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In a long forgotten era, the end is near for humans. Is in this despair where a small town exists, sheltered from radiation and demons inside a profound cave.
Long thought as uninhabited, an evil appears at the cave, causing terror and despair.

A long forgotten hero, Khar, appears and confronts the evil. Battle unfolds, but it's too much of a challenge to the old hero. With the help of his daughter Mao and his son-in-law, Oscar, they drive the evil away. But Khar finds himself under a curse caused by the evil. So, to lift its curse, he must seek the evil again, and vanquish it once and for all.

Khar, Mao and Oscar then set foot to the inner places of the cave.

Taking a regular RPG as a base, there is not THAT much difference at the overall systems. Though here is a list of special features systems have (specially battle).
  • Skills can cost Gold, Life or Resistance (a.k.a. MP).
  • If your resistance is high, damage gets reduced by a lot and acts as a sponge (some of the damage gets deducted from resistance instead). Less resistance means more damage.
  • No levels. Instead, there is A LOT of power-up items.
  • Puzzles all around the place, just to mock you. Nana nana!
  • Lastly, encounters on map. Some maps don't even have any enemy (and actually there are some unused enemies because of bad planning "OTL).

  • Steal as much as possible!
  • Uhh... have fun?

  • Graphics and scripting all by meself (except one small bit of code I took from a collaboration script I did with some friends, namely Wecoc and Pokepik, and Gerkt).
  • Sounds (though they can't be heard by now) were ripped from DarkSouls AND Morrowind. Were the two things I had near. Count'em as placeholders, in case I make a new version.
  • Other sounds and all music are from FreeSFX.co.uk

Latest Blog

New chap was becoming stagnant so...

I really wanted to expand this game... for a time. But since no work was being done since months, I better mark it again as complete.

I will later on upload any upgrades I made, like the "puzzle box" Caz mentioned in one of the reviews, and some other small polishes, but after that, unless I retake it in some other way or something (3D ARMORED? WOW! lol), it will stay as it is, as a little handcrafted piece made with pure love to the science of gaemz (?).

So, bye my beloved child, have a good life. Hope to see you around.


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Wow, thanks for your input Alterego. One of my personal challenges was to make as much as I could from scratch by myself. Sadly, my writing is pretty bad, I'm not a good music composer, and caring for making sounds, either recording them or scavaging at FreeSound.org... there was not enough time. So there you have it, why these parts suffered a little (well, writing would had suffered anyway "OTL).

I do want to make a second version, and a Spanish release of course. I'll probably try and improve the story while making it in Spanish.

As for the issues you mentioned, first one is a bug, yeah, I'm not that evil.
The pseudo-pixel movement (it was actually half-tile) is pretty full of issues, that's what happens when you experiment with a game you're going to release! OTL.
As for the third one, ugh, one line of code will do the trick.

I actually left a pretty open ending, so...
Cool game! Obviously, I love all the custom art. You're a very accomplished pixel artists... and programmer! The fact that the battle system was made from scratch carries a lot of merit. The game mechanics were also pretty cool. Although, I wish the game was a bit harder/had more variety, so the choice between the different skills was more meaningful. But I guess for a game of this scope it's not a bad thing that you can just waltz in, nuking everything in sight. I certainly had fun doing so. xD

The games music/sound and story were probably their lowest selling points. The story was actually kind of interesting, the premise of a radioactive world is an alluring one, but it was so underdeveloped that it almost felt random. The game could have taken place in ancient Greece or space for all that matters, and it wouldn't have changed a much.

Lastly, some quirks I found while playing: 1) When I was escaping from the cave, the radius of light around the character was gone. I could not see where I was going at all. Was this intended to make the escape more difficult, or was it a bug? 2) The pixel movement was a pit nit-picky at times, making me get stuck around corners and stuff. This made me fall many times in the moving platforms puzzle. 3) when you spend an item the description doesn't get actualized until you move the cursor.

Anyway, this was a cool entry. Definitively worth a second playthrough if you decide to expand on it. =P
Heh, thanks. The action selection menues are inspired in Lufia: Rise of Sinistrals. Some days ago I was watching a let's play, and well, while deciding things about the interface... it came to my mind xD.
It was pretty fun ^^! I really liked the combat system - especially the action selection menus. Well done!
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