Tuesday, November 4, 2025

Game 562: Fates of Twinion (1993)

 
If the game doesn't offer more than one fate, I'm going to be pretty angry.
        
Fates of Twinion
United States
Ybarra Productions (developer); Sierra Online (publisher) 
Independently developed and published
Released 1993 for DOS
Date Started: 2 November 2025  
       
Fates of Twinion is the sequel to The Shadow of Yserbius (1992), an online multi-player dungeon crawler that ran on the Sierra Network. Sierra re-named it the ImagiNation Network during the year of Twinion's release. (I covered the history of the games and the network in my first Yserbius entry.) I spent five entries on Yserbius before concluding that while offline play was technically possible, it wasn't very feasible. Getting ahead involved a lot of dying and grinding, and I concluded that Sierra likely "intended it not for authentic offline play but to whet the player's appetite for an online account." My primary rationale for that statement is that if the developers had offered a true offline version, they would have let the player create and control a party.
  
If anything has changed mechanically with Twinion, it's not apparent in the opening hours. One thing that's changed narratively is that there's no opening cinematic. The manual fills in the backstory: After the champions of Yserbius ousted the evil time elemental En-Li-Kil, the inhabitants of Twinion were still stuck on the island. After some time passed, a sorceress named Aeowyn appeared "in a flash of magic." Representing herself as the daughter of King Cleowyn (killed by En-Li-Kil), she assumed the throne and built a new palace within Yserbius.
       
Exploring the dungeon of Yserbius.
      
Through exploration and research, Queen Aeowyn has learned that En-Li-Kil was just a servant of the Dralkarians, a group of five beings who guard the Portal of Time. Yserbius turned out to be the top of a vast underground labyrinth leading to "the gateway which opened a multiverse of dimensions." Night Elves, a race of beings dwelling in these depths, have warned that no one can face the power of the Dralkarians, but Aeowyn is determined to find out. She has created a method for testing adventurers to find one (or, online, a group) who can seize the Portal of Time.
       
Character creation has not changed from Yserbius. The player can browse a gallery of Level 0 characters or create his own. Creation begins with a name and epithet and a selection of race from among 8 options: human, orc, elf, troll, dwarf, gnome, halfling, and gremlin.  
       
Character creation, Part 1.
      
After selecting sex, the player chooses the character's "guild" (class) from six options: barbarian, knight, ranger, thief, cleric, and wizard. Finally, he selects whether he follows the laws of harmony or chaos. Based on his choices, he gets values in the game's four attributes: strength, defense, agility, and initiative. He can allocate four additional points. 
    
The player then customizes the character's visual appearance, with different options for face, head cover (hat and/or hair), clothing, nose, eye color, and facial hair. You can create some weird combinations, and nothing stops you from creating a character who looks nothing like your chosen race.
      
Messing around.
      
The last step is to choose starting skills and spells, but my chosen character—an orc ranger—gets neither at Level 0.
    
You exit the guild to the main Twinion screen, which has the same options as Yserbius, but it looks different. You don't see the top of the mountain, so I don't know if lava is still spewing from it. The guild is now built into the mountain. The main entrance, just a hole before, now has Queen Aeowyn's palace jutting out. The alternate entrance (which takes you to your save point) has a skull design around it. The inn has been expanded and rotated, and offline players still can't do anything there.
      
The main menu. They got that palace built in record time.
       
Re-entering the guild from this screen lets you access the shops. My 30 starting gold doesn't go very far. I'm able to buy a short sword and cloth jacket. I soon find that I already came with those things, plus a leather helm, buckler, health potion, and mana potion besides, so that was a waste of money.
      
The shop. The morningstar is 50 times as expensive as the mace. Those are some expensive spikes.
    
The palace entrance goes directly to the entrance hall, a roughly 10 x 9 room with four doors heading in various directions. There are a couple of corridors with pointless one-way walls, perhaps just to get the player accustomed to the mechanic.
          
Upon entering the palace.
      
A message on a central wall reads:
              
Welcome, brave Champions. To the west lies the Gauntlet Gauche: One of two maps that interweave a simple quest. Eastward lies the Gauntlet Droit. There you will find challenges and helpful friends to start you on your way. These two maps comprise the Gauntlet . . . A simple quest that you'd be wise to undertake before all else.
    
