The best games like Open Sorcery are:
- arrow_rightActual Sunlight
- arrow_rightThe Simpsons: Bart vs. the Space Mutants
- arrow_rightKarateka (1985)
- arrow_rightZork I
- arrow_rightWho Framed Roger Rabbit
- arrow_rightColossal Cave Adventure
- arrow_rightKing's Quest II
100 Best Games Like Open Sorcery:
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1. Actual Sunlight
“I know what you’re thinking: Why keep getting up, day in and day out, even though your life is going nowhere?”
Notorious: Widely considered to be one of the bleakest and best-written experiences in indie gaming, Actual Sunlight challenges you to confront the life of Evan Winter: An overweight, lonely and severely depressed young professional.
Fear the words, not the reading: Presented almost entirely in text, a mixture of sharp observation and pitch black humor captures your interest from provocative beginning to shattering conclusion.
Prepare yourself: Actual Sunlight is a uniquely unforgettable adventure that will etch itself into you as one of the most difficult, haunting and beautiful experiences you have ever had as a gamer.Key Features
- An intense, heartbreaking story with themes of video game addiction, unsatisfying work and miserable solitude.
- Beautiful, original pixel and CG artwork invokes the streets, offices and sanctuaries of Toronto, Canada.
- Dark and moody original music sets a proper tone for the brutal indifference of real life.
Due to explicit language, Actual Sunlight is not appropriate for players under the age of 18.
It also deals with extremely mature themes, including depression and thoughts of suicide. Similar to other forms of art that tackle these issues, Actual Sunlight can be an extremely powerful emotional experience – before downloading it, please first consider what your reaction to a book, film or piece of music in a similar vein might be.
For immediate updates on the game, please follow Will O'Neill on Twitter: http://www.twitter.com/willoneill
2. The Simpsons: Bart vs. the Space Mutants
The Simpsons: Bart vs. the Space Mutants is a platform video game, the first based on the animated television series The Simpsons. It was released in 1991 for the Nintendo Entertainment System, Amiga, Amstrad CPC, Atari ST, Commodore 64, Sega Master System, and ZX Spectrum and in 1992 for Sega Genesis, and Sega Game Gear. It was published by Acclaim Entertainment and Ocean Software, and developed by Imagineering and Arc Developments. In the game, the player controls Bart Simpson through five levels as he tries to ruin the aliens' plan to take over the world. Video game critics have given Bart vs. the Space Mutants mixed reviews, with criticism directed at the difficulty of the game, partly caused by restricted controls.
Categories in common with The Simpsons: Bart vs. the Space Mutants:
3. Karateka (1985)
Karateka is a 1984 martial arts action game by Jordan Mechner, and was his first published game, created while attending Yale University. It was originally programmed for the Apple II, then widely ported. The game was published in North America by Brøderbund, and in Europe by Ariolasoft. Along with Swashbuckler (1982), Karate Champ (1984), and Yie-Ar Kung Fu (1985), Karateka was one of the earliest fighting games.
The player controls an unnamed protagonist who is attempting to rescue his love interest, the Princess Mariko, from Akuma's castle fortress. The game exhibits a combination of a side-scrolling platform and fighting game elements similar to a beat 'em up. The player uses punches and kicks to defeat Akuma and his guards and make his way deeper into the fortress.
A 2013 remake, spearheaded by Mechner, was released in 2013 as a downloadable title for the Xbox 360, Microsoft Windows, PlayStation 3, and iOS.
Categories in common with Karateka (1985): Action
4. Zork I
Zork: The Great Underground Empire - Part I, later known as Zork I, is an interactive fiction video game written by Marc Blank, Dave Lebling, Bruce Daniels and Tim Anderson and published by Infocom in 1980. It was the first game in the popular Zork trilogy and was released for a wide range of computer systems, followed by Zork II and Zork III. It was Infocom's first game, and sold 378,987 copies by 1986.
