clothing compass controlconfig corpselooting customclass datedevents demons dialog-keywords difficulty disease doors download dragons dragons-western dungeoncrawler elderscrolls electrokinesis elevators enchanting energyregen falldamage fantasyworld fasttravel featherfall felinoids fictionaluniverse fines genderchoice ghosts giantanimals giantspiders guild harpies hitchance holstering humanoidanimals illequipped interactivedialogs inventory investigation itempickup-instant jewelry jumping lawenforcers licensechange liches lockbreaking lockpicking lutris magic magicartefacts manaburn map-3d mapannotation medieval meleeweapons monsters necromancers neutralnpcs nochildren nocrosshair nonlinear nudity nudity-featureless nymphs obsoletedassets openclassing openworld optionaltasks orcs outlanderprotagonist paperdoll persistentworld pointertoggle pyrokinesis racechoice randomchance rats rodents sauroids scavenging search secrets serious shapeshifters shapeshifting shopping skeletonkey skeletons smuggling sorcery souljar specieschoice spelldesigning spriggans stealing superalloy swimming temple therianthropes titlementioned titularlocale tutorial twitch ubuntu uipointer undead undeadmenace unity-engine unknownpast unnecessarykilling vampires waiting walking wallclimbing werewolves xp-literal labelminimizeminimize
The Legend of Zelda: Return of the Hylian Solarus Edition  Solarus Team2015 actionadventure ancientenemy bossbattles childprotagonist chosenone currency doors elves fangame forest humanoidprotagonist illequipped itemget keys ladders lethalobjects limitedcapacity lua magic monsters nohumans rewardingvandalism sdl skeletons solarusengine subterranean trees undead unexpectedsituation labelimageminimize
Dragon Fantasy: The Black Tome of Ice Muteki Corporation (Choice Provisions)2016 adv-static amoeboids axes bizarrecreatures bludgeons bodyarmor bossbattles captives castle chiroptera classbased combatmode commercial customengine download dragons encounters-random fantasyworld fictionaluniverse floatingeyes forest ghosts giantinsects giantscorpions group humans illequipped indie inventory knives license-proprietary magic meleeweapons menus merfolk monsters mystics nunchucks openal opengl pirates retro robots ruins sharks shields shopping skeletons sorcery staves steampowered subterranean swords tombstones town toxins ubuntu undead unicorns walking watercraft werewolves wolves xp-kills zombies labelminimizeminimize
Ittle Dew 2 Nicalis (Ludosity)2016 actionadventure bombs bossbattles commercial download explosives fantasyworld femaleprotagonist fictionaluniverse forest healthwarning humanoidprotagonist illequipped inventory inventory-indisposable itemget license-proprietary meleeweapons monsters rewardingvandalism roombased secrets shadermodel2 shopping steamcontroller steampowered subterranean ubuntu uvl-realtitle x86-sse2 labelminimizeminimize
Shroud of the Avatar: Forsaken Virtues  Portalarium2018 ♫rulebritannia abilitycharges abilitycooldown abilitydependencies actionrpg agriculture airship alcohol alphafunding animals applemetal arbitraryrewards archers arid assemblylang autumnal axes backstabbing baseofoperations bittorrent blackpearls bludgeons boat bodyarmor bossbattles bows boxed buildingdesigning capacity-stacks capacity-weight castle cattle cave cemetery cervids chargedactions chemistry chickens circadiancycle city citybuilding cliff cloaking clockworkcreatures commercial compass constructing containers controlmalfunction cooking corpselooting cover crafting crafting-ammo criminalactivity crossbows crowdfunded csharplanguage defensebreaking demo derelictgraveyard dirigibles disguisedtriggers distracting dodging doors download dragons drm ducks dungeon eagles eavesdropping electricweapons elevators elves espionage estate explainedthirdperson exploration facing fantasyworld farming fasttravel femaleprotagonist fictionalelement fictionallocation fictionaluniverse fishing flanking fmod fog foraging forcedvariety forcefields forest fortress fromanotherworld furnishing garlic genderchoice genrechange ghosts giantinsects giantscorpions giantspiders group groupbuffs groupfocus groupsizepowerscaling healingitems healthregen healthregen-activitylevel healthregen-moderate healthregen-slow healthwarning hiding hillland home horses humanoids humid hunting illequipped indoors infravision interactivefiction interactivetriggers interrupting inventory invisiblewalls involuntaryactions island isolatedlocale itemdurability jewelry jumping jungle keyboard knives kobolds ladders lagomorphs lamp license-proprietary lightdousing localsystemfiles lockpicking logging magic magicweapons maleprotagonist map medieval meleeweapons mine mines mmog monastery monsters mountain mouse mp-cooperative mp-crossplatform music-custom music-orchestral music-vocal musicalinstruments naturalweapons neutralnpcs nodrm npchealing npcregen npcschedules npcstunning openworld otherworld outdoors outlaws overworld pickpocketing pigs pirates plains polearms powernegation projectilerecovery prophecy prospecting pvp rain recallportal refillableliquidcontainers refugees repairing researching resourceharvesting resting resuscitation rewardingvandalism riding river robots rooftops rookieprotagonist ruins rural safeledges scavenging scrolls secrets serious sewers shallowwater shantytown sheep shields shopping shore silviculture sorcery spears stealing stealth stealth-motion stealth-range stealth-sight stealth-sound steamos steampowered stunning subterranean subtropic summery summoning surreal swimming swords taxes teaching teleport teleporters temple teslacoils thickvegetation thoroughfareconstruction thoroughfares thrownweapons town trackermusic treants trees trespassing trivialresearch tropic tunnels ubuntu ultima unarmedfighting undead unity-engine ursines vagrants vegetation volcanic walking wasteland watercraft watercraft-large watercraft-small weaponcustomization weaponupgrades weathereffects wetland wilderness wintery wolves x86 x86-64 xp-deeds xp-kills xp-literal xp-multi xp-unliteral zombies The game includes an offline mode. A classic Ultima style story by Tracy Hickman (no involvement by EA). 5 guaranteed episodes (there probably be more eventually)