Northward is the entrance to the Queen's Proving Grounds. You begin there in Her Majesty's Aqueduct. That will start your ascent to greater challenges. Fare well wherever you fare. 
           
The four doors exiting this area all have their own signs:
    
  • "Only more experienced heroes may venture beyond this gateway; and even then, you must enter alone."
  • "Here lies Gauntlet Droit."
  • "The door is marked: 'To Gauntlet Gauche.'" 
  • "To the first level of Her Majesty's proving grounds . . . The Queen's Aqueduct."
             
I now recognize that as a teleportation door rather than a regular door.
    
The interface hasn't changed. You use the numberpad to move and strafe and the mouse to access inventory, the character sheet, spells, and the combat menu. There aren't many keyboard backups; anything you type on the regular keyboard assumes you're sending a message to other players. For some reason, the portrait showing above my character is different from the one I chose.
      
What the hell?
      
I enter the Gauntlet Droit first, where a message soon reads: "The gauntlet has been thrown down in the Coil Maze. Now you must return it to its birth place, to solve this quest and complete this most simple phase." My first battle is with a single brown bat. I win with a little damage and get 10 gold pieces and 6 experience points. My second battle is with a brigand. I have to retreat to town after my third, with a "mystic mage."
      
My first battle.
      
Fortunately, those few battles alone are enough to get me to Level 2. I still have no spells, but "Archery" appears as one of my skills, so I trade my short sword for a short bow and restock my heal potion. When I re-enter, I already notice the difference in weapon damage.
   
Enemies in the area include the aforementioned, plus black panthers, duelists, Wizards of Gnog, and berserkers. Like Yserbius, the game has certain squares that always spawn a foe. Unlike Yserbius, I don't find huge stacks of enemies clearly meant for bigger parties. The gameplay seems far more balanced towards a single character, which means I make a lot more progress in the initial stages.
     
These guys gave me some trouble.
     
Even though the game has an automap, I end up drawing my own. I find it easier to keep track of things and to annotate places that I can't pass for the time being, usually because of a locked door. I have to stop every few moves to write the text of a message. For a while, I think that wall messages have replaced the NPCs who popped up frequently in Yserbius, but I start to find a lot more NPCs in the Gauntlet Gauche later on.
    
Encounters in the Gauntlet Droit:
   
  • A door with the message: "This way to the Great Egress." It leads to a winding hall where I get attacked by 2 novice thieves and 3 young thieves. I can't defeat them, so I mark the square for later.
  • "Berserkers fighting over a spherical crystal draw you into the fray!" When I kill them, I have a crystal ball. I guess it has something to do with finding traps or secret doors, but it doesn't do anything for me the first few times I use it.
      
She doesn't look much like a berserker.
     
  • A couple of one-way walls. 
  • Several locked doors. I have no keys, no picks, no spells, and no skills.
   
Having run out of options in the Gauntlet Droit, I next go stubbornly to the Queen's Aqueduct. I don't get very far. Water, pillars, and locked doors block all progress. "Seek the protector of this aqueduct in the west," a message offers. "His magic blocks your forward path." Enemies in this area include green slimes, scourges, and hanging slimes. They all use the same monster image.
     
My brief time in the aqueduct.
     
Most of my exploration this session takes place in the Gauntlet Gauche to the west of the main entrance. As I enter, I get this message on a wall:
   
HAIL! This is Gauntlet Gauche. Swirling waters and magical pits will be your guides to the gauntlet sought in Gauntlet Droit. A magical Gauntlet has been thrown down in the Coil Maze. This path will offer you a second ingress to that phase.
  
In this area, which appears to be a full 16 x 16, I find:
   
  • An area infested with vampire bats. There are several battles, and several squares have noxious pools of guano that damage my health. The bats' treasure room includes a green lockpick.
     
I wouldn't expect bats to have treasure rooms, but go figure.
       
  • A room with six pits. A message suggests that they are all teleporters to other parts of the same level. I test them and confirm.
         
THUD. "Sucker."
      
  • There are also teleportation doors scattered about the level. 
  • Two locked doors. Nearby, messages tell me that lockpicks won't work and that I must "learn to use what is at hand in a more creative fashion."
  • A fountain that restores mana.
     
If only I had cast some spells.
     
  • A couple of doors that only a "masterful thief" can open.
  • A woman—the first NPC so far—who tells a story revealing the importance of a life jacket when crossing water.
     
