Legend of the Nine Rings
Legend of the Nine Rings will be published in Indiepocalypse Anthology #7!
IN A WORLD WHERE THE SUN HAS DIED, one brave adventurer must find the nine magic rings that have the power to reshape reality. What will they find along the way?
Explore a large open world with distinct regions, challenging bosses, and unforgettable enemies as you unlock new abilities and uncover hidden truths.
This was originally a submission for the Metroidvania Month 8 Game Jam and is a definite WORK IN PROGRESS as I started the jam about halfway through & have spent only about 15 days on this in total. Currently 2 of the nine rings are available to find, though I plan on adding the third in any day now. The first boss is also not that intricate and a lot of zones are unfinished...currently the map is about a fifth of its intended size, so really this is more of a trailer for the full game. Let's call it Episode I: Beginnings or some other cliche thing like that.
Anyway, hope you enjoy playing Legend of the Nine Rings ep1: Beginnings!
CONTROLS
X - jump
E - open ring menu (UP/DOWN to navigate)
S - pause
LEFT/RIGHT - move
ENTER - activate
ESC - cancel
All menus also have mouse compatibility
MORE INFO
Tilesets made by Cormorant42 and BuckRAM, taking inspiration from Surt.
Music used is from the 8-Bit Perfect Collection.
Engine used is RPG Maker MV with modifications.
Status | In development |
Platforms | HTML5, Windows, macOS, Linux |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | Cormorant42 |
Genre | Platformer, Puzzle |
Made with | RPG Maker |
Tags | Metroidvania |
Download
Click download now to get access to the following files:
Development log
- Beta v0.29, Indiepocalypse Issue #7Jul 22, 2020
- Beta v0.28 is here!Jun 22, 2020
Comments
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On the off-chance you're still working on this, I have a suggestion: kill the momentum. In games like Zelda, Metroid, Mega Man, etc., you move at top walking speed as soon as you push forward; those are responsive controls. Here, it takes a moment to start moving and another moment to slide to a stop, making the controls slippery.
Plus, when I got the "50 coins = 1up" message, the game didn't pause, so the momentum carried me into the path of an enemy before I closed the message. In fact, why not remove the lives system entirely and let the player continue from the last save point? Having to redo what we've already done just to get back to where we died is not challenging; it's tedious. This is on top of the fact that the knockback and short invulnerability means an enemy can damage you twice in a row before you can do anything.
Well, you're right, I'm not really working on this anymore...BUT. I'm considering re-doing it as an actual GameBoy Color game, and I'll happily take your suggestion!