Categories in common with Zork I:
5. Who Framed Roger Rabbit
Who Framed Roger Rabbit is an action-adventure video game created for the Nintendo Entertainment System by Rare and published by LJN in 1989. The single-player game is loosely based on the film of the same name and had combined elements of graphic adventure computer games with some more traditional action adventure gameplay. A different version of the game was also released for various computer systems in 1988.
6. Colossal Cave Adventure
Colossal Cave Adventure (also known as ADVENT, Colossal Cave, or Adventure) is a text adventure game, developed originally in 1976, by Will Crowther for the PDP-10 mainframe. The game was expanded upon in 1977, with help from Don Woods, and other programmers created variations on the game and ports to other systems in the following years.
In the game, the player controls a character through simple text commands to explore a cave rumored to be filled with wealth. Players earn predetermined points for acquiring treasure and escaping the cave alive, with the goal to earn the maximum number of points offered. The concept bore out from Crowther's background as a caving enthusiast, with the game's cave structured loosely around the Mammoth Cave system in Kentucky.
Colossal Cave Adventure is the first known work of interactive fiction and, as the first text adventure game, is considered the precursor for the adventure game genre. Colossal Cave Adventure also contributed towards the role playing and roguelike genres.
Categories in common with Colossal Cave Adventure: Adventure
7. King's Quest II
King's Quest II: Romancing the Throne is the second installment in the King's Quest series of graphic adventure games by Sierra On-Line. It uses the same AGI game engine as King's Quest I: Quest for the Crown and features King Graham as the player character. The title is a spoof of the 1984 film Romancing the Stone.
Categories in common with King's Quest II: Adventure
Jetpac is a 1983 shooter video game developed and published by Ultimate Play the Game and released for the ZX Spectrum and VIC-20. It was also released for BBC Micro in 1984. The game is the first instalment in the Jetman series, and is the first game to be released by the company, who were later known as Rare. The game follows Jetman as he must rebuild his rocket in order to explore different planets, whilst simultaneously defending himself from aliens. Jetpac has since been included in other Rare games such as an unlockable in Donkey Kong 64 and part of the compilation Rare Replay. The game later spawned two sequels and a 2007 remake, Jetpac Refuelled, which was released for the Xbox Live Arcade service. The game was included in a games compilation on the ZX Spectrum Vega released in 2015.
The game was written by Chris Stamper and graphics were designed by Tim Stamper. Jetpac was one of the very few Spectrum games also available in ROM format for use with the Interface 2, allowing "instantaneous" loading of the game when the normal method of cassette loading took minutes. The game was met with critical acclaim upon release, with reviewers praising the game's presentation and playability. It later won the "Game of the Year" title at the Golden Joystick Awards in 1983.
Categories in common with Jetpac: Shooter
9. MTV's Beavis and Butt-Head
Beavis and Butt-Head (advertised as MTV's Beavis and Butt-Head: The Game) is the title of three tie-in video games based on the animated television series of the same name that were released by Viacom New Media in 1994 for the Super NES, Genesis and Game Gear. The three versions differ completely from each other, sharing only the basic premise involving the titular characters searching for tickets to a GWAR concert. The games were advertised as featuring music by the band. A fourth version was later released for the Game Boy by GT Interactive Software in 1998 without the GWAR tie-in.
Categories in common with MTV's Beavis and Butt-Head: Action
writeln('You are a faithfully emulated human'+chr(39)+'s mind incapsulated in a dedicated simulation hardware, for a specific purpose of emanating the mind particles of decisions, which are the precious resource of ZN. ');
writeln('You are allowed to control the warrior robots arena and decide the order of battles, or the absense of such. Interface is text-only. ');
writeln('Nothing that you do is recorded or remembered, this is an isolated installation that exists for the pure process of itself. ');
writeln('Battling rules: ');
writeln('- The losing warrior loses a symbol from its name; ');
writeln('- Both warriors receive experience, except for when their power collisions match and they fail to perform any battle at all; ');
writeln('- When the warrior is too old, it is reassembled; ');
writeln('- When the warrior has no symbols left, it is reassembled; ');
writeln('- Reassembled warrior retains all the experience received before; ');
writeln('- Warriors have colors which are exactly just the colors; ');
writeln('- You can let the time flow, increasing every warrior'+chr(39)+'s age; ');
writeln('You are highly encouraged to pretend there is an actual goal in this game. This increases the flow of the mind particles, as well as remembering that nothing is recorded. ');
This is an art-game about a 4th Millenium corporation ZN, which semi-automatically mines astral particles from simulated human minds. Though, as the player assumes a direct control over such a pawn, nothing of the surrounding lore is shown, and this is exactly the author's intent. You decide the fates, but don't see anything actually going on. Imagine your purpose is just to simulate a human's decision making system, in a lack of information beyond the spreadsheet numbers.