It becomes clear that to fully explore the Gauntlet Gauche, I'm going to have to find the right sequence of teleporters. But battles become a lot harder here, approaching the difficulty of the early-game battles in Yserbius. I start to find stacks of thieves, knights, barbarians, and duelists. I'm going to need to grind a bit more before I can defeat them.
      
My explorations so far.
     
Fortunately, dying in the Yserbius series simply means re-appearing at the guild at maximum health, with no loss of items, gold, or experience. So there's no particular reason to backtrack when my health gets low; I just keep exploring until I die.
      
A common message upon returning to the guild.
        
During this session, almost all my returns to the guild are accompanied by new levels. Soon I'm at Level 7. When you level up, the game has you assign an attribute point to one of your primary attributes, plus skill and spell points. I gain the "Archery" and "Read Tracks" skills and the "Cure" (poisons and such, not hit points) and "Storm Wind" spells.
     
My first spells.
      
When I level up, I typically have enough gold for an equipment upgrade. I replace my short bow with a long bow, my cloth jacket with a leather jacket and then chainmail, and my leather cap with "head chainmail." I keep stocked with healing potions.
   
As I finished my second Yserbius entry, I said:
      
I'm inclined to continue with this single-character experience for at least a little while longer. It's a competent enough dungeon crawler, not terribly far from Wizardry or The Bard's Tale in quality, except for the baffling decision not to allow the single player to create a full party.
       
This is my identical impression after the first few hours of Twinion. It's a tad easier, but other than that, it feels like an empty, unfinished, single-player Wizardry. There's some fun to be had in character development (both intrinsic and equipment-based) and mapping, but aren't there dozens of other games that offer this experience? Would it have made any sense for a player to have bought Twinion in 1993 expecting to play it as a single-player game? If not, it probably would not make a lot of sense for me to continue with it as such.
   
Time so far: 3 hours 
 

Saturday, November 1, 2025

Excelsior: As Through an Alpine Village Passed

 
"Try not the pass!" the old man said.
      
I'm rarely unhappy during the opening phases of an Ultima clone, as I travel from town to town assembling clues and lore. That's all I did during this session, putting my shoulder to the right-hand edge of the road and following it resolutely as it wound around the continent, often backtracking. I'll be unhappy when this process is over and I have to find my way to places not on the road, at which point I'll rant that any iconographic game should come with a map, whether on paper or in the game. But this part was fun.
 
It began with my trying to make it to Castle Infinitum somewhere to the southwest of Castle Excelsior, where I started the game. There were rumors of a cartographer in Infinitum who could point the way to any city in the land, and I was planning to ask him about the three cities that supposedly held clues to the three amulets I would need to develop my attributes. Trying to find the location, I kept getting hung up on rivers and attacked by enemies. At Level 3, I wasn't quite strong enough to survive long expeditions, which I found to my sorrow. It turned out later that Infinitum was quite far to the west-southwest of Excelsior and I never would have found it while exploring cross-country.
        
I met him for the first time yesterday.
        
Reloading from the starting area, I consulted my notes and realized that a trainer in Excelsior taught the "Fencing" skill, and I had enough money now to pay for it. That helped a bit with subsequent battles. I also soon reached Level 4, which not only gave me more hit points but caused my "Alleviate Pain" spell to heal 15 points per casting. Further, as my alignment adjusted to match the spell, it started costing only 1 mana point, and then sometimes 0. Pretty soon, I got to the point where if I won one battle, I could generally heal back to full strength before the next one.
  
Ghouls, wights, gorns, ogres, trolls, and scouts were among the enemies that started to appear at Level 4. Scouts can shoot the character from a distance. The good thing about the game is that it scales the maximum enemy level to match the character's, not the average or minimum. You still meet plenty of kobolds and gremlins at higher levels. I prefer this type of scaling. It keeps the game a challenge while allowing you to feel your growing power against lesser foes. 
       
I feel bad. Gorns are meant to be fought with two hands laced awkwardly together.
       
I found a broadsword in one of the battles, which the author here seems to think is a two-handed weapon. It outperformed my two individual hand weapons, so I kept it for a bit. I also found a great helm to replace my helm.
 
