The game "LinearQuest III: Dungeon Maze" by TheLordThyGod was released in 2016.
It is part of the LInearQuest-series consisting of the games "LinearQuest: Fury Of Boss" and "LinearQuest II: Plague Of Slimes".
Plot
The hero - who ever he is -finds himself in a room with the kind, one NPC and the Owner of an Inn. The king asks him to battle Boss, the enemy. The Inn owner offers rooms and the shop keeper sells two items, weapon and armour.
Next map is very abstract drawn town. There are only two buildings.
The other building contains some kind of "mazeless" dungeon, with the enemy waiting at the end.
After beating Boss, one gets exp and the McGuffin item. Then the player can return it to the king and gets a trophy in return. Cool!
I think that's where the game ends.
**Bravo! Great Design!**
I really liked ...
- - the simplicity!
- nice music on the map
- the Inn
**Things that could be improved:**
- - battle music is unnerving
- for whatever reason the battle backdrop is pastel pink.
- the hero has really bad aim and battles take a while because the hero misses the enemies.
- you gain no Exp from battles, so there's no reason to battle other monsters at all.
Linear Quest III seems to be the sequel to the other linear quest games.
It's kept very simple in style and plot, but that makes it fun. And it's definitly really short!
I like how it boiled down a game to the core elements and highlights them. From a game maker's point of view the game can be a case study of often used/reoccurring plot elements in rpg games.
Edit: By pressing F11 the passability can be turned off. That happend why playing and I thought there was no passability used, I even wonder if it's done on purpose to make the quests more linear. After TMC pointesd out what happend, I could finish the game and return the McGuffin and finish the quest.