MeonlawelPrint page
The chilling breeze shall freeze the blood in your veins. Meonlawel is a beautiful computer role-playing adventure game, with vampyres in the leading role.
Demo
Demo version is not available
Meonlawel (► pronunciation: /meonlavel/) is a cRPG game for Commodore 64 computers and can also be played on emulators like Frodo, Vice, CCS64, etc.
Be careful, though: you can become a vampyre but when you do, your path will change, and so will your... well, lifestyle.
This game is under development. No demo version available yet.
The plot
You decide to avenge the death of your father in the land of Meonlawel where his eyes congealed and his heart turned into ice. This is the land of the night, where the ground feasts on agony. It's dominated by vampyres, both animal and human. Their blood was sucked to the last drop. They were turned, and now there is no escaping the curse of constant thirst for blood. Even if there are rumours of an antidote, it is more likely that their ultimate remedy will be a silver sword.Be careful, though: you can become a vampyre but when you do, your path will change, and so will your... well, lifestyle.
Features
- Non-linear game progress
- World exploration-driven
- After being bitten by a vampyre, you have one day to find and take the antidote. If you fail to do so, you will cross over to the dark side: you'll shun daylight, suck lots of blood and... be able to fly.
- Day, night, dawn & dusk graphic layouts
- Hi-Res bitmap graphics
- Multiple weapons and armour
- Great variety of enemies
- Save game state in the Inns or with the use of magic scrolls
- Fights in a turn-based system
- A lot of hidden items to collect which you will be able to register on the website
- Enrich your glossary as the game progresses (different words in different paths)
- Intro, in-game and ending pictures
- Published on cartridge and as a digital download (for every C64 emulator)
- Additional booklet with rarities and an Audio CD with music from the game
- Great sense of humour, mostly dark!
This game is under development. No demo version available yet.
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Current state
The main engine has been fully rewritten from Basic to assembler. A number of new features have been added thanks to the majestic power of assembler. This project will take a lot of time - it's one of those long-term, immortal projects, you know.
April 2024 update: Working on the cemetery location, building the first bits of a storyline.
April 2023 update: Working on the first demo version containing full magick spells interaction, buying items, leveling up and introducing the first quests.
February 2022 update: Re-organising memory layout by introducing swap modules and packages, currently working on the ability of targeting magick spells on enemies or character's party and few magick spell animations
May 2021 update: Questions asked by NPCs and answering them added, dialog box caching improvement, the basic procedure for adding items to inventory added
December 2020 update: Work on inventory and use of items while wandering and in turn-based combat.
August 2020 update: Work on the seed-generated locations, the last part of the first milestone, I've mentioned in the news.
July 2020 update: Basic turn-based battles are implemented including almost-done character graphics and simple enemy mechanics. Forest level graphics have been added. There was a short, 3-weeks break spent on another project Bring back my bones 4k for Reset 64 'Craptastic' 4k game competition but I'm back! The next step is to work on level generator based on seed value. Also, additional feature of chaining ANDs with ORs for level procedures have been added with some additional fixes, which improves the flexibility of defining level logic a lot.
January 2020 update: Turn-based fights system is currently still under development. The game works from a cartridge. Loading levels, changing the time of the day, rain effect and animations have been added. Level editor has been also developed and it's pretty usable. Works continue this year!
August 2020 update: Work on the seed-generated locations, the last part of the first milestone, I've mentioned in the news.
July 2020 update: Basic turn-based battles are implemented including almost-done character graphics and simple enemy mechanics. Forest level graphics have been added. There was a short, 3-weeks break spent on another project Bring back my bones 4k for Reset 64 'Craptastic' 4k game competition but I'm back! The next step is to work on level generator based on seed value. Also, additional feature of chaining ANDs with ORs for level procedures have been added with some additional fixes, which improves the flexibility of defining level logic a lot.
January 2020 update: Turn-based fights system is currently still under development. The game works from a cartridge. Loading levels, changing the time of the day, rain effect and animations have been added. Level editor has been also developed and it's pretty usable. Works continue this year!