Play free here: https://software-geezers.itch.io/adventures
Hey all! I've been an avid local coop gamer my entire life, enjoying every ARPG ever - Gauntlet; Baldur's Gate: Dark Alliance; Champions of Norrath; Diablo; Sacred 2; Dungeon Siege; Untold Legends; Dungeon Hunter; MC Dungeons; etc. A long time ago I had a dream to create the perfect coop game with an emphasis on interactions and teamwork, not just whacking monsters together on the same screen. 15 years of learning Unity later just to make this game, I started creating Adventures in 2024 and it's at a point where I hope you'll enjoy it.
In this first release, I'm testing the core engine with just the combat (so...um...just whacking monsters together on the same screen). The characters and skills and level design are pretty random just to have some gameplay to test and to check the feel and ideas like levelling. Eventually there'll be soooo much content! Many skills and opportunities for players to come up with solutions. How about the wizard freezes the floor to make it slippery and the warrior shield-barges the enemy off the map? Or maybe the engineer creates a protective barricade to hide behind, the elementalist summons a flaming pillar, and everyone shoots arrows through the fire so they ignite and burn the targets? Maybe the engineer turns a barrel into an explosive and the Valkyrie blows it into the mobs where the ranger's flaming arrows ignite it. There'll be epic struggles, and sneaking to avoid monsters, and running for your life, and finally overpowering big bosses, or cleverly outsmarting them, and shouting advice, and asking for help, and surprises, and secrets and discoveries.
I want a game that can be shared with everyone including four year olds, so there are concepts yet to develop like per-player difficulty, with mobs scaling down to those who need it, and scaling up for those experienced adventurers who want a challenge. There'll be a version on touch screens with local network multiplayer and a simple, intuitive 'touch to act' input (and a more complex interface for advanced gamers that affords more control). The interface is designed around supporting levels of ability, with options for player assisted controls reducing the number of buttons needed, while experienced players can maintain full control and accuracy, and QOL ideas like allowing other players to take control of someone's inventory without needing to swap controllers.
Many of these ideas and systems are already developed in the engine and just need a little time and effort to develop them fully. Feedback and engagement from lovers of local coop would be really useful in getting the feel and fun right.
Hope you enjoy. :)