We've got three very special games for you this weekend! Special because they're all retro in style, but also special because they're really good and can be played over and over and over again and still provide loads of fun.
Gobber Assault (Mac/Win/Linux, >5.5MB, free) - Is it a sidescrolling platformer? No, but it does scroll to the side. Is it an RPG? Yes, but there's no story, and you don't have to talk to people. But, there's items and weapons and enemies and swords and stuff, right? You bet! Gobber Assault is a two button game with a constantly moving hero who encounters both enemies and items at regular intervals. Tap [space] to attack, [shift] to jump, and use the same buttons to choose your stat bonus when you level up or to accept weapons you randomly find during your journey. Some pieces of armor and swords have interesting side effects, such as dealing damage to your character or reflecting enemy attacks, so there's a bit of strategy involved in choosing the right equipment. Otherwise, it's a constant stream of neat-o RPG goodness distilled in a casual 2D form!
Zymo (Windows, 2MB, free) - An excellent mixture of platforming and keyboard command-controlled gaming, Zymo is a retro arcade-style game where you control a little guy who must make it to the flag at the end of each level. In order to make it there, you'll have to jump, leap, duck, and switch directions, all while the little guy moves forward on his own. The catch? Instead of tapping keys to command the game, you must actually type "jump", "leap", etc. to interact with the game. It's a surprising addition that adds both difficulty and a unique twist to a very familiar game setup. Best of all, there's an included level editor to craft your own puzzles!
Pheon (Windows, 6.5MB, free) - A vector-styled boss rush shmup that's surprisingly intense for a bunch of wireframe characters and miniscule attack bullets. Move around with the [WASD] keys and aim your constantly-on gun with the mouse. Defeat bosses by, well, shooting them a lot, and stay alive by, you know, not getting shot! Ten bosses to tangle with across three modes of play, each more wickedly difficult than the last. There are a handful of other fun goodies to unlock as well, such as trophies, and online stats track every players' best (and not-so-best) playthroughs.
Note: All games have been confirmed to run under Windows 7 and are virus-free. Mac users should try Boot Camp, Parallels, or CrossOver Games to play Windows titles, Linux users can use Wine. If you know of a great game we should feature, use the Submit link above to send it in!
the gobber assault link wont work, it might just be me?
Sadness, Gobber Assault won't run on my Win7 laptop. Launching the program immediately crashes GobAssult.exe, and downloading the .love program and compiler does the same thing.
Gobber Assault working for me, but it's pretty buggy if you keep going with it.
eg your hit points going up when an enemy attacks.
That gobber looks suspiciously like it's from Dungeon in the Sky.
Too bad it crashes after i start it :(
@rc Are you sure that that just isn't you using a potion? Once you reach half HP, you automatically use up a potion (They're right next to speed on the stat box).
Did download Gobber.. but the moment I run it, it crashes. Ah well.
Y'know, Gobber was a neat lil' concept, but after level 20 or so, you REALLY feel like it needs something more to cut the tedium.
@SheerCold: The characters from Dungeon in the Sky are actually from a contest at TIGSource. Anyone can use them, as long as they give credit to Oddball, the artist.
I kept dying on Gobber Attack at about level two. Am I missing something? I attacked and stuff...
@SheerCold - Dungeon in the Sky! THAT'S where those guys are from! I knew they looked familiar.
Yeah, both of those guys are identical to characters in DitS.
Incidentally, yeah, it won't work for me either. The LOVE engine version crashes on start and the windows version won't unzip.
Just finished Zymo. I found it to be quite frustrating: speed 2 is too slow, speed 3 is too fast! Also you have to go back to the menu every time you die, which means you get to see the menu a LOT. Even so, it's still somewhat enjoyable because of its originality.
