Action Adventure

An action-adventure seen from above, from one manifest: rooms drawn as maps of tiles (walls, floor, water) painted in a castle's, a cave's or a forest's materials, and a hero who runs them with the arrow keys or an on-screen pad and strikes with a sword. Foes wander, chase or guard, each with its hit points and a touch that costs half a heart; a boss is bigger and stronger, its strength on a bar. A block slides a tile when pushed, and one come to rest on a switch does what the switch holds (a gate opens); a chest opens as you walk into it, a locked door with its key in hand, and a fall goes back to the room fallen in. Everything is a glyph from a library of 412 on the painted tiles. The solver proves the game can be won as moves (open, defeat, push onto, walk), so the fighting never hides a broken puzzle, and adventure.info gives the shortest way through, which the kiosk plays by itself. Three layouts: keyboard, touch (with the pad) and kiosk. Ships empty on purpose.

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