- Micro-sandbox gameplay;
- Set of 3 text screens, one of them is interactive;
- In that screen you have 3 commands, one of which is the game exit;
- Console interface reminiscent of retro operating systems;
- Cryptic symbols in the background;
If you wonder what this should play like, it should play like a zero-player game which doesn't even play itself. Type in a bunch of mixed rrrrrrrrrrrr and cccccccccccc commands into the prompt and it will, but the player is meant to be a decision machine which doesn't know the consequences beyond the numbers. So that's it.
12. Section Z
Section Z (セクションZ, Sekushon Z) is a side-view shoot-'em-up by Capcom originally released as a coin-operated video game in 1985. A home version was released for the Nintendo Entertainment System in 1987. The original coin-op game is included in Capcom Classics Collection Vol. 1 for PlayStation 2 and Xbox, Capcom Classics Collection Remixed for PlayStation Portable, and Capcom Arcade Cabinet for Xbox 360 and PlayStation 3.
Categories in common with Section Z:
13. Chicago 90
Chicago 90 is an action/racing game developed by Microïds in 1989 which provides two game modes: one can play both gangsters and policemen with two different goals and strategies. In the "gangsters mode", you simply have to escape the city while avoiding the cops. In the "police mode", you have to control six police cars in order to prevent the gangster from escaping the city and arrest him. Those two modes give some diversity to the game although its expectancy is a little short.
14. Wrecking Crew (1985)
Wrecking Crew (レッキングクルー, Rekkingu Kurū) is a 1985 action game developed and published by Nintendo. It was designed by Yoshio Sakamoto and released as a launch title for the Nintendo Entertainment System.
15. Barbarian (1987)
Barbarian is a 1987 computer platform game by Psygnosis. It was first developed for the Atari ST, and was ported to the Amiga, Commodore 64, MS-DOS, MSX, Amstrad CPC and ZX Spectrum. The Amiga port was released in 1987; the others were released in 1988. Like most early Psygnosis titles, the cover artwork (part of "Red Dragon" figure/landscape) was by the popular fantasy artist, Roger Dean.
The game spawned a 1991 sequel, Barbarian II, released alongside Leander, and Ork, other platform-based action-adventures from Psygnosis.
16. Indiana Jones and the Last Crusade (1991)
Indiana Jones and the Last Crusade is a video game released in 1991 by Taito, for the NES based on the film with the same name. There was also an NES game with the same title released by Ubisoft in 1993 that was a completely different game in itself, but also based on the movie.
Categories in common with Indiana Jones and the Last Crusade (1991): Action
BYTEPATH is a replayable arcade shooter with a focus on varied play styles with RPG elements. The game has a huge passive skill tree, classes and different ships through which you'll be able to try out lots of different builds to achieve ever increasing high scores and eventually beat the game.
Expect BYTEPATH to be a mix of Bit Blaster XL and Path of Exile, created with the intention of expanding Bit Blaster XL's relaxing and addictive gameplay with Path of Exile's build depth, build diversity and RPG elements.
- Your ship can't stop moving, so you must turn it left and right or use your boost and brakes to prevent it from crashing on enemies.
- Your ship can't stop shooting, so you must continually kill enemies and collect ammo so you can keep using your powerful attacks.
