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Sea Cave of the Selkie

A dungeon with 10 keyed rooms, 11 strange lichens, salt poppets, magic bat guano, 3 other magic items, cassowary skulls, and a sea witch who wants her father back by any means necessary.


I did my best to follow the principles of

  • setting up a precarious situation for the players to knock off balance, with no assumptions about what they will do.
  • keeping all dungeon description relevant to the characters as things they can interact with, while being as tight and evocative as I can manage (so not very, then).
  • Enough information to make non-illusory choices, and real danger, generally telegraphed.