WIP: feel free to send me feedback The gods are watching how you fight, and they pay for what they like. Godsworn is a turn-based tactics game on an elevated grid. Two rival bands hunt the same quarry through the trials of the Calydonian boar hunt. Height decides your arrows, facing decides your back, and a body standing in a doorway decides the battle. Pick a patron and they keep score. Artemis pays for the shot that lands first and from furthest off. Ares pays for close work against the odds. Athena pays for the ground you take before the man you take. Hermes pays for movement and for theft, and considers them the same act. Fight the way your god admires and they interrupt the battle to offer you something. Take it and the other two offers are gone. Six jobs, a shop between battles, and a campaign that ends at a gate somebody has to hold.
Select your home province on the detailed map of Tamriel and embark on a classic retro fantasy role-playing adventure across vast territories.
You are the hero who must fight his way through the one hundred floors of Dungeon of Astra to defeat the evil demon king Azrael. But you can't do it alone, build a team of a cleric, archer, knight, barbarian, mage and more. Journey with your team and level up! Fight goblins, orcs, trolls, spiders, mimicks and demons, to reach the demon king. Inspired by the old school Gauntlet, Telengard and RPG games. Be very careful this game has permadeath! WASD = Move J = Attack K = Fireball (ranged attack) L = Super Move (pushes enemies back) I = Party Stand or Fight (toggle party members standing in place or fight) Mouse Wheel = Zoom in on game
Welcome to Source of Mana Source of Mana is an open-source, 2D MMORPG where classic RPGs meets real-time online multiplayer. The game is currently in active development but fully playable. Join a growing world where you can explore the region of Tonori and take part of the story unfolding within the city of Tulimshar. Current Features: - Explore a fantasy world with a deep lore, discover the origin of mana and take part in restoring the balance of magic - Hand crafted pixel-art world and UI - Interact with NPCs and other players in real-time - Battle monsters, complete quests, and collect loot - Online and offline game modes - Frequent updates and community-driven development Join us in this journey, the adventure only beggins now! Because Source of Mana is a community-driven project, player feedback is vital, report bugs, suggest features, or even contribute code and art to help shape the future of the game! Stay tuned and join us on Discord or IRC to discuss the project! https://discord.gg/qR6ursz7xD https://web.libera.chat/?channels=#sourceofmana
2D · MMORPG · Action-Adventure
Heroes vs Monsters: Idle RPG is a clicker where you assemble a team of heroes and send them into an endless battle against monsters. Level up your heroes, unlock artifacts, use powerful skills and push through hundreds of zones. Progress continues even while you're away - come back and collect your rewards! Click on monsters to deal damage. Hire heroes - they will fight for you automatically. Earn gold and level up your heroes to deal more damage. Use skills for powerful bonuses. Defeat bosses every 5 zones to push further. Unlock artifacts for permanent upgrades. The game continues even while you're offline!
Dragonwake is an ASCII roguelike set in Valoria, the land once ruled by the old empire of Istaris before the Starfall. Your heirloom, a blackglass star amulet, draws you there just as the primordial dragon begins to stir. Dragonwake is built to feel like a solo old-school D&D-inspired campaign in roguelike form: race, class, attributes, saves, spells, quests, towns, ruins, and dangerous dungeon crawls. The rules aim for a 1e/2e-era feel, modified for smooth roguelike play. Embark on a long and detailed quest line across an expansive world map, with towns, quest hubs, caves, tombs, mines, towers, keeps, old ruins, and plenty of replayability. Choose a race and class, then begin your road toward the Sundering Scar. Good luck. Features Races: Human, Dwarf, Elf, Half-Elf, Halfling, Gnome, Half-Orc. Classes: Fighter, Paladin, Rogue, Cleric, Ranger, Druid, Wizard, Sorcerer. Skills: Apothecary, Appraisal, Arcana, Athletics, Awareness, First Aid, Handiwork, Lore, Presence, Stealth, Survival, Thievery. Unique per-class level perks, weapon proficiencies, and active class actions. Core roguelike systems: artifacts, curses, hunger, corpse eating, potions, scrolls, wands, spells, resistances, and 8-way turn-based combat. Adventurer Tools: ropes, pitons, bear traps, caltrops, oil flasks, nets, lockpicks, acid vials, oils and pastes, tool kits, and more. World Map: travel across Valoria, visit towns and quest hubs, and delve into caves, tombs, mines, towers, keeps, and scarred old ruins. Adventure Mode: more RPG-like play style where you can save the game at inns and camp.