Online modes are "open", "friends", and interestingly, "solo". It seems one can experience the online world version populated only by AI players and opponents or with only a select group of friends (together or verses, it would seem).

It seems to be shaping up to be a [s]direct competitor[/s] superior replacement to Ultima Online, period[s]by offering all the UO features plus many more[/s]. Also, I've been playing beta content and seeing some content that seems vaguely familiar. I'm gonna go out on a limb and say that among the vast amount of worlds and content a small subset of it is [game=#38049]Ultima IX[/game] done right.

"Vendors sell vendors.. Its obscene" -redfish***[media=youtube]gSZLrF657yo[/media]
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Lurking I: Immortui oklabsoft2020 1life adv-ptdistr automap bodyarmor bows capacity-stacks charactercreation circadiancycle clanguage classless combatmode commercial containers creatureidentification currency damageinfo dark-limited difficulty-aspects doors download encounters-literal exploration forest ghouls giants giantscorpions giantwolves glowingeyes goblins gold grid-square group group-subset group-switch groupcreation healingstations healthregen-slow illequipped indie indoors inventory itch.io keyboard knives kobolds license-proprietary lineofsight locationinfo loot-random looting magic meleeweapons monsters neutralnpcs nyop ogres openworld orcs outdoors permadeath polearms potions protagonistnaming resting resuscitation saveanywhere seasons serious shopping singlesave skeletons sorcery spears subterranean swords town toxins trolls ubuntu unarmedfighting undead upgrades-abilities walking wetland wordinput x86 x86-64 xp-killbonus xp-kills zombies A retro style RPG in look and feel. No hand-holding, no hint system, no metaprotection, and no step-by-step instructions. Talk to NPCs most information required. Permadeath is an option. Also, the rate at which the player can expect encounters has three levels to choose from. There is bare minimal (and skippable) story provided before the party is tossed into the wide open world. The player must speak to people to advance the plot and find the clues to discover the path to victory over evil. The evil that needs defeating must also be discovered. Games of this type from the early 1980s often came with maps, an instruction book, and one way or another had charts, monster lists, spell lists as such. Lurking provides equivalent information, but it is all provided by NPCs in-game and must be sought out by the player. Lurking began as an Apple ][ game in 1986. It was inspired by Ultima III. It later became a Windows game written in Visual Basic. The version of this game entry comes from a C language rewrite. It has some helpful modern features, such as a BACK option to see previous dialog in conversations and auto mapping, but nothing to make the game as easy as most modern CRPGs. Character creation is a matter of distributing 20 points to attributes and skills with no other restriction except 20 points. Some stats are derived from these with a random addition of up to 10% (it seems). The player can create a roster of 12 characters and play with [spoiler=one to five characters;hide DROP and ADD] one to five characters at any time by finding a particular NPC and asking said NPC to DROP or ADD them.[/spoiler]. Skills and attributes each have their own upgrade system [spoiler=that;hide upgrade hint] that a particular NPC will explain[/spoiler]. Experience points and levels will be needed. There is a README provided with the game that suggests the first NPC to talk to but also says to talk to everyone everywhere. Some NPCs seem to be present at first only for world-building but it is implied in the README that every NPC will (eventually) provide important information.

"Immortui" is Latin for Undead(Zombies). But don't worry, this not a Zombie game. "Lurking" is English.
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The Legend Of Zelda: Mercuris’ Chest  authorTBA actionadventure ancientenemy automap bossbattles bribing cheapdeath childprotagonist chosenone cpplanguage currency curse doors elves fangame forest humanoidprotagonist illequipped indevelopment itemget keys ladders lethalobjects limitedcapacity lua magic monsters nohumans projectiledeflection rewardingvandalism sdl skeletons solarusengine subterranean trees ubuntu undead unexpectedsituation walking labelminimizeminimize
The Legend of Zelda: Oni-Link Begins SE  authorTBA actionadventure ancientenemy automap bossbattles bribing cheapdeath childprotagonist chosenone cpplanguage currency curse doors elves fangame forest humanoidprotagonist illequipped itemget keys ladders lethalobjects limitedcapacity lua magic monsters nohumans projectiledeflection rewardingvandalism sdl skeletons solarusengine subterranean trees ubuntu undead unexpectedsituation walking labelminimizeminimize
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