A close replica of the iconic game from adventale.com from yours truly ;) Full-screen recommended Controls: Click items to equip/unequip them Press S while hovering on equipment in your inventory to salvage Hold Space to display enemy health While in combat, clicking an enemy will change your target to that enemy. Q will leave your current battle (implemented due to a rare, edge-case bug I still haven't figured out) I have obtained all the source code and sprite/animation sheets, I cannot be stopped >:) Dev-Tools: E - Spawn an item L - Maximizes loot rarity D - Displays player stats
Full credit goes to the original dev at adventale.com Updates: Dec 8 2022 - Shared. Inventory system and items. Began work on menu screens Dec 9 2022 - Item stats and player stats. Began working on perks Dec 12 2022 - Salvage system (Finished) Dec 14 2022 - Sunny Hills sprites. Added music (change volume in settings) Dec 15 2022 - Stat and Forge buttons turn green when you can redeem/upgrade. Stat points. Dec 17 2022 - Added the buttons for the first three worlds and acts Jan 4 2023 - New rarity (Common - Uncommon - Rare) Jan 9 2023 - Battle system (Finished). Sunny Hills level Jan 10 2023 - Attack system update. Added health Jan 11 2023 - Moon Forest sprites, level in progress Jan 13 2023 - Basic attack system finished Jan 17 2023 - Armor fixed. 3 perks and perk system Jan 19 2023 - 3 new perks Jan 20 2023 - Act One is complete Sep 25 2023 - Bug fixes. Salvage QoL. Sep 26 2023 - New visual, increased drop rate Sep 27 2023 - Perk compatibility Sep 28 2023 - Proper number displays Oct 18 2023 - +3 perks Oct 20 2023 - Act Two in progress Oct 23 2023 - Act Two, World One is done Oct 25 2023 - The Blue Goblet has been added, and the "30% more Max Life" perk is fixed Dec 8 2024 - Rebalancing Dec 18 2024 - Combat update. Prioritizes weaker enemies Sep 16 2025 - Bug fix Sep 22 2025 - Increased Life stats Sep 23 2025 - Stats scale. Rebalance Dec 2 2025 - Rebalance. Fixed Foul Outskirts Dec 3 2025 - New equipment algorithm. Thumbnail. Equipment swapping Dec 4 2025 - Rebalancing. Bug fixes. Blue Goblet updated. Equipment sprites Jan 13 2026 - Just a progress update, here to let you know that the sprites for Clay Labirinth are done and the level is in the works. I don't think I can remake its complicated spawn mechanic, my code probably can't handle it. Jan 14 2026 - Fixed an edge-case bug where a battle-ending strike from an enemy would hit just as the player regens health (if the perk is unlocked), causing the player to be sent to a Purgatory state with no way of escape. Began simplifying old update notes to save on character count :P Jan 15 2026 - Clay Labirinth (not a typo) has been added. Now I need to find out how the original game calculates damage after armor, since it's only getting more janky Jan 20 2026 - Acquired the source code. Now I need to figure out how the code works and what it means Jan 21 2026 - I've obtained the algorithm used to determine how armor affects damage. It has been implemented for both player and monsters. Optimized the function used to apply damage to a monster. Jan 22 2026 - Due to a reoccurring bug that I've yet to fix, pressing Q will exit the battle. (Non-existing enemies and odd purgatory states that I can't figure out) It should be a little more stable though Jan 26 2026 - Sound setting actually applies. Salvage effect no longer blows out your eardrums Feb 18 2026 - Regen & Poison are smoother. Equipment stats now scale with unlocked Acts. The Forge now provides equipment dependent on your unlocked worlds rather than your last played world Mar 3 2026 - Working on some code improvements that should hopefully help the game run a bit smoother. It's also helping to declutter, so updates should be easier :) Mar 4 2026 - Consolidated a bunch of code. Replaced the individual perk variables in favor of a list-based system. Mar 16 2026 - Fixed a bug with the relatively new armor system which caused enemies to lose damage between each attack. More code consolidation Apr 8 2026 - Changed the normal attack animation to the one in the original Three Goblets. Not 100% sure which one I prefer Apr 20 2026 - Changed the Neighboring Attack perk to actually deal 25% of total damage to neighboring enemies. Before, the 25% was being applied before the armor calculations, so it was more like ~10%. Began implementing another 3 perks. So far, the Shield perk works. Apr 21 2026 - Finished the other 2 perks and ensured they are compatible with everything else. If any issues show up, please tell me Apr 27 2026 - Bug fix for the Crit Swipe perk. Minimal changes Apr 29 2026 - Fixed attacks carrying over into the next floor.