NDS / Games / Adventure
Free homebrew adventure games for the Nintendo DS platform
 
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001:
15th Floor 1.1
 
Size: 3.97 MB
Type: NDS
Date: 2011-01-11
   

A DS adventure game inspired by the likes of Hotel Dusk, Myst, and Crimson Room. Play as Jacob Fazi, a troubled man running from a past filled with tragedy. Use items and solve puzzles to escape the 15th Floor. 

By: Mindwave

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002:
A Neko Story
 
Size: 2.52 MB
Type: RAR
Date: 2011-01-11
   
 

Visual novel game

By: Orange Melon Games 

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003:
AngunaDS 1.02 
 
Size: 2.4 MB
Type: ZIP
Date: 2011-01-11
     
AngunaDS is a port of the GBA homebrew action RPG for the DS.

Changelog 1.02:
*Changed save file from anguna.sav to anguna.dat to fix resolve conflicts with the save file
*Made MORE changes to hopefully fix a bug where the main player graphic gets covered by a large single-color square
*Fixed possibility of getting stuck in water just south of dynamite shop
*Fixed possibility of getting stuck in water in graveyard.

By: Nathan Tolbert
 

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004:
DScent Alpha 4.2 
 
Size: 663.9 kB
Type: ZIP
Date: 2011-01-11
       

 By: Kayanm

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005:
Escape from the Island 
 
Size: 646.1 kB
Type: RAR
Date: 2011-01-11
       
Project description: In this adventure game your plane crashed on a small Island. Explore it and try to find a way to escape !

Features :
* 2 languages : english/french
* DS Motion support, explore the island by tilting your console (activate in inventory)
* 23 rooms to explore, 20 different objects (some can be combined to make new ones)
* In game advices

By: Ben2303 

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006:

Fate/hollow ataraxia Prologue

 
Size: 2.97 MB
Type: 7Z
Date: 2011-01-11
         
Multiple option has returned with Fate/hollow ataraxia Prologue the sequel to Fate/stay night which along with Snatcher Pilot DS are the other two releases from Multiple option.

DLDI patching necessary.

By: Multiple option

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007:

NetHackDS 1.17

 
Size: 1.31 MB
Type: ZIP
Date: 2011-01-11
         
 
* Added support for tapping menu section titles for selecting items in that section.
* Changed menus in keyboard mode to show item accelerator characters.
* After insisting I'd never do it, action menus (read, zap, eat, etc, etc) now display only relevant menu items (with an option to show all).
* Made 'cursor' a compound option, which can take three values: 0 (always on), 1 (disabled over hero), and 2 (always off).
* More refinements to touchscreen handling to ensure that stylus raises are promptly registered (fixes periodic hangs).
* Fixed directional prompting when keyboard mode is enabled.
* Fixed detection spells (such as "detect monsters", etc, so they properly wait for user input.
* Fixed key bound option toggling, after I completely broke it in the last release.
* Fixed crasher triggered by popping up a menu immediately after resuming a saved game with the 'name' option set (yes, someone hit this .

By: brettk 

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008:

POWDER 115

 
Size: 1.01 MB
Type: ZIP
Date: 2011-01-11
  

To understand POWDER, you should first understand roguelikes. "Roguelike" is a term applied to a wide variety of games which share a common inspiration from the game Rogue. A non-exhaustive list of such games would be: ADOM, Nethack, Crawl, Diablo (I & II), Moria, and Angband. My apologies to the many excellent roguelikes I didn't list. What characterizes these games? The exact specifications are a matter of debate - indeed, I may receive hate mail for including Diablo - but I shall try to write a few:
Tactical play. The unit of action is based on the individual adventurer. The game is not twitch oriented (like Quake, rewarding reflexes & well trained actions) nor is it strategy oriented (like Civilizations or Warcraft, requiring working on the large picture)
Based in Hack and Slash. A roguelike isn't primarily about plot development or telling a story. It is about killing things and acquiring treasure.
Random games. A roguelike is a dungeon crawler where no two games are the same. The maps are different, the items are different, there are no guaranteed win paths.
Permadeath. You die, that is it. No restoring a savegame. Good roguelikes delete your save game after loading them. This is compensated by the replayability of the game.
Complex interactions of properties. While the commands for a roguelike are simple, the potential interactions are not. My favourite example is equipping a silver ring as a weapon in order to damage a creature vulnerable to silver, but not one's other weapons. [Editor: This matches the Hack branch of the roguelike tree, not the Angband branch]
Steam rolling monsters. If a critter is in your way, and weak, you shouldn't even notice it is there.
For more information about roguelikes there is the Rogue Basin, a Wiki documenting this genre, and the Temple of the Roguelike, a newsite tracking developments in the field.

Having defined Roguelike, POWDER is easy to describe: A Roguelike designed for the Gameboy Advance and Nintendo DS.

How to Win
Descend into the depths of the dungeon until you reach the foul daemon known as "He who the author cannot spell consistently", or, Baezl'bub. When you have slain Baezl'bub in heroic combat, or, if Baezl'bub dies in any way, retrieve his black heart and bring it to the surface world.
You may then go the nearest newsgroup such as rec.games.roguelike.misc, and post YAAP (Yet Another Ascension Post).

Nintendo DS Version
Two files are present, a .ds.gba
and a .nds. Depending on your solution, you only need one of them. If in doubt, use the .nds file. POWDER supports DLDI so you can, if needed, patch it to support saving. During start up it prints out if it found a FAT filesystem - if it found one saving should work. If it doesn't find one, saved games will not survive a power cycle.

All auxillary files are saved and read from /DATA/POWDER, regardless of where POWDER itself is copied onto your flash drive. That directory will be created if it doesn't exist. If it fails to create, it will default to using the current directory of POWDER.

By: Jeff Lait