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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.