A small escape platformer with a fantasy theme. You've just defeated the dragon, now escape her lair with your life, and as much gold as you can!
Dragon Plunder is a platforming escape game. You've just killed a dragon, now escape her lair with as much gold as you can. Trouble is her lair is crumbling in all around you!
Come play it here: Mattgreer.org
Dragon Plunder is a challenging platformer and was inspired by both the escape sequences of the Metroid games, and the challenging platforming of Super Meat Boy.
Dragon Plunder will be released on September 27th. I'm just polishing it up and adding the final touches right now.
Now that Wyv and Keep is finished, I am heading back to finishing Dragon Plunder.
I haven't abandoned Dragon Plunder, not at all. I have, however, put it on hold for a bit.
Dragon Plunder was our February OneGameAMonth game. Today is the last day of February, and Dragon Plunder is out and playable. But, we have decided to...
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My name is Daniel Thomas, I have been in the Welsh music industry for a few years now, unfortunately I had to take a break due to education.
I have recently graduated from the University of South Wales, with a 2.1 in Music Technology.
During my time in university I had the chance to compose for video clips of my choice, I will provide some examples of my work, I would like to compose music for video games as a profession and would like the chance to create a solid portfolio.
I also do Sound design
Please contact me through Email or PM me on this if you are interested in working with me.
danjamesthomas@hotmail.co.uk
Thanks,
Dan
Love the look for this game, If you need any help with the graphics, I'm looking for some volunteer work to add to my portfolio.
Thanks man! and I might be interested, I'm not much of an artist. Can you shoot me an email at matt.e.greer@gmail.com? Do you have any examples of your work? It's a small game, an experienced pixel artist should have no problem banging out the assets quickly.
i like the retro style of your game.
You should set the score to zero when the player dies
Thanks for checking it out. I think what I'm ultimately going to do is the score for the level is <amount of treasure gathered> / <how much time the level took>. So dying is a time penalty, and you can die as many times as needed.