I built a couple of levels just for fun:
Escape
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Multitasking
instance_create(0,352,obj_player)instance_create(0,160,obj_player)instance_create(0,368,obj_floor)instance_create(16,368,obj_floor)instance_create(32,368,obj_floor)instance_create(64,368,obj_floor)instance_create(80,368,obj_floor)instance_create(64,368,obj_floor)instance_create(48,368,obj_floor)instance_create(80,368,obj_floor)instance_create(96,368,obj_floor)instance_create(112,368,obj_floor)instance_create(144,368,obj_floor)instance_create(144,368,obj_floor)instance_create(144,368,obj_floor)instance_create(176,368,obj_floor)instance_create(240,368,obj_floor)instance_create(256,368,obj_floor)instance_create(272,368,obj_floor)instance_create(288,368,obj_floor)instance_create(304,368,obj_floor)instance_create(336,368,obj_floor)instance_create(352,368,obj_floor)instance_create(384,368,obj_floor)instance_create(416,368,obj_floor)instance_create(416,368,obj_floor)instance_create(416,368,obj_floor)instance_create(400,368,obj_floor)instance_create(400,368,obj_floor)instance_create(368,368,obj_floor)instance_create(368,368,obj_floor)instance_create(336,368,obj_floor)instance_create(320,368,obj_floor)instance_create(304,368,obj_floor)instance_create(240,368,obj_floor)instance_create(128,368,obj_floor)instance_create(0,176,obj_floor)instance_create(16,176,obj_floor)instance_create(32,176,obj_floor)instance_create(48,176,obj_floor)instance_create(64,176,obj_floor)instance_create(80,176,obj_floor)instance_create(96,176,obj_floor)instance_create(112,176,obj_floor)instance_create(128,176,obj_floor)instance_create(144,176,obj_floor)instance_create(160,176,obj_floor)instance_create(176,176,obj_floor)instance_create(176,176,obj_floor)instance_create(208,176,obj_floor)instance_create(208,176,obj_floor)instance_create(224,176,obj_floor)instance_create(240,176,obj_floor)instance_create(256,176,obj_floor)instance_create(288,176,obj_floor)instance_create(288,176,obj_floor)instance_create(192,176,obj_floor)instance_create(288,176,obj_floor)instance_create(272,176,obj_floor)instance_create(288,176,obj_floor)instance_create(320,176,obj_floor)instance_create(368,176,obj_floor)instance_create(400,176,obj_floor)instance_create(416,176,obj_floor)instance_create(448,176,obj_floor)instance_create(464,176,obj_floor)instance_create(480,176,obj_floor)instance_create(496,176,obj_floor)instance_create(512,176,obj_floor)instance_create(528,176,obj_floor)instance_create(528,176,obj_floor)instance_create(544,176,obj_floor)instance_create(560,176,obj_floor)instance_create(576,176,obj_floor)instance_create(576,176,obj_floor)instance_create(608,176,obj_floor)instance_create(608,176,obj_floor)instance_create(624,176,obj_floor)instance_create(624,176,obj_floor)instance_create(592,176,obj_floor)instance_create(592,176,obj_floor)instance_create(432,176,obj_floor)instance_create(384,176,obj_floor)instance_create(352,176,obj_floor)instance_create(320,176,obj_floor)instance_create(304,176,obj_floor)instance_create(336,176,obj_floor)instance_create(320,128,obj_floor)instance_create(336,128,obj_floor)instance_create(352,128,obj_floor)instance_create(368,128,obj_floor)instance_create(368,128,obj_floor)instance_create(384,128,obj_floor)instance_create(400,128,obj_floor)instance_create(416,128,obj_floor)instance_create(432,128,obj_floor)instance_create(432,128,obj_floor)instance_create(160,368,obj_floor)instance_create(208,96,obj_floor)instance_create(192,96,obj_floor)instance_create(176,96,obj_floor)instance_create(496,128,obj_floor)instance_create(512,128,obj_floor)instance_create(464,400,obj_floor)instance_create(480,400,obj_floor)instance_create(512,400,obj_floor)instance_create(512,400,obj_floor)instance_create(528,400,obj_floor)instance_create(544,400,obj_floor)instance_create(560,400,obj_floor)instance_create(560,400,obj_floor)instance_create(576,400,obj_floor)instance_create(592,400,obj_floor)instance_create(592,400,obj_floor)instance_create(608,400,obj_floor)instance_create(624,400,obj_floor)instance_create(496,400,obj_floor)instance_create(144,112,obj_floor)instance_create(144,96,obj_floor)instance_create(144,96,obj_floor)instance_create(144,80,obj_floor)instance_create(144,64,obj_floor)instance_create(144,48,obj_floor)instance