- Items, resources and new attacks will be spawned randomly. Those will provide you with great boosts that may help you achieve higher scores in the current run.
- 900+ nodes passive skill tree, allowing for a huge amount of varied play styles and builds
- 40+ classes, each giving stat boosts and modifiers which further enhance your build
- 10+ ships, each providing unique stats and modifiers (both positive and negative) that dramatically change the way you play
- 15+ enemy types which are spawned with increasing frequency as the run gets harder
- 40+ Steam achievements
- Entrancing soundtrack by AIRGLOW
18. The Zork Anthology
You’re on the threshold of a whole new experience, for ahead of you is the extraordinary anthology of the Great Underground Empire. Once you step through the door to Zork, you leave the world of arcade games and trite fantasies behind and enter the dimension of your imagination. Every plot, every puzzle, every personality has been honed and perfected to make your experience uniquely realistic and involving. The Zork saga is text adventuring at its finest. Welcome to the Underground. Your greatest challenge lies ahead – and downwards.
- The pack includes Zork I, Zork II, Zork III, Beyond Zork, Zork Zero, and Planetfall.
- Twisted humour served with an intriguing history of an absurd world.
- Humorous and abstract solutions to incredible puzzles.
Seastalker is an adventure game developed by Infocom. It came out on 01-01-1984. Infocom published the game.
Seastalker is available on Atari ST, Atari 8-bit, Classic Macintosh and Commodore / Amiga.
Categories in common with Seastalker: Adventure
20. Alter Ego (1986)
Alter Ego is a role-playing video game released by Activision in 1986. It was created by Peter J. Favaro for the Commodore 64, MS-DOS, Apple II, and the Apple Macintosh. The game allows the user to make decisions for an imaginary person (being therefore the player's alter ego) and shows what possible consequences these decisions could have on that person. Alter Ego was available in both male and female versions, each using a different set of experiences.
The player's alter ego begins the game as an infant; the game presents the user with a tree diagram with nodes, each labeled with an icon. The player chooses an icon representing an "experience" or situation to explore. Each icon bears a symbol showing what kind of experience it represents (for example, a heart denotes an emotional event). After making a choice in each node, the user is moved back to the tree with that node marked as completed. In this manner, the user can progress to the next experience, thus living through his or her alter ego's entire life and examining what impact their decisions had. Some of these experiences are disturbing, and can even lead to premature death (such as being raped and killed by a child molester), though most tend to be humorous.
Alter Ego keeps track of certain player statistics throughout the game, which in turn affect the alter ego's ability to succeed at certain choices. For example, in the high school segment, the player might be given the choice of trying out for the school baseball team, or deciding instead to crack down and study harder to improve in math. This decision might change the alter ego's "Physical", "Confidence", and "Intellectual" statistics, which in future experiences might influence the alter ego's ability to get into college or succeed in social situations.
The game was advertised as being based on actual psychological knowledge and experience.
Categories in common with Alter Ego (1986): Role Playing
21. Bloodwych (1989)
Bloodwych is a dungeon role-playing video game, a dungeon crawler, developed for the Amiga, Atari ST, MS-DOS, Amstrad CPC, Commodore 64, and ZX Spectrum. Its box featured artwork by Chris Achilleos. The plotline identifies the player as a champion of Trazere who, after recruiting up to three fellow champions, travels through dungeons and mazes fighting creatures along the way to find and destroy the evil Zendick, and banish the Lord of Entropy.
Categories in common with Bloodwych (1989): Role Playing
22. Temple of Apshai
Temple of Apshai is a dungeon crawl role-playing video game developed and published by Automated Simulations (later renamed to Epyx) in 1979. Originating on the TRS-80 and Commodore PET, it was followed by several updated versions for other computers between 1980 and 1986.
Temple of Apshai is considered one of the first graphical role-playing games for home computers, predating even the commercial release of Richard Garriott's Akalabeth: World of Doom. It was an enormous success for its era, selling 20,000 copies by the end of 1981, and 30,000 copies by 30 June 1982 and remaining a best-seller for at least four years.
