Behind its towering walls, Z’Oular crumbles to ash. Harnessing the power of the Blood Moon Talisman, Lord Raltus enslaved the population—drawing their blood at will to strengthen his own. Few survive his relentless harvest. With the final threads of hope severing, Goddess Askelpios calls upon Bram, the Voltzahni region’s most renowned Demon Hunter to raise her banner and free Z’Oular’s citizens from Raltus’ bloodthirsty grasp!

The once beautiful buildings of Z’Oular became dungeons under Lord Raltus’ bloodthirsty reign, each containing powerful items tucked away from all but the savviest adventurer. However, the Blood Lord won’t part with his hidden treasures easily, so keep a notepad handy, jotting hints as you progress—remember, sometimes the pen is mightier than Bram’s Holy Blade!

Bram has a map fragment that you can find in the printable manual—but it's only the beginning! It’s up to you to help him complete his map, so be sure to jot down any hints you discover along the way.

The fate of Z'Oular is in your hands!

StatusReleased
PlatformsWindows, macOS, Linux, HTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
Author8192Games
GenreAction, Adventure
Made withPICO-8
Tags2D, 8-Bit, Exploration, PICO-8, Retro, Singleplayer, Spooky, Top-Down

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Click download now to get access to the following files:

Bram: Blood Moon Pico-8 Cart 56 kB
bloodmoon_linux.zip 767 kB
bloodmoon_osx.zip 3 MB
bloodmoon_raspi.zip 2 MB
bloodmoon_windows.zip 1,005 kB
Instruction Manual 16 MB

Comments

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(14 edits) (+1)

**ANDY & ROB PRESENTS!: AWARD##

"The Ridin' High!": Play This Banger Whilst Partaking

The Reason:

Amazing level design, hat's fuckin' off, one coder to another... getting that much output from under the hood with such limited resources demands a "hard 'R'" respect. Beyond that and fanboying aside, gameplay is fun and rewarding, given the interplay between frenetic (often desperate) action and the other "sense elements", like the love given the sprites, and the care evident in the music and sound. It's pretty obvious a lot of heart went into every element of this. Getting that first sword really has that feeling reminiscent of when pac-man gets a power up and the hunter suddenly becomes the hunted. Love the music to, really sets the appropriate tone for the spooky feel of the game... sfx are crisp n' fuckable. I took a tasty, almost kingly rip off the g-bong last night and zoned out for an hour. Ya boy is no lightweight, so that's pretty rare. That's why this gets a Ride-y award.

This is really well designed and nicely polished. Currently a little stuck with the ability to jump, a candle and the lightning boots. Not sure where else I have left to go on the map. There is a frozen grave bottom left, but no effect with the candle.  hmm..

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Have you got the TnT and Lighter yet?

I do not. Cannot find them :(  13 hearts total. Been mapping the missing areas and can't seem to find any where else to go.

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Check the southeastern part of the map! And then try bombing some graves ;)

Ah! Thank you!   I actually burned that place but for some reason did not go in..might have been killed?

3rd dungeon boss fight was incredibly entertaining and incredibly hard..but finally got it. Really enjoying this :)

let me know when you beat it! I wanna know what you think!

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This is great and I had forgotten how hard 8-bit era games can be.

When you run diagonally it seems you are running 1.4x speed (Same speed as both up and right combined) Just curious if that was a design choice, or possibly a system limitation?

a design choice based on system limitations actually lol!


solving the 1.4x speed problem is super simple, all we do is normalize the movement vector to the movement speed. But that process does require code. Pico-8 has 8192 tokens of code I can use and I wanted to pack the game with noticeable and useful features. I didn’t think it was a large enough problem to devote code to it!

Sounds reasonable to me, was just curious.  Thanks for the work you put into this obvious labor of love.

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Looks awesome! I’m gonna have to sit down and try to beat it soon

idea: in links awakening dx, if for example you are walking into a block while going right, but only half of your collision box is touching it, you’ll start moving down slowly until you are able to pass it. Makes moving around obstacles super smooth.

this was a consideration and a “Stretch Goal” for the game, but I couldn’t afford the tokens in the end! I’m still cutting down the code at home in my spare time and if I free up enough space it’s a feature I’d love to add!

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Incredible job. Well done. This may be the best thing on Pico since Celeste!

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This game is fun. Is the music original

(+1)

Sure is! Hope you like it!