_create(144,48,obj_floor)instance_create(144,32,obj_floor)instance_create(144,16,obj_floor)instance_create(144,0,obj_floor)instance_create(176,32,obj_floor)instance_create(176,16,obj_floor)instance_create(224,32,obj_floor)instance_create(224,32,obj_floor)instance_create(224,16,obj_floor)instance_create(208,64,obj_floor)instance_create(224,96,obj_floor)instance_create(256,112,obj_floor)instance_create(256,96,obj_floor)instance_create(256,80,obj_floor)instance_create(256,80,obj_floor)instance_create(256,64,obj_floor)instance_create(256,48,obj_floor)instance_create(256,48,obj_floor)instance_create(256,32,obj_floor)instance_create(256,32,obj_floor)instance_create(256,16,obj_floor)instance_create(256,16,obj_floor)instance_create(256,16,obj_floor)instance_create(256,0,obj_floor)instance_create(192,368,obj_floor)instance_create(432,368,obj_floor)instance_create(80,320,obj_floor)instance_create(96,320,obj_floor)instance_create(224,368,obj_floor)instance_create(224,352,obj_floor)instance_create(224,336,obj_floor)instance_create(480,128,obj_floor)instance_create(448,192,obj_floor)instance_create(480,272,obj_floor)instance_create(480,288,obj_floor)instance_create(496,240,obj_floor)instance_create(512,208,obj_floor)instance_create(512,192,obj_floor)instance_create(512,192,obj_floor)instance_create(496,208,obj_floor)instance_create(496,224,obj_floor)instance_create(496,240,obj_floor)instance_create(480,256,obj_floor)instance_create(480,256,obj_floor)instance_create(480,240,obj_floor)instance_create(480,224,obj_floor)instance_create(480,208,obj_floor)instance_create(480,192,obj_floor)instance_create(512,192,obj_floor)instance_create(496,192,obj_floor)instance_create(464,224,obj_floor)instance_create(464,208,obj_floor)instance_create(464,192,obj_floor)instance_create(560,352,obj_floor)instance_create(560,336,obj_floor)instance_create(576,304,obj_floor)instance_create(576,288,obj_floor)instance_create(576,336,obj_floor)instance_create(576,352,obj_floor)instance_create(576,352,obj_floor)instance_create(576,368,obj_floor)instance_create(560,368,obj_floor)instance_create(576,336,obj_floor)instance_create(576,320,obj_floor)instance_create(592,352,obj_floor)instance_create(592,320,obj_floor)instance_create(592,320,obj_floor)instance_create(592,336,obj_floor)instance_create(592,352,obj_floor)instance_create(592,368,obj_floor)instance_create(608,368,obj_floor)instance_create(480,240,obj_floor)instance_create(496,256,obj_floor)instance_create(464,240,obj_floor)instance_create(560,384,obj_floor)instance_create(560,384,obj_floor)instance_create(544,384,obj_floor)instance_create(560,384,obj_floor)instance_create(576,384,obj_floor)instance_create(592,384,obj_floor)instance_create(608,384,obj_floor)instance_create(608,384,obj_floor)instance_create(448,128,obj_floor)instance_create(432,384,obj_floor)instance_create(432,400,obj_floor)instance_create(448,400,obj_floor)instance_create(512,112,object5)instance_create(160,128,object6)instance_create(176,128,object6)instance_create(192,128,object6)instance_create(208,128,object6)instance_create(224,128,object6)instance_create(320,160,object6)instance_create(336,160,object6)instance_create(384,160,object6)instance_create(368,160,object6)instance_create(368,160,object6)instance_create(352,160,object6)instance_create(400,160,object6)instance_create(432,160,object6)instance_create(432,160,object6)instance_create(448,160,object6)instance_create(464,160,object6)instance_create(480,160,object6)instance_create(496,160,object6)instance_create(496,160,object6)instance_create(512,160,object6)instance_create(544,160,object6)instance_create(560,160,object6)instance_create(576,160,object6)instance_create(592,160,object6)instance_create(496,160,object6)instance_create(448,160,object6)instance_create(416,160,object6)instance_create(528,160,object6)instance_create(608,160,object6)instance_create(624,160,object6)instance_create(464,384,object6)instance_create(464,384,object6)instance_create(480,384,object6)instance_create(480,384,object6)instance_create(496,384,object6)instance_create(512,384,object6)instance_create(512,384,object6)instance_create(528,384,object6)instance_create(240,128,object6)instance_create(624,384,object6)instance_create(448,384,object6)instance_create(80,288,obj_pitstop)instance_create(336,352,obj_breakwall)instance_create(336,336,obj_breakwall)instance_create(336,336,obj_breakwall)instance_create(336,320,obj_breakwall)instance_create(336,304,obj_breakwall)instance_create(336,288,obj_breakwall)instance_create(336,256,obj_breakwall)instance_create(336,240,obj_breakwall)instance_create(336,240,obj_breakwall)instance_create(336,224,obj_breakwall)instance_create(336,192,obj_breakwall)instance_create(336,208,obj_breakwall)instance_create(336,272,obj_breakwall)
