Major Update (October 7, 2009): I am working on "a new World of the Strong experience" which will essentially be several major features that were in another project of mine be programmed into this game.
Demo Version 0.5.6 (2.61 MB)
Delve into the deep dungeons of the World of the Strong and discover the true meaning of epic battles. fighting hordes of hundreds of enemies on the battlefield in the World of the Strong.
World of the Strong borrows the game play of Gauntlet (famous arcade hack n' slash game) and The Legend of Zelda. World of the Strong (or just WotS) is a Epic Hack n' Slash Dungeon Crawler Adventure Story Driven 2 Player Role-playing game. The game play of is simple enough to understand. Enemies continuously spawn from generators which can only be stopped by destroying it with your skills, magick, or other attacks. As well as this, there are several traps, obstacles, and puzzles that you will have to find the solution to get to the next area. Despite all of these hardships a first time player may face, to aid you in this World of the Strong, you will be able to create a unique character from choosing several classes which later become apart of the distinguished sub-class system.
Storyline (still a work in progress):
Still in development, I plan to completely rewrite it. This will take some time because my last one was written for a 60 hour long game.
Use the arrow keys to move
Use the Z key to fire projectiles
Toggle C to increase the size of the HUD
- Windows 2000, Windows XP or Windows Vista
- DirectX 8 or greater
- 2.2 Ghz single core or equivalent processor (recommended)
- At least 256 MB of RAM (recommended)
- About 3 MB of free hard disk space
- 640 x 480 (or greater) screen resolution with 16-bit or 32-bit colors
Demo Version 0.5.3 (7.54 MB)
Demo Version 0.5.6 (2.61 MB) (In this version I have only released one room in the demo for testing.)
- An action log displaying the past 5 actions have been added. This will also serve as the textbox for the game's engine.
- Each enemy now has its own stats rather dealing direct damage and there are now formulas developed into the game to determine damage. Also firing projectiles will now deal only half damage. You will have to attack close range to deal your maximum damage.
- The HUD has gotten a massive overhaul.
- Instead of pressing and holding E to increase the size of the HUD you can toggle C.
- The enemy artificial intelligence has been improved a little bit. Enemies will now follow you unless the object in the way is solid.
- The screen resolution has been reduced to 440x340.
- Several bugs were fixed, including the unexpected error that was displayed at the start up of the game.
As a notice, the next version or I should say last version before the Beta phase begins (I will select four people to beta test it) will be released in June. It will feature the tutorial part of the game (roughly ~20-40 minutes of game play). It's actually almost done (er..the tutorial part) I need to fix up the graphics a bit, grab the music, get someone to voice act, and then code a few more objects.
The full version of the game will most likely have 60+ hours of gameplay--which means a whole lot of time kicking monsters asses. (and that's not a number I just quickly made up.)
I'm very pleased with the positive feedback and all the help I've been getting. The funniest thing is a lot of people seem to take it that I'm an experienced GM programmer, but this is really my first project.
Anyhoo, please check the official website to see my development blog and a bunch of other gizmos and gadgets (I guess you could call it that.)
One last thing, I've already have in mind my next project and it's twenty times more complicated and bigger than this. It'll most likely be commercial. This game's development is far from over.
Edit: This game is no longer being developed and was honestly very poorly made. I really miss Gauntlet-like games, so perhaps one day I'll go back and finish it.
Edited by Mr. RPG, 28 April 2015 - 11:36 PM.