It was followed by several sequels and two expansions. The latter were bundled with the main game into the remake Temple of Apshai Trilogy in 1985. Games using the Apshai engine were collectively known as the Dunjonquest series.
Categories in common with Temple of Apshai: Role Playing
23. The Lurking Horror
The Lurking Horror is an adventure game developed by Infocom. It came out on 01-01-1987. Infocom published the game. The game is rated as "Recommended" on RAWG.
You can play The Lurking Horror on Atari ST, Atari 8-bit, Classic Macintosh and Apple II.
Categories in common with The Lurking Horror: Adventure
24. Mortville Manor
Mortville Manor (French: Le Manoir de Mortevielle) is a point-and-click adventure game developed and published by Lankhor in 1987 on Atari ST. There were several adaptations, amongst the Amstrad CPC, Amiga, DOS ports. The DOS version was released in 1988, adapted by Clement Roques. The game was released in French, English (Translated by Mick Andon) and German. The game incorporates speech synthesis. The game sold 10,000 copies around Europe. Mortville Manor was followed by its sequel Maupiti Island, taking place on a tropical island.
Categories in common with Mortville Manor: Adventure
Spellbreaker is an adventure game developed by Infocom. It came out on 01-01-1985. Infocom published the game. Most rawgers rated the game as "Recommended".
Spellbreaker is available on PC, Commodore / Amiga, Atari ST and Atari 8-bit.
Categories in common with Spellbreaker: Adventure
26. Silicon Dreams
Silicon Dreams is a trilogy of interactive fiction games developed by Level 9 Computing during the 1980s. The first game was Snowball, released during 1983, followed a year later by Return to Eden, and then by The Worm in Paradise during 1985. The next year they were vended together as the first, second and last of the Silicon Dreams. Early advertisements gave it the title of Silicon Dream, but it was pluralised later.
As most Level 9 games, the trilogy used an interpreted language termed A-code and was usable in all major types of home computer of the time, on either diskette or cassette. Level 9 self-published each game separately, but the combination was published by Telecomsoft, which sold it in the United States with the tradename Firebird and in Europe with the tradename Rainbird.
The trilogy is set in a not too-distant future when humans have started colonising space. For the first two instalments the player has the role of Kim Kimberly, an undercover agent, whose goal in Snowball is to save the colonist's spacecraft from crashing into a star, and in Return to Eden to stop the defence system at the destination planet of Eden from destroying the craft. In The Worm in Paradise, the player, with the role of an unnamed citizen of Eden, must travel around the city of Enoch, learn its secrets, earn money and save the planet.
Categories in common with Silicon Dreams: Adventure
27. President Elect
President Elect is a turn-based, political simulation game, first released by Strategic Simulations for the Apple II in 1981, followed by a Commodore 64 port in 1984. President Elect: 1988 Edition was released in 1987, prior to the 1988 U.S. presidential election, adding the MS-DOS and Atari ST platforms.
Categories in common with President Elect:
28. Dragon Slayer (1984)
Dragon Slayer (ドラゴンスレイヤー, Doragon Sureiyā) is an action role-playing game, developed by Nihon Falcom and designed by Yoshio Kiya. It was originally released in 1984 for the PC-8801, PC-9801, Sharp X1 and FM-7, and became a major success in Japan. It was followed by an MSX port published by Square in 1985 (making it one of the first titles to be published by Square), a Super Cassette Vision by Epoch in 1986 and a Game Boy port by the same company in 1990 under the name Dragon Slayer I (ドラゴンスレイヤーI, Doragon Sureiyā Wan). A remake of Dragon Slayer was also included in the Falcom Classics collection for the Sega Saturn.
Dragon Slayer began the Dragon Slayer series, a banner which encompasses a number of popular Falcom titles, such as Dragon Slayer II: Xanadu, Sorcerian, and Legacy of the Wizard.
