Olli
(he/him)
1: Unnamed protagonists
2: Wait for it.... splat!
3: That splat? It was because you hit someone so hard that they flew into an obstacle and died so hard that they didn't even leave the usual corpse.
4: Fireball! Fireball?? ...oh shit... fire bolt, please?
5: Learn by doing
6: Summoning a demon - good idea, or maybe not?
7: If you know how to cure small wounds and you learn how to cause major wounds, you can figure out how to cure major wounds, too.
8: The game starts with the creation of the 8 player characters who are tasked with dealing with some kind of demonic invasion.
9: Spells are cast by combining three syllables
10: There was a sequel of sorts by the same author, featuring orcs
11: Wizard's Crown and Ultimas are stated influences, but it's not hard to see gold box inspiration as well
12: The author also made a couple of NetHack variants - NetHack-- and SLASH
13: It's a shareware title. You can beat the game without paying, technically, but a hint book with a map is needed to navigate the final area
14: Combat, which is 90% of the game, is turn-based and on a grid. The combat areas are fairly large and you're often outnumbered, so a big part is making sure you're not surrounded.
15: It's a single author game for the most part (music was outsourced, though)
16: To keep yourself from being flanked, it's useful to take advantage of walls, rocks, trees (magical or natural), bodies of unconscious enemies, summoned animals, etc.
17: RLF = rakh lo fyr = fireball!
18: There are graphics, but, you know, programmer graphics
19: Your skill levels are only descibed by adjectives, not numbers
20: Spellcasters aren't good in melee, as casting saps your strength (which is restored by sleep).
2: Wait for it.... splat!
3: That splat? It was because you hit someone so hard that they flew into an obstacle and died so hard that they didn't even leave the usual corpse.
4: Fireball! Fireball?? ...oh shit... fire bolt, please?
5: Learn by doing
6: Summoning a demon - good idea, or maybe not?
7: If you know how to cure small wounds and you learn how to cause major wounds, you can figure out how to cure major wounds, too.
8: The game starts with the creation of the 8 player characters who are tasked with dealing with some kind of demonic invasion.
9: Spells are cast by combining three syllables
10: There was a sequel of sorts by the same author, featuring orcs
11: Wizard's Crown and Ultimas are stated influences, but it's not hard to see gold box inspiration as well
12: The author also made a couple of NetHack variants - NetHack-- and SLASH
13: It's a shareware title. You can beat the game without paying, technically, but a hint book with a map is needed to navigate the final area
14: Combat, which is 90% of the game, is turn-based and on a grid. The combat areas are fairly large and you're often outnumbered, so a big part is making sure you're not surrounded.
15: It's a single author game for the most part (music was outsourced, though)
16: To keep yourself from being flanked, it's useful to take advantage of walls, rocks, trees (magical or natural), bodies of unconscious enemies, summoned animals, etc.
17: RLF = rakh lo fyr = fireball!
18: There are graphics, but, you know, programmer graphics
19: Your skill levels are only descibed by adjectives, not numbers
20: Spellcasters aren't good in melee, as casting saps your strength (which is restored by sleep).