This is a demo of the old Dungeon Smasher game. I'll find the full game and upload it here as soon as I can. From what I see, your goal is to complete objectives to reach the next floor. In the demo, they don't give any clues. Die and start over again. (game is incomplete, I'll finish it when I can) Arrow keys to move Z to roll X to attack Typical disclaimer: this game doesn't reflect final product
The idea for the title was Battlefruit 2: Attack of the Mechafruit. The concept is that all the enemies are mechafruit, fruit who have been infected with technology.
Taking place many thousands of years after the events of the smash hit "Lovely Shark Translate," this sequel will expand upon the winning formula that captured the hearts of millions across the globe. Which shark will you choose?
Gordius 2 is a game about many things: Survival. Battle. Puzzles. and not getting your head bit off. This is also a sequel to the original Gordius, the famous game which wasn't made in 1973. In reality, this game was made for the SJSU Game Development Club as an entry to the "Bad Sequels to Non-existent Games" challenge. While this has been coded in C#, a fairly modern programming language, it still keeps elements true to many old games- it runs in a console, doesn't use color except in certain places, has some cutscenes that are too long, and utilizes a programmer who both has a strange idea of what humor is as well as who can't figure out how to use libraries. Backstory: see http:\\neilbickford.com\Gordius.htm (to be filled in) Includes a somewhat cheating 'proof' that the variant of Sokoban used is not in NP! Controls: ↑ ←↓→ Unfortunately, this game is Windows only, but it would probably work in Mono.
This final challenge theme revolves around the idea of creating a sequel to a game that doesn't exist. You can pretend that your game takes place in the middle of an epic story-arc with a text crawl that talks about all these events and characters that the player is completely unaware of, or you can include complicated game mechanics that the player is somehow expected to already know, or you can even make a game that begins right at the assumed climax of some event and makes no sense at all without the context.
Basically, the game should feel like when you accidentally a word from a sentence.