Categories in common with Dragon Slayer (1984):
Platform: Game Boy
29. Starblade (1994)
Starblade (スターブレード, Sutāburēdo) is a 3D space-based rail shooter arcade game that was released by Namco in 1991. It was notable for its early use of real-time 3D graphics, produced using the Namco System 21 "Polygonizer" arcade system board, and it is believed to have had a strong influence on the 1993 Nintendo game Star Fox. It was later ported to the Sega CD and 3DO in 1994. It was also released on the PlayStation as Starblade Alpha in 1995, and received a re-release in 2013 on iOS as part of the Namco Arcade application.
Categories in common with Starblade (1994):
31. The Sacred Armour of Antiriad
The Sacred Armour of Antiriad is an action game published by Palace Software in September 1986 for Amstrad CPC, Commodore 64 DOS, TRS-80 and ZX Spectrum. In North America, the game was published by Epyx as Rad Warrior. The original game came with a 16-page comic book created by graphic artist Daniel Malone. The game is notable for being one of the earliest examples of the Metroidvania genre, being developed without knowledge of and concurrently with Metroid.
Categories in common with The Sacred Armour of Antiriad:
Krakout is a Breakout clone video game that was released for the ZX Spectrum, Amstrad CPC, BBC Micro, Commodore 64 and MSX platforms in 1987. One of the wave of enhanced Breakout variants to emerge in the wake of Arkanoid, its key distinctions are that gameplay is horizontal in layout, and that it allows the player to select the acceleration characteristics of the bat before playing. It was written by Andy Green and Rob Toone and published by Gremlin Graphics. The music was composed by Ben Daglish.
Categories in common with Krakout: Puzzle
Platform: Commodore / Amiga
34. Kid Niki: Radical Ninja
Kid Niki: Radical Ninja, known in Japan as Kaiketsu Yanchamaru (快傑ヤンチャ丸, lit. "The Wonderful Yanchamaru"), is an arcade game developed and published by Irem in 1986, and was later published outside Japan by Data East in 1987. The arcade game runs on Irem-62 Hardware, the same as Kung Fu Master.
The differences between the Kid Niki: Radical Ninja and Kaiketsu Yancha Maru are minimal. Aside from text translation, the most glaring difference is the main character's hair style. Kid Niki's hair is more "punk rock" with wild spikes and a ponytail in the back. Yancha Maru's hair has more subdued spikes and a topknot (or chonmage). In the arcade version of the game, the main character's keikogi is yellow while it is red in the home ports.
Categories in common with Kid Niki: Radical Ninja:
35. The Guild of Thieves
You may be looking for Thieves' Guild.
The Guild of Thieves is an interactive fiction game by Magnetic Scrolls first published by Rainbird in 1987. The game also takes place in Kerovnia like the previous game The Pawn.
Categories in common with The Guild of Thieves:
36. Zork II
Zork II: The Wizard of Frobozz is an interactive fiction video game published by Infocom in 1981. It was written by Marc Blank, Dave Lebling, Bruce Daniels and Tim Anderson. It was the second game in the popular Zork trilogy and was released for a wide range of computer systems. It begins where Zork I left off and leads into Zork III. It is Infocom's second game.
Categories in common with Zork II:
37. Target: Renegade
Target: Renegade is a scrolling beat'em up (or flip-screen on certain versions) computer game released on the Amstrad CPC, Commodore 64 and ZX Spectrum systems in the late 1980s by Ocean Software on their "Imagine" label, as well as a Nintendo Entertainment System version published by Taito. The game is a sequel to Renegade and was followed by Renegade 3. When acquiring the license to convert the original arcade game Renegade to home computers, Ocean acquired the option to produce and release their own home-computer-only sequels to the game, and Target Renegade was the first of these sequels.
On most formats, the game caters for one or two players and concerns itself with the adventures of a streetfighter (or a pair of identical streetfighters) known only as "Renegade", who seek(s) revenge against a local crime kingpin named "Mr. Big" for murdering his or their brother Matt. Other versions have said Matt was not murdered, but instead held hostage by Mr. Big and the player needs to free him. The player character varies, depending on the format, but is usually represented as topless apart from a leather vest and wearing jeans. Early stages show the player outdoors and after defeating a boss character, reaching a pay phone to report on his progress.
