Turn-based: Swords and Sorcery - Underworld
Posted: Mon Sep 03, 2012 3:27 pm
Hello everyone,
I realized that a small but significant portion of the people that enjoyed Grimrock would have preferred a kickback to the turn-based RPGs of the 80s. It just so happens that I am on the verge of releasing one (actually, the gold version of an existing game) called Swords and Sorcery - Underworld. With thanks to Darklord for authorizing this entry, I humbly present you with a link to said game's website:
www.olderbytes.com
It is on Greenlight: http://steamcommunity.com/sharedfiles/f ... d=93144364
and there's a wishlist entry on GOG: http://www.gog.com/en/wishlist/games/sw ... underworld
The inspiration behind this game is Might and Magic. Improvements to the original include more advanced tactical options for combat (timing and distance management mostly), some mobs with two specials, item descriptions, automapping with flags (optional), more logical encounters (MM2 could get a little bizarre in that aspect, although it is one of my all-time favorites), you can save anywhere (but there is some incentive to saving only at the inn). Then there's the extra comfort for the eyes and ears that current technology allows.
I am looking forward to reading your impressions!
Thanks for reading,
Charles
I realized that a small but significant portion of the people that enjoyed Grimrock would have preferred a kickback to the turn-based RPGs of the 80s. It just so happens that I am on the verge of releasing one (actually, the gold version of an existing game) called Swords and Sorcery - Underworld. With thanks to Darklord for authorizing this entry, I humbly present you with a link to said game's website:
www.olderbytes.com
It is on Greenlight: http://steamcommunity.com/sharedfiles/f ... d=93144364
and there's a wishlist entry on GOG: http://www.gog.com/en/wishlist/games/sw ... underworld
The inspiration behind this game is Might and Magic. Improvements to the original include more advanced tactical options for combat (timing and distance management mostly), some mobs with two specials, item descriptions, automapping with flags (optional), more logical encounters (MM2 could get a little bizarre in that aspect, although it is one of my all-time favorites), you can save anywhere (but there is some incentive to saving only at the inn). Then there's the extra comfort for the eyes and ears that current technology allows.
I am looking forward to reading your impressions!
Thanks for reading,
Charles