Difference between revisions of "Over"
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{{game-defunct| name = Over | {{game-defunct| name = Over | ||
|developer = [[Jeff Barrow]] | |developer = [[Jeff Barrow]] (programmer) [[Darren Hebden]] (artist) | ||
|theme = | |theme = [[Fantasy]] | ||
|influences = | |influences = | ||
|released = | |released = early 1996 | ||
|updated = Dec 16 | |updated = 1997 Dec 16 (0.09) | ||
|licensing = Emailware | |||
|licensing = | |||
|language = | |language = | ||
|platforms = | |platforms = [[DOS]] [[Windows]]95 | ||
|interface = | |interface = [[Tiles]] | ||
|site = http://homepages.ihug.co.nz/~jbarrow/ | |site = http://homepages.ihug.co.nz/~jbarrow/ | ||
|length = | |length = short | ||
}} | }} | ||
'''Over''' is a simple hack and slash game. There is choice of one of ten [[class]]es. Madman, spy and jester professions sound intriguing but unforunately all jobs differ only in starting equipment and [[attribute]] values. If Over locks up after character generation just restart it. | |||
There are quite a lot of items but many of them have equal power. For example wakizashi, long sword, cutlass, morning star all have WC ([[weapon]] class) 8. The only difference is in name and tile. Jester hat, turban, party hat have AC ([[armor]] class) 1. Monsters are better diversificated. Rabbits and rats are not going to attack you unless you approach them first. Some monsters like ogres have good damage potential but cannot take much beating. | |||
User interface is quite simple. Equipment is managed from [[inventory]] screen. Here you can select item and be presented with actions you can do with it. This includes eat and read. Note that even if you don't do anything a turn is still used up. There are ten lines reserved for messages. Unfortunately Over spams them too much. For example hit message takes up three lines: | |||
<pre> | |||
<monster> attacks you. | |||
It hits | |||
You are hit for 6 damage. | |||
</pre> | |||
It quickly becomes tiring. On the good side tiles look good. Deep in [[dungeon]] looks of walls and floor change. | |||
[[Indentification]] has a half-implemented quirk. Whenever you read a scroll or quaff a potion there is chance you don't remember its effect. It is dependent on IQ attribute. Problem with this feature is item flavor remains unchanged. This makes possible for player to circumvent it by taking notes. | |||
On website author mentions ongoing major [[rewrite]] which probably is main reason for abandonment of Over. |
Revision as of 18:45, 25 August 2009
Over | |
---|---|
Defunct Game | |
Developer | Jeff Barrow (programmer) Darren Hebden (artist) |
Theme | Fantasy |
Influences | |
Released | early 1996 ({{{relver}}}) |
Updated | 1997 Dec 16 (0.09) ({{{updver}}}) |
Licensing | Emailware |
P. Language | |
Platforms | DOS Windows95 |
Interface | Tiles |
Game Length | short |
Official site of Over |
Over is a simple hack and slash game. There is choice of one of ten classes. Madman, spy and jester professions sound intriguing but unforunately all jobs differ only in starting equipment and attribute values. If Over locks up after character generation just restart it.
There are quite a lot of items but many of them have equal power. For example wakizashi, long sword, cutlass, morning star all have WC (weapon class) 8. The only difference is in name and tile. Jester hat, turban, party hat have AC (armor class) 1. Monsters are better diversificated. Rabbits and rats are not going to attack you unless you approach them first. Some monsters like ogres have good damage potential but cannot take much beating.
User interface is quite simple. Equipment is managed from inventory screen. Here you can select item and be presented with actions you can do with it. This includes eat and read. Note that even if you don't do anything a turn is still used up. There are ten lines reserved for messages. Unfortunately Over spams them too much. For example hit message takes up three lines:
<monster> attacks you. It hits You are hit for 6 damage.
It quickly becomes tiring. On the good side tiles look good. Deep in dungeon looks of walls and floor change.
Indentification has a half-implemented quirk. Whenever you read a scroll or quaff a potion there is chance you don't remember its effect. It is dependent on IQ attribute. Problem with this feature is item flavor remains unchanged. This makes possible for player to circumvent it by taking notes.
On website author mentions ongoing major rewrite which probably is main reason for abandonment of Over.