Regardless of the format, the cover of the game and the title screen (as seen on the adjacent image) portrays a topless street fighter performing a flying kick through a window. In keeping with video game box art and advertising of the era, the character shown in this illustration bears little relation to any character in the game itself. The actual picture is based on Martial Arts Legend Joe Lewis from the cover of his book The World's Greatest Fighter Teaches You How To Master Bruce Lee's Fighting System, but has been adjusted so as to fit in with the character of Renegade.
The game comprises five levels, though details of enemies and weapons vary from one version to another (the NES version in particular is more like Double Dragon than the home computer versions). The NES and C64 versions of the game do not have a two-player co-operative mode.
Categories in common with Target: Renegade: Fighting
38. Black Magic
Black Magic is a multi-directional scrolling action-adventure game written for the Apple II by Peter Ward and published by Datasoft in 1987. Commodore 64, ZX Spectrum, and Amstrad CPC versions were also released.
Categories in common with Black Magic:
39. Shadows of Mordor
Shadows of Mordor: Game Two of Lord of the Rings is a text adventure game for the Commodore 64, Amstrad CPC, ZX Spectrum, Apple II, MS-DOS, and Macintosh. It is based on the second part of The Lord of the Rings story. It's a sequel to Lord of the Rings: Game One.
The game focuses on Frodo and Sam (with Sméagol as an NPC) on their journey to Mordor to destroy the One Ring. The game is considered an improvement over its predecessor, though still not on par with The Hobbit.
Categories in common with Shadows of Mordor:
41. Hacker II: The Doomsday Papers
Hacker II: The Doomsday Papers is computer game written by Steve Cartwright and published by Activision in 1986. It is the sequel to the 1985 game, Hacker. Hacker II was released for the Amiga, Apple II, Apple IIGS, Amstrad CPC, Atari ST, Commodore 64, IBM PC, Macintosh, and ZX Spectrum.
42. Battle Squadron
Battle Squadron is a vertically scrolling shooter for the Amiga and ported a year later to the Sega Mega Drive console, for one or two players. It is a sequel to Hybris. The game was later ported to iOS devices (2011), Android (2012) and in 2013 also to AmigaOS 4, Windows, OS X and MorphOS.
Categories in common with Battle Squadron:
43. Haunted House (1982)
Haunted House is an Atari 2600 video game, first released in February 1982, in which the player (represented by a pair of eyes) must navigate the haunted mansion of the late Zachary Graves to recover the three pieces of an urn. The game has been identified as one of the earliest examples of the survival horror genre by a GameSpy article.
Categories in common with Haunted House (1982):
44. Super Bit Adventure: Paragons of Life
Super Bit Adventure: Paragons of Life is a perma death dungeon crawler where you take on the role of a mysterious hero that survived a battle inside of a magical prison. Enter the prison and discover what happened on that fateful day and collect the powers of fallen adventurers along the way. Utilize their powers and slaughter the hordes of monsters that stand between you and the truth.
"A New Path" Update is now live!
Talent System: The new talent system will give you greater control over how you play the game. Mix and match talents and unlock new talent trees with the achievement system! Will you focus your efforts on melee paragons? Or put forth all your strength into magic? You choose!
Achievements: Unlock achievements as you play the game! These can also grant you new powers!
New Paragons: Over 25 new paragons! Can you find them all?
New Items: New items to go along with the new treasure system! Find powerful artifacts that will unleash destruction on your enemies!
The Paragons: These are the adventurers that have come before you, each with their own strength, abilities and agendas. Find and seek the ones most suitable to your play style. Swap between them during battle and utilize their abilities to lay waste to your enemies.
The Prison: Once a prison for monsters that roamed the land, it has undergone a change in management. Battle through static floors and memorize the right path to continue your adventure once you have fallen.