The Lands beyond the rainbow have kept no single crown since the Accord broke centuries ago. They remain divided into five constantly warring noble realms — Crimson Mane, Sunmane Reach, Verdant Glade, Azure Spire and Violet Veil — their cities strung along the old roads between them. You are the king of one of these realms, living in one of three periods of the Mazurian Age where total conquest and unification were the only solution. Twenty cities. One crown. No second place. THREE SCENARIOS TO FIGHT IN I. Rise of the Golden Horn · Year 13312 — a close-packed map where every realm is a neighbour. II. The Broken Accord · Year 13986 — a real split into two areas bridged by just two cities. III. The Radiant Spire · Year 14001 — more roads than any age before, and longer. Every campaign of a given age is fought on the same land, so two kings can compare their wars. Time runs in the Mazurian Age: thirteen months of twenty-eight days, Auriel through Lunaris. A road takes about a week to walk, a warband takes six days to muster, and your campaign is scored in the days it took you to conquer the whole of it. PLAYING It is real time, with a pause. Nothing waits for you, but you can stop the world and think. Click your city → raise a warband. It costs 💎 gold and 👥 populace, and takes time. Click your warband → it marches at your word (the cursor turns to a crosshair). Click a city → go there, however many roads away; the march finds its own path. Click an enemy host → go and meet it on the road between you. Click anywhere else → stand down. Space pauses, 1–4 set the pace, M mutes. Drag to pan, pinch to zoom. Gold comes from the cities you hold, so every wall you take pays for the next army. Warriors come from the people, and a city drafted hard has fewer of them to give. WHAT EVERY COMMANDER LEARNS 🔱 Footmen are raised anywhere. 🦄 Unicorns and 🐘 behemoths are bred, and only two cities in a realm breed them — its capital and its next greatest city. Take those and the pens come with them. On a road a host fights at the pace it marches: outrun what you land on and you caught it strung out, so unicorns break footmen, footmen break behemoths, and unicorns maul behemoths worst of all. Behind walls, speed counts for nothing — behemoths breach in a fraction of the time and unicorns are no siege engine at all. Catching a behemoth column between cities is the best thing a unicorn will ever do. Numbers are health. Every muster is the same forty bodies whatever it raises, and damage comes off bodies while a kind's strength only multiplies what it deals. Fifty behemoths lose to a hundred footmen for the same gold. A behemoth is a siege arm, not a strong generalist. Warriors tire. Marching wearies a host; fighting wearies it four times faster, and it sheds that only by standing still. Winded, it moves at half pace — which usually means it cannot get away. Breaking off a fight costs a quarter of the host on top, so the time to retreat is before you need to. A city never fights for itself. Two hosts on a city trade as they would on the road outside it, less the speed and plus home ground: men on a city of their own realm swing twenty percent harder, knowing the streets and the wells. A city spends its defence on the siege instead — and only once there is nobody left to fight, at which point it is a tax in blood on the besiegers while the wall points set the clock. A city remembers its original banner. Conquer it and it seethes, riots, and throws you out — no mob, no siege, it simply goes home — unless you leave men enough to sit on it. Roughly one warrior for every seven souls will hold the lid down, and twice that will calm it quickly. Those are men not marching on the next wall. A realm ground down to a rump rallies nobody, so its lost cities finally settle and a conquest can end. Walls mend themselves, slowly, and only while no enemy stands at the gates. There is nothing to order and nothing to pay. The fog hides intent, never ground. You always see the roads and the cities; what walks them is another matter. You see a city while you hold it, border it, or stand a host on it — elsewhere, hosts in the dark are invisible, and so are the battles fought there. FOUR RUNGS Dreamer, Duelist, Warlord and Tyrant scale what your enemies get: their economy, how many decisions they make a turn, how large an army they will keep standing, and how firmly they hold what they conquer. Yours never change. Warlord is the default, and it does not flinch. NO ASSETS Every pixel of this is generated: the land, the cities, the warbands, the music and the sound of battle. There are no image files and no audio files, because there is no room for any — the whole game is 13,312 bytes, which is also, not by accident, the year the first age opens on.