These were the locations I encountered along the road, heading west from Castle Excelsior and the city of Oooblyae:
   
Woodshade (Town; west of Excelsior)
 
  • Services include a fletcher, a bowyer, an inn, 
  • A warrior boasts about his eramel blade. "Eramel" is this game's equivalent of mithril. Weapons made from it outperform other weapons. The warrior says that eramel is found in abundance in Keep Flare.
  • A bard named Nargausius boasts that he's the "most distinguished geologist in all the land."
      
Play me a ballad about igneous rocks.
        
  • A "flamboyant" wizard asks if I will make a donation to the Magician's and Showman's Fund. I can't find any way to do that. 
   
That's all the town offers for NPCs. Generally, there are only two or three NPCs in each city that have something important to say. The rest offer stock one-line responses.
   
Pibsly (Town; north of Woodshade)
 
  • Services include shops specializing in boots and gloves. The glove shop sells Gauntlets of Might, and I have just enough for a pair. The boot shop sells Winged Boots, but I don't have enough for those.
  • A woman named Esbyth sells rare cheeses. I can't buy anything from her for now.
  • A locksmith sells 10 keys for 10 gold pieces. I buy a bunch. Later, I find dozens of them on monsters. 
  • A man says that in Stockshire, there are quite a few brawls in the tavern. 

Stockshire (Town; west of Pibsly)
 
  • A gypsy relates that one of the "more unfortunate" residents of Embiscule knows of the Blue Amulet. 
  • A stablehand sells horses for 300 gold pieces. I'm shy.
  • There's another duck ("Quack!") in a pond.
       
I'm a simple man. If there's a duck, I upvote.
      
  • A thief says that there's a special item that allows people to communicate with "friendly monsters."
  • A blacksmith sells charmed longswords, charmed crossbows, eramel longswords, and a "holy mace." These are the first magic items I've found for sale. I have enough for the eramel longsword. 
  • The armorer similarly sells magic items like "Quickplate." I made a note to return.
  • In the tavern, a "professional ale critic" named Lunny tells me to watch out for a drunk named Runce and to especially not call him "orc face." After speaking to Lunny, I bump into Runce, and the game gives me a text box. I naturally type ORC FACE. The game relates that a fistfight follows, and when it's over, Runce is on the floor, and I've learned the "Fistfighting" skill. 
     
I meant it as a compliment?
      
  • A beggar asks me to help recover his stolen items from a thief named Gly. "I believe he is currently on a remote island, but I have no means of transport there." That makes two of us. 
  • At the inn, I'm able to lockpick all the locked doors. A thief staying in one of the rooms says that people in Hollow are experimenting with flight.
   
The eramel longsword turned out to be a major turning point in combat. It does almost 100 hit points of damage compared to the regular broadsword, which only does about 35. As I continue on, I try combining the eramel longsword with a variety of weapons and shields. It does so well on its own that a second weapon is no longer strictly necessary.
 
I don't know what eramel is, but I like its effects.

 
   
In Stockshire, I learn an important lesson: Not all shops will buy all items the kind the shop sells. The weaponsmith and armorer here have no interest in common weapons like maces and shortswords or common armor like cloth and leather. That has implications for how quickly I allow my backpack to fill up.
           
Littering in Lysandia.
      
I end up leaving a lot of items on the road. I don't know if the game eventually forgets about them, but right now all the paths I've taken are strewn with equipment I left behind.
   
Roaldia (Town; far west of Stockshire)
   
  • The healer has a locked door with four men behind it. After I pick the lock, I discover that the men are all lepers.
     
Well, that's terrifying.
       
  • A cleric in the woods suggests that I seek Jad Merlings, an expert musician. He recently was in the town but then went off to Bebbel.
  • A shop sells more magic spells, a magic wand, and a fire wand. Too rich for my blood right now.
    
750 gold for a MF spell!?
      
  • There's a bookbindery.
  • Mitchel the Traveller: A thief in Bebbel has some important information, but I'll need to pay him first.
  • A guy in a locked hut: I can learn how to swim in Farborough.
  • A mage in another locked hut: A scholar in Randaway named Shoban Rundledrum is experimenting with weather control spells.
     
If the game had weather effects, that would be groundbreaking.
      
In Roaldia, I stop bothering to search barrels for items. I don't think I've found a single item in a barrel.
 