To make these work you have to copy the entire code (click in the spoiler and drag below its bottom-left corner), glue it into Notepad and save it as a .zmap file. Good luck :D
In Gobber Assault, the first few levels are perhaps a bit too arbitrarily difficult (challenging isn't the right word, the game will just kill you sometimes with little you could do about it), but if you make it past the first bit, things get easier quickly.
Once you have a reasonably safe amount of HP, consider taking a sword that drains HP if it provides a much higher attack. The amount drained will typically be less than you'd take from the enemies, given that you can probably then kill them in one hit before they can hurt you. In the early game, potions are pretty important, but you'll eventually get levels sooner than you need potions. I had some ridiculous number of them when I stopped playing.
The game doesn't seem to end, or at least, it was too boring after a while for me to continue. (I had a sword with 390 attack.) The game gets faster and faster, but you don't really need that much time to make decisions anyway.
As you continue to play, it sort of turns into a commentary on the elements which make RPGs repetitive and tedious. But for a small game with limited control mechanisms, it's pretty nicely done. Adding some more types of enemies and punctuating things with occasional bosses would be a good way to keep it fun for longer. It might also be a good way to tune the challenge level as things progress. The enemies' stats increase gradually, but seemingly much more slowly than your stats do.
I actually know the person who made Gobber Assault, and yes, it has some problems, but it was made in under a week for a contest about making a game based off of retro video game music or something to that extent. So considering the time constraints, I think he did a pretty good job.
P.S. Sometimes the first few levels are pretty hard to get past; it just takes some trail and error and eventually you'll get lucky.
@Space Monkey you're correct, I'd overlooked the potions being used.
Gobber crashese on me, too. Tried the Windows version and the LOVE client
I played Gobber Attack until I got up to level 25 or so, with an attack over 300 and the speed at 406. Then I finally quit and immediately wanted my half hour back. So I agree with Cale that it's a pretty good satire of the repetitive, compulsive elements of conventional RPGs. But in order to actually be a good game, it needed just a bit more complexity. One or two other actions you could take, or just a couple of other enemy types, would have changed it radically. Combine those with a much faster speed increase, and it would have been a neat hybrid -- lightning-fast min-maxing.
Gobber Assault looked like something I would really enjoy, so I got it. I have Windows 7 on my laptop and I had no problem with it. However, I didn't get very far. On the other hand, I realized that I probably wouldn't have enjoyed getting very far, anyhow.
Still, I like the whole setup, there.
Also, I played quite a few games using these sprites (Dungeons of Fayte, Bitworld, Dungeon in the Sky, etc) so I'm pretty surprised that there's some confusion about the sprites being used here.
Really loved the concept and execustion behind Zymo. Yes it's hard (speed 2 vs speed 3 being a real balance between frustratingly waiting for the character to walk but really needing the time to type) but I love games that have myself laughing out loud at what it's making me do (i.e. typing furiously at a screen)
Gobber assult had some good elements, but it needs an ending or a difficulty curve that makes getting a high score satisfying. It definitely has potential to be a great game.
Also, what's the point of jumping (in the game)?
Update