Welcome to Everdawn, a tiny island where the sun and moon have ceased to move through the sky. Explore it, learn its history, and unlock the secrets behind its strange curse.

A Little FYI

This is a small game inspired by Legend of Zelda and made over a two month span. The intent was to make something complete, but also have an eye toward content development - specifically, art asset creation and level design. If you do beat it, please let me know what your total playtime was!

I sincerely hope that you enjoy this little experience!

PlatformsWindows, macOS, HTML5
Rated 4.5 out of 5 stars
(6 total ratings)
Made withTIC-80
Tags8-Bit, Fantasy, fantasy-console, Pixel Art, TIC-80, Walking simulator


Everdawn-Windows.zip 1 MB
Everdawn-OSX.zip 1 MB


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This game is incredible!

I love this game!

I really enjoyed this. Thank you Ben!

Stay creative :)


Hey my play time was 28 minutes! This was really cool. I really enjoyed all the little details that you put into this. The little particle effect for the smoke that comes out of the houses, the expanding black circle screen transition, the lighting effect in the caves, and the palette transition that happens when you move to the west. Everything here is super endearing. Even the music was really well done. The little tune that plays in the house had that Zelda "safe spot" feeling too it.  The only minor frustration that I had was the combat. The hitbox for the sword is pretty small and it made hitting the monsters a little difficult at times. That being said I still found the combat enjoyable, I just died a couple times where I didn't think I should have . I'm surprised that you released this almost 6 months ago and I'm just seeing it now. This is definitely one of the best TIC-80 games that I've seen so far. It's cool that you did it in JS instead of lua, I haven't seen too many carts using JS. Way to go, I'll definitely check out anything else you release!

Hey, thanks for all of your kind words - I'm really glad that you enjoyed it!

(2 edits)

1:56 and I sure spent a lot of time walking around and getting killed. I liked the story! It sort of drags on though...

The fights can be fun, since the enemy AI is surprisingly good at keeping out of reach and baiting you to attack at the wrong time. I died more to the random monsters than to the bosses. Unfortunately this meant that it was safer to walk past monsters than to kill them; it's easy to miss the monsters and take a bunch of damage, and there are not that many opportunities to regain health.

My favorite thing about this is still the graphics. They came out really nice.

I think there is a bug with the save file. I beat the game without quitting and when I opened it again my checkpoint was right near the beginning of the game.

Cool! Thanks for the comments and playtime. I can definitely appreciate the feeling of it dragging on, and I totally agree that there wasn't a huge incentive to fight the monsters. I sort of ran out of space on the cart and didn't want to spend a bunch of time refactoring, since that wasn't my objective... so certain things (like monster drops and much of a reason for gems at all) kind of fell by the wayside.

I'll definitely look into that save file bug... that sounds like it could be aggravating!