A few adventurers make their way through the fields on their quest to save the world, when suddenly it begins to rain heavily. Unlike the typical heroes that nothing short of the world exploding would stop them from pushing on, these three figure it would be best to sit back for a while and let it blow over. Finding shelter in a tavern, they scramble their brains to come up with something to pass the time. The monk suggests simply telling stories to pass the time, though the mage believes it is too childish. After a quick blurt from the archer, the monk begins to tell her story. And thus it begins...
Features
------------------------------------
* Different "Game Over" scenes for every possible death. No more default game over screen.
* 2 maps used for the entire game. Using space efficiency to keep from having to use roughly 40 maps.
* 30 minutes of game-play, with a somewhat thought-out storyline.
* No "screamers" or "stalker enemies", as I feel these are fairly cheap, overused, and pathetic scare tactics.
* First of my games to feature a projectile-based battle system for the boss battle. The weapon of choice holding a very significant meaning in the storyline.
* Step counter that will display how many steps you have taken. This can be viewed from the main menu.
Misc Details
-----------------------------------
* First attempt at a horror game using a storyline that I whipped up one day in a few minutes.
* Work began at roughly 1 PM on October 15th, and finished around 11 PM on October 30th.
Features
------------------------------------
* Different "Game Over" scenes for every possible death. No more default game over screen.
* 2 maps used for the entire game. Using space efficiency to keep from having to use roughly 40 maps.
* 30 minutes of game-play, with a somewhat thought-out storyline.
* No "screamers" or "stalker enemies", as I feel these are fairly cheap, overused, and pathetic scare tactics.
* First of my games to feature a projectile-based battle system for the boss battle. The weapon of choice holding a very significant meaning in the storyline.
* Step counter that will display how many steps you have taken. This can be viewed from the main menu.
Misc Details
-----------------------------------
* First attempt at a horror game using a storyline that I whipped up one day in a few minutes.
* Work began at roughly 1 PM on October 15th, and finished around 11 PM on October 30th.
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- Completed
- Corfaisus
- RPG Tsukuru 2003
- Adventure
- 10/31/2009 04:16 AM
- 07/25/2013 06:31 PM
- 11/01/2009
- 36119
- 6
- 1071
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1