Neverwell Moor
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About the game
Rachel is fifteen, and when she was five her grandfather used to tell her stories about an island called Neverwell: its people who could do magic, its monsters, the treasure buried in its caves, and a moor that was the most dangerous place he had ever seen and that kept some kind of secret. He died ten years ago, and everyone knows there is only one island, the one they call Earth. Then, on a day like any other, Rachel decides to help a friend, and one favour leads to another until she finds herself somewhere that is not supposed to exist.
The game opens with that story told in a few pages, and then you take Rachel through a small town and her own house, past neighbours who have something to say, and out into the world. You open chests (what you find is saved), pick up coins, buy things in the general store, and later pick up a weapon of your own and use it on the snakes that get in your way. The world is drawn with the Liberated Pixel Cup art in a bright, friendly style, with background music and a hand-lettered title that sets the mood.
It is a prototype (the repository is called nm-prototype), but the parts that are there are polished: the movement is smooth, the dialogue boxes are easy to follow, and a small tutorial that appears in the right places explains each new idea.
Playing it here
Click Play and wait while the game loads (about 16 MB, downloaded only when you press the button), then click once inside the game so that it gets the keyboard, and press Enter or Space on the title screen. Nothing is loaded from other sites. Your coins, the chests you opened and your inventory are saved in this browser.
Controls
| Key | Action |
|---|---|
| Arrow keys or W, A, S, D | walk |
| Shift (hold) | run |
| Enter or Space | talk, open chests, read the next page of a dialogue |
| Z or the apostrophe key | attack with the weapon you carry |
| Esc | skip the story |
Tips
Talk to people. Several characters have a task for you or a hint about where to go next, and the tutorial messages that pop up explain each new idea.
Check the shops. Coins buy things in the general store; a look around the town before you leave pays off.
Mind where you swing. The weapon hurts anything in front of you, so keep it away from your friends.
Frequently asked questions
Does it save my progress? The coins, the chests you opened and the inventory are kept in this browser, but your position on the map is not.
Does it work on a phone? No: it needs a keyboard.
Is it free? Yes: the code is under the GPL or the MIT licence, and the art and music are free (CC BY-SA, CC BY and CC0).
Credits and licence
Neverwell Moor was written by Jason Oster for the Liberated Pixel Cup 2012, with the melonJS engine (MIT), the Chipmunk-js physics library (MIT) and MinPubSub (MIT). The art is by Lanea Zimmerman, Daniel Eddeland, Guido Bos, Casper Nilsson, Radomir Dopieralski, Thane Brimhall, Charles Sanchez, Pol Camara, Stephen Challener, Matthew Nash, Chris Bellanger, Jetrel and the author; the music by Nelson James Gatlin and Janne Hanhisuanto (and two pieces generated with a tracker script, CC0); the sound effects by jivatma07, generated with cfxr (CC0), and the two sounds of the mallet, made for this site by FredyGames (CC0). The full list, with the licence of every file, is in the end credits of the game and in the licence text of this page. The code is released under the GNU GPL 3 or later or the MIT licence, and the art and music under CC BY-SA 3.0 (also under the GPL 3 or later), CC BY or CC0. The version served here is the one from the author's repository, with the two sound effects of the mallet replaced by new ones made for this site (the originals have no licence recorded), and with a few small tweaks listed in the licence text. The complete source, our changes and the licence texts are linked from the Licenses page.