Roaldia ends up being the terminus of the western road, and to continue my exploration pattern, I have to essentially return to Castle Excelsior. By the time I get back, my backpack is bursting with equipment (my primary armor has been upgraded to chain mail, and I've found an eramel dagger for my off-hand), and I'm more than ready to level up. From all the items I sell in Oooblyae, I have nearly 1,000 gold pieces.
   
At level 5, my "Alleviate Pain" spell is now healing 21 damage. New enemies include zombies, archers, pickpockets, and buccaneers. 
      
Upcoming towns.
      
Bebbel (south of Excelsior) 
    
  • The thief mentioned by Mitchel wants 10 keys. I have plenty; if I didn't, there's a locksmith in town. He tells me that the Green Amulet is hidden in the Forgotten Pits.
  • A wizard: There's a small piece of uncharted land far to the northeast of the continent.
  • A man hanging out behind the locksmith offers me a game of Three Crowns Up, which is like solitaire but played out in text rather than with actual cards. I can bet up to 50 gold. I win a couple of games, lose a couple, and move on.
     
The goal is to get to 7. You can place number on number or suit on suit.
       
  • A bard: Jad Merlings was in town, but he's moved on to Oooblyae. 
  • A warrior tells me of an excellent training facility for fencing in Castle Excelsior. 
  • A sorcerer: If I ever need a book repaired, Yohan in Roaldia is the man. 
  • A weaponsmith sells the most powerful magic weapons in the game so far, including a "Retribution Sword," a "Ginsu Sword," and a "Black Blade." I'm not close to being able to afford them.
      
The best blades in the game so far.
      
In most of the Ultima games and most clones, the game doesn't really keep track of who you talk with. If one NPC sends you to another, he gives you a keyword to feed that NPC, but if you get that keyword from a spoiler site, the game has no way to know it. Excelsior is a bit different. When I spoke to the thief in Bebbel, he knew I had already spoken to Mitchell. I met the drunk in Stockshire before talking to Lunny; it wasn't until I bumped into him after the conversation that I had the option to call him "orc face." This system is a bit more sophisticated and convenient than the standard Ultima clone.
   
Wyckmire (Town; west of Bebbel) 
       
All towns in this game have helpful signposts.
       
  • A scholar: A wise man in Randaway is adept at breaking numerical codes. He charges a lot of money.
  • Another livery sells horses. This time, I have enough money, and I buy one. It appears under me immediately.
  • A bard: Phuug won an item from an inventor during a game in Pibsly. I don't remember meeting anyone who played games there.
  • A wizard named Desnino: Teaches me the "Scribe" skill for 25 gold. The game shows me a gibberish script and has it slowly become legible. That was a cool mechanic, but the skill is misnamed. It ought to simply be "Literacy." The text concerns the origins of North Blagsell and South Blagsell, which are in the opposite positions that their names suggest, due to a prankster who flipped a city planner's map upside-down. It reminds me of an old observation of how East Boston is actually northeast of the North End of Boston, which is east of the West End.
      
This is kind of cool.
      
  • A guy named Byron says he can't sell me anything because ever since the king passed his new tax law, "every item I sell results in a loss!"
  • There's a potion shop. I have no idea what different colored potions do. 
       
The horse makes a huge difference. Moving at twice the speed, I can now outrun enemies if I choose to do so. 
    
Approaching the next stop.
     
Castle Infinitum (Castle; far west-northwest of Wyckmire)
   
  • A meteorologist named Hornance tells me of a drought sweeping the land. Maine is currently in a pretty bad drought, by the way.
  • There's an Orb of Intelligence, but I won't be able to use it until I find the associated amulet.
  • I find Joreth, the aforementioned cartographer. I ask him about the FORGOTTEN PITS. He says they're in the mountains on Hugh's Point. I ask about HUGH'S POINT; it's a peninsula south-southwest of Schoenoff's Forest. SHOENOFF's FOREST: A spot east of Sterling's Cliffs. STERLING'S CLIFFS: They "line the northwestern edge of the continent." This is exactly why games need to come with maps.
         
I feel like we're going to be here for a while.
   
  • On the throne is Sir Amanthor, who has nothing to say to me except that he's the "ruler of Lysandia north," but I feel like I'm more to the west than the "north," and Excelsior is in fact farther north of me.
  • A man named Heltimer the Obscure.
     
I've never heard of you.
      
  • I deposit some money in the Bank of Lysandia and confirm that it periodically earns interest. 
   
To move on, I have to retrace my steps to Wyckmire and head south.  
     
