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What do you think?

Sorry that I'm posting this here, I wanted to post this to Ask.fm, but I don't have an account, and didn't have enough characters to type it.

Ultimately, I found the game pretty scary, just the intensity of it gives the player a rush. Being thrown in with the fear of impending death and no tutorial to guide one along might be intimidating for some. However, I liked the fact that there was a level of intuition present. I loved how I discovered what that bar above my head represents, how to use that shovel or pickaxe to build stuff, and how my backpack acted almost like an alternate dimension. The fact that every action takes time, that you have to plan and survive was really well thought out, it's just like a zombie game.

I've played hundreds, maybe even thousands of games, and this game definitely has potential. Some things I would be looking forward to are;

-A level up system, experience, stats, the works.

-An expanded inventory (because I enjoy leveling my sword)

-A PvP mode, where one player is pitted against another player. The players spawn at opposite ends of the map, and then begin their encroach. One may decide to rush into the wilderness, and attempt to defeat their opponent, or one might stay near their spawn point and up their resources. There would ofcourse be zombies roaming about to add some challenge to it. And loot obtained from the online battles could be given the the characters profile.

-Story mode (different maps can look different, like have a fire map, or an ice map, even a forest map. The zombies might even take on the properties of said map).

-And of course, endless mode, where you venture farther and farther downwards, deeper as the level gets darker, the danger more imminent, and the rewards ever more tempting.

Of Course these are some atrocious suggestions on my part, and my apologies haha xD anyways, I would like to say great work on the game, I will definitely be looking forward to the updates!

I couldn't help but notice there isn't any music or sound effects in the game. Reading the comment below (ProdigiousCharles), he makes a good point about music helping the game let the player know what will happen. I've played the game a few times now, and I think I could design an OST for it if you would like, free of course. I make chiptune and 8bit music sometimes, so I know where I would start. I have a few ideas in my head too. If you'd like to talk about it, I'd be happy to discuss it with you. Hope to hear from you!

Your game was quite a pleasure to play! It was rather confusing at first, but in reality you've provided rather simple mechanics that a player can quickly get used to. I can imagine getting used to the timings of performing actions and trying to exploit my movement options in order to clear mobs and advance to the portal.

I would recommend getting on implementing some music and sound effects when you can. The music will add to the atmosphere of the game and help a player realise what is happening to their character. Sound effects will do the same and assist the player in predicting what will happen. As I play games while emphasising on listening to my environment, I felt getting into alpha 4 was particularly hard - but that's just me!

Overall, I think you have a game that is well presented and offers simple mechanics that can lead to some really cool, complex gameplay. I hope you continue to work on this, because this looks like a game that would provide an amazing experience on PC and mobile.

If you'd like to hear more of my first impressions and reactions, please check out my video: https://www.youtube.com/watch?v=2BIaGtJFA5Q

I still hate those damn gnomes!
https://www.youtube.com/watch?v=dPgdaPkfzGY

I Luv it! 10/10

Game Soundtrack

1 song

Inspector Synth - Path to Nowhere
Ā 

Info: This game was previously known as Necken, but is now called Necken Adventures, because the reworked project now carries that name.

Necken Adventures is a tile based adventure game set in the Swedish forest. The game features a ā€œsemi-turnbasedā€ mechanic (in lack of a better term), where you have to activate tiles by standing still for a set amount of time.

Each tile affect you differently, and can also change depending on what you are currently holding.

By travelling deeper and deeper into the forest, you will get closer to Necken, the water spirit who rules the nearby waters.

The game is made using Unity and originates from the prototype I called Dem Zombies.

The game is no longer being developed.

How to play

  • Move with [A] and [D]

  • Open the backpack with [W]

  • Activate a tile by standing and letting the green meter fill

Getting started

  • Collect wood and stone

  • Pick up the Hammer

  • Activate Hammer by standing on an empty tile

  • Build a Smithy

  • Buy a Sword

  • Defeat gnomes!

Tips

  • Weapons takes damage while hitting stuff

  • Repair sword by activating the + tile in the Smithy

  • Upgrade sword by activating the up arrow tile in the Smithy

  • Mine gold using a pickaxe

  • Collect double stone while a pickaxe is equipped!

  • Use gold to buy awesome stuff in the Shop

  • Berries and grilled meat only heal if you are damaged

  • Give coal to House to get +1 hp

Please comment and like if you liked the game or if you have any feedback!

Media

Collection of Let's Plays
Review, Alphabetagamer.com

Game website
IndieDB

Minimum requirements

OS: Windows XP+, Mac OS X 10.7+
Graphics card: DX9 (shader model 2.0) capabilities; generally everything made since 2004 should work.
#adventure #roguelite #survival #pixelart



all-ages
Mild Cartoon Violence
Mild Fantasy Violence

Necken Alfa 6

Instruction screen

Week 31 update

Here's your chance to help improve the game =D

Necken Alfa 5.1

Made some minor changes to the game, hopefully no one noticed the bug =)

Necken Alfa 5

New indicator for undiscovered tiles

New enemies!

Alfa 4.3

Deployment update

Iā€™ve heard that some of you canā€™t play the builds Iā€™ve uploaded (on x86), so Iā€™ve rebuilt all of the versions separately. Hopefully everything should run now.

Sorry for the inconvenience.