Endland is a mostly-basic RPG that's currently in beta phase, meaning that I need people to try it out and report issues with gameplay or glitches. It uses a unique battle style and makes full use of splitscreen mode.
Fourth screenshot is inaccurate. That enemy set doesn't appear, and charge maxes out at 2.
The overworld is standard RPG fare, you move around, pick up items, talk to npcs, and get into fights. Some areas, you will never run into an enemy (the top left sector, right now), but items don't appear there either. You're in a space suit, by the way, for reasons that the storyline can explain (although it can be explained better that faces are costly to draw and theres no room on a 9x9 pixel head).
The inventory is also pretty typical of RPGs, there are 9 slots and all items are stackable. You can sell special items (right now, only fossils), use items (right now, only healing items), or drop items. You're going to start out pretty rich and with a lot of Repair Kits and Fossils because I forgot to clear a list that handled all that before grouping it.
The battle engine is somewhat unique.
Each turn, you can choose to use an Ability, an Item, Defend, or Escape. Escape isn't guaranteed. Defending lowers damage by 50%. Items work the same as they do in the overworld, with the exception that you can't dispose of them.
What attacks you can use depends on a factor called Charge. Each turn, your Charge goes up by one. You can use Abilities that require your current charge or less. Charge maxes out at two currently. In the game, maximum charge will raise at specific points in the game.
Melee (0) : Basic attack. Lowish damage (it seems high compared to what enemies dish out though).
Charger (0) : Creates extra charge for use next turn. Useless currently, as it maxes out at 2 and each turn you get 1 Charge anyway.
Shard Gun (1) : Average attack. Decent damage.
Burner (2) : Slightly less damage than shard gun, has possibility of burning enemies (burnt enemies occasionally take double damage from attacks)
Septic (2) : Same damage as Burner, has possibility of weakening enemies (weakened enemies have lowered defense and attack)
Tazer (2) : Low damage, has possibility of immobilizing enemies (immobilized enemies can't do anything on their turn)
All status effects can effect you as well as enemies.
Arrows - move
2nd - interact
Alpha - game menu
Arrows - move cursor
2nd - select / confirm
Alpha - return
Storyline events and cutscenes
Indicator for "safe zones"
More areas (3 per chapter, 3 chapters)
Equipment (2 slots)
Possibly change to dynamic tiles instead of simple text; it'll probably load areas faster and prettier at the expense of a bit of filesize.
I was learning as I was making this, so portions of the code are inefficient or unoptimized. I intend to cut filesize and lag in a lot of areas as I go.
If any glitches show up, tell me. I really need to know. I worked on this piece-by-piece and I don't know if everything still works after certain parts were added.
LOOOONG loading screen after title. Be patient. Watch the run bar jump around as I mess with matrices.
Game doesn't really save, as such. The inventory, money, experience and level data isn't erased by the game, so it stays between play sessions. You can run prgmELRESET to clear the experience and level data, if you want. New game and load game are effectively the same thing at the moment.
Criticism is accepted and appreciated.
Game runs well on an 84+SE and runs acceptably on 83+ (I think). Everything in between is untested but assumed compatible.
Made in Basic with a few small assembly code programs.
YOU CAN'T DIE. HAVEN'T ADDED THAT YET
I probably forgot to mention something here. I might remember later.
How do I make fancy animated screenshots?
THE ACTUAL DOWNLOAD
Almost forgot this.