Keep Flare (Dungeon; south of Wyckmire) 
    
This is my first exposure to the game's dungeons. I was wondering if it would switch to first-person view in dungeons, as per the Ultima tradition, but it does not. Here, each dungeon level is a large maze in which following the right wall doesn't work, as there are a lot of "islands," and many of the stairs up and down are in the middle of these.
      
My first dungeon.
      
My "Dark Eyes" skill allows some limited visibility, which increases when I turn on one of my lanterns. Enemies attack regularly. I find something called a "Handless Shield," which I don't seem to be able to equip. I otherwise don't spend long in the dungeon, not having any particular reason to be here and  not wanting to get lost.
    
Hollow (Town; west of Keep Flare) 
    
  • Scholar: If I can't read complex texts, I should seek out a teacher in Wyckmire.
  • Partners Dmitri Hiplopovich and Ziegfriend Glutenvaug make balloons. They've been working on one big enough to carry small objects or animals and will sell it for 5,000 gold. I don't have nearly enough and don't have a reason to buy it anyway.
        
The character wanders into a Saturday Night Live skit.
      
Castle Griswald (Castle; west of Hollow) 
    
  • The Orb of Dexterity is here, but again I can't use it.
  • Sir Rodagarn, ruler of Lysandia South, sits on his throne.
   
Griswald is pretty pathetic. All the NPCs have generic dialogue, and there is nothing to find in any of the rooms, even though many are locked.  
     
It feels like there should be something here.
      
I've been keeping count of my movement—you know how obsessed I can get with game sizes—and at this point, I've explored about 300 squares east to west and about 350 north to south. I haven't hit all the coasts yet, but those I have hit show expanses of water and islands, so I imagine that at some point, I'll get access to a boat. I would be surprised if the overall game map were much smaller than 500 x 500. That would make it about four times as large as Ultima IV and Ultima V and over 60 times as large as Ultima III. It certainly feels like there's more distance between places as I travel the roads. That is far too many tiles to map but also too many to keep the shape of the world in my head.
   
Along those lines, I registered the game at the 11th Dimension Entertainment web site, the authors' current label. A few days later, I received a game manual and an 80-page hint book with maps. I don't intend to use the hintbook, but I don't mind using the map of Lysandia. I've also corresponded with author Matthew Engle, who had to remind me that we had already corresponded back in 2020, and that he even sent me the manual and hint book, along with a packaged version of the game, back then. 
      
The map of Lysandia with my travels this session indicated.
       
The map indicates that I've explored a good portion of the continent and suggests that my 500 x 500 estimation is probably roughly accurate. I'll keep working my way around the road network, dealing with my current clues, and then tackle the dungeons.
       
Time so far: 7 hours 
 

Thursday, October 30, 2025

Game 561: Daymare 2 (1993)

 
The title screen doesn't inspire much confidence.
       
Daymare 2
United States
Independently developed and published
Released 1993 for DOS
Date Started: 24 October 2025  
Date Ended: 27 October 2025
Total Hours: 7 
Difficulty: Moderate (2.5/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later) 
    
Jim Todd's The Mystic Well (1990), called Daymare in its 1992 DOS incarnation, was a workaday single-character Dungeon Master clone with no complex puzzles. It was mostly about mapping and fighting, although it did some interesting things with character classes that made it at least mildly replayable. The sequel, Daymare 2, offers a similar experience, with no classes and no class-specific levels.
    
The accompanying document outlines a bare-bones plot: "In a land far away, a powerful wizard enchanted his life force into a golden skull and proclaimed himself to be a god. Your job is to defeat him and banish him from your waking nightmares." A golden skull was the final enemy of the previous game, so this sounds less like a sequel than a remake. "I promise a better plot in Daymare 3," Todd says in the document.
      
Despite the name change, the game has plenty of mystic wells.
    
The game begins with a quick character creation process. Fifty total points are distributed among strength, agility, reason, and vigor so that each attribute is between 6 and 20. You can re-roll as much as you'd like, either to favor one or two attributes over the others or to achieve a roughly-balanced distribution. There are no other selections, not even a character name.
     
The brief character creation process.
     