# Please read, there are no in-game instructions! Note: This is a tiny 13kb game created for the yearly #js13k gamejam. Check out the many wonderful games folks from around the world made in just 13kb at https://js13kgames.com/ **Panzercorn** is a first-person arcade shooter where you ride a magic carpet through the valleys of Utopia, wielding rainbow beams against the evil everycorn forces. Blast toadicorns, buttercorns, and more as you work your way up to the dread unicorns! Panzercorn uses Wavedash's Leaderboard system to store your high score, but due to size constraints, cannot show you that information in game. Instead, please use Wavedash's page to see your standing. Thanks for playing! ## 🥽 VR recommended Panzercorn is made for WebXR-capable VR headsets. Play with either hand tracking or controllers. The game is also playable on desktop or mobile, in landscape. Once the game loads, tap anywhere on the game to enter VR. Note: there is a bug in the Quest browser where you may not be able to start VR just by tapping. You'll need to first hit the JS13k full screen button at the top right! ## 🌈 How to play Fly your magic carpet vertically and horizontally. Your beam is a lock-on weapon: acquire targets, watch for the red lock glyph above each enemy, then unleash up to five beams at once. ## ✋ VR hands - Place your **left hand** inside the control orb to your left, palm level, then tilt it side to side like an airplane to steer. - Hold your hand above the orb to rise; below to descend. - Your **right hand** controls your weapon: close your fist to begin, look through your hand at enemies to lock, open your fist to fire. ## 🎮 VR controller - Use the **left stick** to steer the carpet. - Use the **right trigger** to begin, look through your right hand at enemies to lock, then release the trigger to fire. ## 🖱️ Desktop - Use **WASD** to fly your carpet. - Hold the **left mouse button** to begin, hover over enemies to lock, release to fire. ## 📱Mobile - Tap and drag to move and lock, release to fire! ## 🤫 Spoilers If you're stuck, here are a few things to know: * speed and difficulty go up over levels * Whalicorn is only lockable when out of water * Eaglicorn fires a horizontal beam you must be above or below of * Unicorn fires a wall of color directly at you, you must dodge to left or right of it * just barely missing rocks awards multiplier points! * you get a free heart after a boss!
Card Quest is a card battle game with Triple Triad game rules und strong fantasy visuals, where you progress through the campaign map by encountering enemies with different battle rules and completely unique card decks. The goal is not only to beat every enemy, but also to collect all cards and complete the collection book of uniquely designed fairy monsters. Start the adventure and find the best card combinations to beat your opponents and collect all cards! Learn to make combos and sweep the board with your powerful cards, but be careful, because your opponents can also turn your cards and steal them from you!
The flood is coming, and the water is rising fast. One unicorn is determined to reach Noah's Ark. Guide it through a dangerous maze, avoid obstacles, collect power-ups, and find the fastest route to safety. The ark is waiting. Probably. ## Controls WASD, arrow keys, or swipe. ## Features Built with vanilla JavaScript and HTML Canvas, with procedural graphics, sound effects, multiple endings, achievements, and a hidden second quest, maybe.
2D · Pixel Graphics · Fantasy
Two unicorns. One rainbow. Every color matters. Hold one end of a living rainbow and bring color back to a cloud-filled sky. Move your unicorn to line up each colored section with a matching creature, then hold the connection long enough to restore it. Dodge dark clouds, chain restores, and collect all seven colors to unleash Double Rainbow. Journey through seven colorful chapters, face The Grey, and unlock Endless mode. Give your unicorn a name, choose its colors and style, and find your rhythm in a reactive, synthesized soundtrack. Play Solo offline with an AI companion, or join a friend online through quick match or a private room. Controls: WASD or arrow keys; touch and drag on mobile. P / Escape pauses Solo. M toggles sound. An interactive tutorial teaches the basics.
You are a tiny Wizard who lives on a tiny island... But that island is secretly a Musickal Machine! Combine items with the environment to make unique looping sounds, whistle random notes, play an instrument, tap your toes... or just watch while nature reacts and birds sing along!
For Millennia, the Sunicorns and the Rainicorns have been in conflict. Each tries to destroy the other, but without both Sun and Rain there is no Rainbow. You have to keep both sides in balance as long as possible. Use your magic powers to slow the winner down and help the under-corn. You can Sparklify, Freeze, Stealth, Berserk, or Turncoat unicorns. But you have to move fast, because both sides are getting better and faster the longer you play, they will learn to use the same powers, and it’s easy to tilt the balance too far. Click to use your powers, with keyboard shortcuts to change powers quickly.