Alphaman is a a Rouge-Like game in which you must go around and kill various monsters (in the shape of letters).
In alphaman you are an agent in a Post-apocalyptic earth, in which the Grinch, yes the grinch, runs. Grinch has nerve toxin which he will unleash in the world in 7 days. Your Job is to well stop him.
This game may not look like much but it is indeed VERY fun. You get a random assortment of Abilities, One Physical and one mental. You will encounter various monsters and characters from, house cats and prairie chickens to Donald Trump and Elvis.
The List of the Physical Abilities and Mental are Below
Also you cannot choose which ones you want. It is random. One Random Physical, And one random Mental. Personally My fav combination is Scientific genius with Heightened Strength or Speed.
The Controls of the game are simple. Arrows Keys. IF you want to hit something you walk into it.
Basically the other keys you need you will figure out. You can press the ? key anytime to look at key combinations. Since it is rouge like nothing happens until you move. So when you move they move. So take your time and figure out what you want to do.
Click here to download. It is Abandonware so its free and we wont get in trouble for sharing it.PhysicalElectrical Generation: usable every few rounds, this attack causes
electrical damage to any creature touching you during the round used.
The damage done is significant, but not all creatures need to touch you
to hurt you!
Heightened Dexterity: this mutation raises your dexterity to 19-23,
subject to reduction by encumbrance in the usual way.
Heightened Strength: this mutation raises your strength to 19-23,
subject to reduction by fatigue in the usual way.
Heightened Vision: allows you to see long distances, to see invisible
creatures, to search more effectively, and to hit more often in combat.
Tough Exoskeleton: lowers your armor class, making you harder to hit in
combat and reducing your damage sustained. It encumbers you slightly.
Sonic Attack: usable every 12 rounds, this does burning damage to
all nearby creatures not protected from heat.
Blood Structure Change: raises your constitution to 19-23, making you
more robust and giving you more hit points and poison resistance.
Reflective Skin: raises your radiation resistance to 19-23, and makes you
more resistant to lasers and heat. You take only 1/2 damage from laser
attacks, and 2/3 damage from heat attacks.
Laser Generation: usable every 13 rounds, this attack does laser damage
to a selected target if it successfully hits. It does substantial damage.
Heightened Endurance: you tire much less easily and regain lost hit points
more rapidly, and you can sustain a much longer duration underwater. You
cas also carry twice the weight before becoming encumbered.
Foul Musk: usable every 14 rounds, you cause nearby creatures to
get sick and flee for a variable duration of time.
Acidic Saliva: usable every 8 rounds, this attack causes acid damage to a
selected target if you successfully hit. It is easier to hit at close
range. This does appreciable damage.
Poison Claws: you cause poison damage to a selected target if a successful
hit is scored. You can inject poison every 5 rounds.
Heightened Speed: usable about every 30 rounds, you can double your speed
for 10-20 rounds, allowing you extra attacks or movement. This mutation
may be too powerful in its present form!
Radiation Generation: usable every 15 rounds, you can generate a beam of
radiation capable of damaging creatures in line with a selected target.
Quills: these provide protection by causing damage to any creature touching
you. You can also shoot them at an opponent every few rounds.
Tenticles: you can entwine a selected target and cause constriction damage
every round. While constricting, you are able to do other things. If you
move, you will release your tenticles.
MentalMilitary Genius: you are a natural soldier, hitting more often and
doing more damage than normal mutants.
Scientific Genius: your intelligence is raised to 19-23, and you can
construct new tech devices with parts and energy salvaged by dismanteling
old ones. You can only make devices which you have seen before and figured
out, and often must try several times before you figure out how to make the
desired device.
Heightened Willpower: your mental resistance is raised to 19-23, and you
are able to temporarily raise all your stats and your hit points.
Mental Blast: usable every 12 rounds, you can attempt to overload the
mental synapses of a selected opponent to do damage. This attack does
substantial damage, but some of the more dangerous critters (for example,
most of the molds and funguses) resist mental attacks.
Teleportation: you can mentally transport yourself short or long distances.
You must be rested to teleport, and it can only be used infrequently.
Mental Healing: you can heal yourself at a rate of 3 hit points / round.
You must sit motionless to do this, however, and it is tiring. It is
nice to be able to enter unfamiliar situations with maximum hits, though.
Force Field: while activated, you take reduced damage (typically
2/3 normal) from all attacks. It is tiring to use, however.
Molecular Disruption(Boom): usable every 12 rounds, this mental assault can
totally destroy creatures or other objects at which it is targeted.
Useful for going through walls.
Life Leech: you can steal hit points from nearby monsters and add
them to your own. This is usable every 4 rounds.
Invisibility: you can mentally bend light rays around you, which makes you
difficult to see and less susceptible to lasers. Lasts about 12 rounds.
You are also less susceptible to blindness attacks.
Cryogenics: you can mentally freeze an opponent, doing progressively
more damage as the opponent freezes. It is usable every 3 rounds.
Damage increases exponentially, doing 1d6, 2d6, 4d6, 8d6 etc. on
progressive "hits", so it is extremely useful against powerful opponents.
Hypnosis: you can put opponents to sleep by a sheer force of will. This
ability is usable every 3 rounds.
Psychokinesis: you are able to disrupt matter to create grenade-like
explosions. This ability is tiring, and can only be used every 15 rounds.