There are a few welcome upgrades to the interface, starting with numberpad support for movement, including both turning and strafing. The lower-right and lower-left, which were blank spaces in the original interface, now have an automap and a comically-large version of the character's active weapon. Meters track health, stamina, hunger, and thirst, and statistics track protection against physical damage, fire, electricity, and poison, as well as weight and the amount of damage last inflicted on a monster, supposedly to help you gauge the utility of different weapons. It only stays up for a second, then reverts to 0.
 
I soon discover that the positive interface changes are balanced with a loss of any interesting puzzles and mechanics. There are illusory walls and a few pits, but none of the first game's hidden buttons, pressure plates, traps, sliders, and teleporters. It's also a smaller game, eight levels instead of 10, and the 32 x 32 dimensions a third smaller than the original game's 78 x 18. It takes me only about a third of the time to finish. 
     
All the game's doors simply open with buttons on the doors themselves. Three open with keys.
     
Gameplay starts like the original, with the character facing a well. There are wells strewn throughout the game, each one at least restoring the character's thirst meter, some restoring health and fatigue, and all providing experience for treasure (coins, gems, jewelry, ore) thrown into them.
 
The character begins with a t-shirt, blue jeans, a backpack, and a dagger. Dungeon shoes and a Scroll of Curing are found in the opening area. Doors lead east and west.      
       
The first enemies attack as I explore. There are blobs with faces, little stalks coming out of the ground that remind me of the corpsers from Ultima VII, wild dogs, and some kind of hostile plant. Killing them involves little more than repeatedly clicking the attack button. There's no cool-down period, but attacks do deplete stamina, so you have to sit still periodically to restore it. Health also restores on its own, albeit slowly. I spend a lot of time hunkered in safe areas.
     
An early enemy.
     
I find a shield, coins, some spell scrolls, various berries, and a couple of water flasks. Leather pants and a leather vest replace my starting clothes. The flasks are useful because they can be refilled at the fountain. The water meter depletes fast, so I imagine I'll want several in my backpack before any deep-dungeon dive. The game subtracts a point of agility once you cross an encumbrance threshold equal to your strength. This seems inevitable, as even without my pack, my gear weighs 12 pounds. After a while, I start over with a new character, favoring strength, when it becomes clear that I'm having trouble with the spell system.
      
Some of the game's many foes.
       
Spells have a lot of utility even for characters who are primarily fighters. The system, clearly inspired by Dungeon Master, has you string together combinations of one-to-four runes from a panel of 12 in the lower-right corner. You find these combinations on scrolls scattered throughout the game. I think the first spell I found was "Enchant Vial," and I never figured out what it did. "Combat Shield," "Energy Blast," and "Mend Wound," a light healing spell, also came along on the main level or the one just below it. I found the runes hard to memorize and easy to mis-click. It would be nice if the last spell that you prepared remained active until you wanted to change to something else, but instead, you have to click the runes every time you want to cast.
     
Here's another spell whose use remained a mystery.
     
There are a few illusory walls leading to secret areas, one with a message that confirms the use of treasure at the well. Another gives me a shuriken, an infinite-use ranged weapon, but it does so poorly, and enemies move to attack so fast, that I soon abandon it. A door to the north is locked, with a message in front of it that says, "Sorry, I lost the key." 
       
A useful message. If only the documentation hadn't already given this away. There's no explanation who "Algol" is.
     
The only way to exit the main level is to a lower level. Multiple stairways descend to different sections, some unconnected from the others. (I think; I didn't test every wall for illusory doors.) Armadillos and giant worms attack here, still relatively easy. I find my first long sword, a compass (useless with the automap), combat shoes, and rings that add to my defensive scores.  
       
The basement gives way to a second underground level, this one with bats and trolls. These are the first really tough enemies, and even though I've hit Level 10 by this point, I start having to wait to rest more. My leather items slowly get replaced with iron. I find a Key of Iron just as I also find the stairs to a third dungeon level, this one a catacomb full of piles of bones and living skeletons and mummies. There are also these green blobs (I remember them from the first game) that cannot be killed with normal weapons. They cast a poison field attack that is hard to dodge. Ghosts are similarly immune to normal attacks and hit hard. I eventually find a "Fireball" spell and use it to wipe out most of them, but slowly and with a lot of reloads. (Fortunately, saving and reloading is so fast it's nearly instantaneous.) "Fireball" remains my primary offensive spell for the rest of the game, as the rune sequence is easy to memorize and click.
      
Fighting mummies in the catacombs.
        