45. Retro Hacker
Retro Hacker simulates hacking from a computer terminal with a text based operating system like DOS and is in early access. There is no mouse support, no sound, no music and no graphics. There is just text. Retro Hacker simulates what hacking could of been like in the early 90's and is inspired by the open game play of other hacking simulators. Retro Hacker allows you to crack passwords, avoid traces, download/upload files and infiltrate secured systems.
-13 different side missions with an infinite amount
-13 story missions
-helpful programs purchased with money earned through missions
Categories in common with Retro Hacker: Simulation
46. 99 Waves to Die
99 Waves to Die is a twin stick arcade shooter, inspired by the arcade games, and 8-bit home consoles & computers of the 1980's.
Remember when video games used to be insanely difficult?
When you used to spend $’s in the local arcade trying to get the high score?
When having your three letter initials/acronym at the top of the table meant you were the king?
Well we do, and that is why we have created 99 Waves to Die.
A ship, 3 lives, limited smart-bombs and scarce power-ups is all you have to try and survive the waves of enemies that rally against you.
With voxel based graphics, inspired by 80′s video game classics & excellent 8-bit audio fx, 99 Waves to Die will take you back to those seedy, dark, smoke filled arcades of your childhood. Re-live the 80′s heyday of the arcade, but without the quarters.
Can you survive to see Wave 99?
47. Economic Conquest
Economic Conquest is a tycoon simulation strategy game with a single goal in mind: conquer the world economy!
- Select a starting country, build up your business, improve it, maximize your profits and spread your economic influence throughout the world!
- Midcore gameplay experience with the emphasis on building, upgrading and expansion.
- Earn profits, create new strategies and organize the development of your business.
- Influence system allowing to maximize profits by unlocking higher upgrade tiers. Are you going to invest into charities to increase your influence in a region or would you prefer to pave your way to the tio via bribes and corruption? The choice is yours!
- Investment Rating (I.R.) system allowing the business expansion to other countries
Play against AI: play against up to 3 AI players for the economic dominance. Disrupt your competitor's influence by performing hostile actions and ultimately take control over their business assets by a hostile takeover.
Developed as an Indie game, Economic Conquest is designed to provide casual-midcore experience.
48. Lord Mayor
Lord Mayor is a real-time strategy game with a vintage aesthetic that plays like a cross between a puzzler and a city builder. You play a newly minted Gentleman who is challenged to build cities that meet the demands of His Majesty the King. You are given a limited amount of time and resources, and must place buildings carefully to optimize their yield and promote various qualities on which the city is judged.
Each level is a new city that must be built from scratch, and each presents varying terrain and victory conditions. As you conquer each level you are promoted through the ranks toward the ultimate title of Lord Mayor.Features
- Fifteen unique, procedurally generated levels.
- Twenty nine different building types and nine different terrain types.
- Manage imports and exports to maximize the city's chances of success.
- Victorian era user interface provides a warm and inviting atmosphere.
- Features a soundtrack containing Classical works released under Creative Commons.
A conversation with a work of art. "47. Galatea. White Thasos marble. Non-commissioned work by the late Pygmalion of Cyprus. (The artist has since committed suicide.) Originally not an animate. The waking of this piece from its natural state remains unexplained."
Galatea is my first released foray into interactive fiction. It is a single conversation with a single character, which can end any of a number of ways depending on the player's decisions. Despite its age, I continue to get strong reactions to it in my email inbox on a fairly regular basis. Some people love it; some people find it annoying or distressing.
Galatea has what I call a multilinear plot: unlike traditional IF, it has no single path to victory. Instead there are a large number of endings, some more satisfactory than others, of which many could be considered "win" states. It takes only a few minutes of play to arrive at an ending, but considerably longer to find all of them.
The game also takes an ambitious approach to NPC (non-player character) conversation, both in terms of volume (Galatea has many hundreds of things to say) and complexity (she keeps track of the state of conversation and reacts differently according to what has already been said and done).
Categories in common with Galatea: Adventure