Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Very sparsely written. Also a little repetitive with every castle being combat upon combat. I can see the germ of the ideas, but they need to bloom a little more. The death/extra lives mechanic is pretty good, but characters don't die immediately with death saves, so this might be better suited to a Gauntlet mechanic rather than a level 1 adventure. Unless you're building around a specific hardcore mode where 0 = death. 

There wasn't much room for all the castles, I hope the vibes carry through enough at least.
All combat was straight out of the games, all three games are basically nothing but combat and some platforming.
I suppose this could be a 0=death thing. Perhaps the term "corpses" was a bit too extreme, but anyone unable to fight, unconscious and unobserved would be taken away.

(+1)

With how succinct the writing was, the vibes feel a little muted. I don't know that I would have described those 3 games as straight combat. You have 2 platformers which are frequently filled with hazards, obstacles, traps, & treasure. From collapsing platforms & climbing walls to gap clears & falling objects, you have lots of variety you could add to each castle to create opportunities for interaction & exploration within the dungeon. I think there's a lot here to build upon, but it lacked a lot of the things that make Shadowdark different from other systems.