I haven't been mapping the game, instead relying on the automap. I miss mapping a bit, and my choice not to do it here means that I probably miss a lot of secret areas.  
       
Opening a door to a surprise.
      
The iron key opens the way to the castle, where I'm greeted by giants. I don't really keep track of the two castle levels closely, but enemies include red blobs, red skeletons, priest-looking guys, and hooded men in red pajamas. One of the levels has a dragon's lair where I find what I think is the game's best weapon, the Starblade. It works against creatures that can only be damaged by magic, and I stop using my stamina for offensive spells. I soon find a "Healing" spell that heals all hit points, so that becomes my primary spell for the rest of the game. I also cast "Nutrition" a few times to restore my hunger bar and "Deflection" against a few spell-based enemies. 
       
Finding the best weapon in the game.
      
There are no real puzzles during this journey, just a lot of battle (enemies respawn rapidly, unlike the first game), leveling up, and the acquisition of valuable inventory. My iron items are replaced with elven ones. Warrior characters can assemble a suit of Khan's armor (also present in the first game) and can find Khan's skeleton at the site of the last piece, outside the door to the golden skull. There is no mention in the game or backstory as to who Khan is. There are alternate items for characters who want to specialize in spells.
     
Finding Khan's bones near a well in the final area. A robot looks on. By now, I'm wearing a full set of Khan's equipment.
        
The second castle level culminates in a portal that takes me to a swamplike environment, where enemies include giant bugs and ghosts. The map is strewn with ore to feed to the final well.
      
Fighting a ghost in the swamp area. The final tower is in the distance.
     
The last level is found in a tower in the swampy area. Robots, red dragons, beholders, and vampires are among the enemies. Long before I fully map the level, I find the entrance to the room containing the golden skull. He is hard, but easier here than in The Mystic Well, where he attacked in an area full of other enemies and teleporters. In this one, he's alone in a big room near a well that restores stamina, so I can retreat and heal as much as I want and keep "Deflection" going.
    
The Golden Skull hits me with a spell.
         
I eventually kill him and, after a few beats, get the message below. The game lets me keep playing at this point.
 
I would have felt rewarded with a few more asterisks.
     
There are a few mysteries that I'd try to solve if I liked the game more:
   
  • I never found a use for the spells "Enchant Vial," "Adaption," and "Homing Sphere." I can't tell from their names what they're supposed to do, even.
  • One spell, scrawled on the wall of a secret area behind an encounter with a ghost, teleports the player back to the starting square. I wouldn't have seen it if I hadn't turned to look at that wall. Did I miss any other messages scrawled on walls?
     
I don't know what the spell has to do with the message.
     
  • In the swampy area is a document that reads: "Ha. What a fool." I have no idea what it's referring to.
  • Mysterious items that I never found a use for: Klein Box, Magical Tome, Scrying Mirror, Torch (all areas are lit). "Mana Cubes" were mysterious until I tried eating them; I think the author intended "manna" (the food) rather than "mana."
  • One of the castle levels has a room full of books titled "Interesting Book." I couldn't find anything to do with them.
 
What makes it interesting?
       
Playing the game was a passable experience. Its lack of sound and its simplistic gameplay made it easy to listen to an audiobook while I was playing. I give it a 23 on the GIMLET. Its best score is in "Equipment"; its worst is in "NPCs" (0) and "Game World" (1, and that's generous). This rates it 3 points lower than The Mystic Well, which had more interesting puzzles and did more with the character classes. This one has a better interface, however.
      
The game's death screen.
      
Both Daymare titles are the product of Oregon-based Jim Todd, who used "Jing Gameware" as his imprint for The Mystic Well but just offers his name here. He distributed it as freeware but happily accepted donations.
   
On his web site, where you can download all his games, he says that he gave up game-making because he had problems with "the different varieties of DOS and mouse drivers prevalent in the PC community" in the 1990s. I remember well. It surprises me that with so many different configurations and builds any PC game reliably worked. Now that PCs have become stable and he's retired, he says, he's working on games again. Unfortunately, they all seem to be tied in some nebulous way to cryptocurrency; for instance, a MMO dungeon crawler that he's currently working on, Nythyria, "includes an in-game cosmetic (making it a commodity) called Glitter that is pegged to Bitcoin Cash." I don't imagine there's a lot of overlap between my blog readers and gamers who would find that description attractive.