Afternoons of legend

It was 2000, an ordinary afternoon, and Hyrule was on the screen. Ocarina of Time wasn't just a game to finish β€” it was an excuse to sit still for hours, trusting a world that felt real, memorizing a melody to open a door, letting myself be surprised by a plot that unfolded one piece at a time. That magic β€” time slowing down, the itch to know what happens next β€” is the same thing that made me capable of getting invested in a complicated story, full of double-crosses and deals that change halfway through.

The PC came later, and with it Baldur's Gate. The first and the second, one after the other, hours spent building a party, reading every line of dialogue, saving before a choice that would change everything. Those weren't games you "finished" over a weekend β€” they were places you kept coming back to.

I'm not about to rebuild Baldur's Gate β€” that would be a real project, and it needs time I don't have today. But that feeling β€” moving through a place, facing something, feeling a little stronger by the end β€” fits in a small box too. Below is one: Ember Keep, a tiny arena, no plot, no dialogue, just a sword, a fireball, and a few monsters that show up unannounced.

Ember Keep

Co-Authored-By: Claude
Code and commit history on GitHub.

HP
100/100
Level
1

Arrow keys or WASD to move, Space for the sword (hold it and you keep spinning), X or C for the full-arena fireball (has a cooldown).