King Arthur's Gold is a free-to-play competitive multiplayer platformer, based around building structures out of wood, gold and stone in a very Terrarian
style. The game plays a lot like a medieval version of Team Fortress 2
in some respects, using three basic classes.
- The Builder: The one who builds stuff. Can construct anything from simple stone walls to bridges that open up when enemies try to use them. This comes at the price of having almost no defensive capabilities. The builder can use his/her hammer as a weapon, but it's not very effective against either Knights, who can shield it, or Archers, who are rarely within swinging distance. Builders can dig through all blocks except bedrock.
- The Knight: The backbone of most teams, the Knight can play well on defense or offense. They have a sword and shield as their most obvious weapon, but can also carry up to three bombs for assaulting castles or taking out tight clusters of enemy units. The shield can block arrows, sword strikes, and even bomb explosions, though that last one will knock the shielding knight back a fair distance, and the explosion will still hit others behind the shield. Knights can dig through dirt and chop down wooden doors with their swords, but cannot break stone except with a bomb.
- The Archer: The only truly ranged class in the game, the archer uses cover and stealth as a primary method of defense. Once arrows are obtained, either by chopping down trees or buying them with coins at an arrow shop, the archer can fire arrows at various speeds, determined by how long the mouse button is held. Charging the draw meter all the way results in a powerful direct shot that can break through a shield. Archers are also capable of ducking, climbing trees, using arrows as a makeshift ladder, and (as of recent in the gold edsition) can use a grappling hook, adding to their ninjaesque repertoire.
At the beginning of each round, there is a variable grace period in which most players switch to builder, and construct elaborate fortifications and traps on their side of the map. The middle of the map cannot be entered until the grace period ends, at which point both teams rush to claim it and eventually move to siege the enemy castle. The game has a basic structural physics engine; structures without any connection to the ground will fall, crushing anyone unfortunate enough to be standing in or under them. The final objective varies depending on game mode. Currently, two game modes are played with any regularity, CTF
and Team Deathmatch. In CTF, the first team to capture the opponent's flag above their starting tent and bring it back to their own tent wins. In Team Deathmatch, the team who can reduce the opponent's respawn counter to zero, then kill all the remaining opponents, wins.
Can be found here
. It is currently in it's beta stage (as of 8/31/2013).
This game provides examples of:
- April Fools' Day: Normal gameplay had gargoyles drop you from really high up on this day. They made a return in the Zombie Fortress mode.
- All Animals Are Domesticated: You can tame a bison by chucking food at it. First team to tame it will have a huge offensive advantage.
- Arrows on Fire
- Artificial Brilliance: Gargoyles will drop ground moving zombies into your fortress if they happen to grab them.
- Character Customization: You can wear one of many hats if you have Premium, and they're even visible on Free servers. They're purely cosmetic though, and offer no gameplay buffs.
- Cool Boat: The War Boat and the Long Boat, both of which can carry several people.
- Damage Discrimination: The Knight's bombs hurt enemy players and himself, but not allies.
- Drop-In-Drop-Out Multiplayer: Though it can get infuriating when half your team are ragequitting.
- Dummied Out: Gold Rush mode.
- Many people were sad to see a really large game mode be taken out of the planned game. It's probably for the best, though.
- Everything's Deader with Zombies: The Zombie Fortress mode. Duh.
- Final Death: In Rapid Team Deathmatch, players only have one life. Most servers also disable Builder in this mode.
- Floating Platforms: Possible if done correctly, oddly enough. Most of the time though...not so much. And god help you if you happen to be under any structure that lost all of it's support.
- Goomba Stomp: Landing on an enemy player will share your fall damage, but not completely negate it.
- Gotta Kill Them All: The whole reason that Rapid Team Deathmatch, ordinary Team Deathmatch and it's Premium counterpart, WAR! exists.
- Grievous Harm with a Body: You can chuck corpses at people and use them as catapult ammo.
- Hoist by His Own Petard: If you're brave enough, you can pick up an enemy Knight's bomb and throw it back at him. Be careful it doesn't explode in your hand, though.
- Instant-Win Condition: No matter how bad your team's Life Counter is, if your team captures that flag, you've won.
- Even if the enemies entire army is at your bases doorstep, if one guy captures the enemies last remaining base, it's a victory for you.
- Jumping the Shark: Literally used as an advertisement on the website. Not the best idea, though, since it can just bite you in the behind.
- Ludicrous Gibs: Happens when hit with a bomb explosion, or when falling far enough. Basically, enough damage to kill in one hit from full health will do it.
- You can also Gib corpses if they aren't already gibbed. Important, since they can block your path.
- And since in specific modes, they can become zombies!
- Our Zombies Are Different: There are normal zombies, skeletons, and gargoyles. Their are also Wraiths and much larger zombies capable of destroying stone.
- Rocket Jump: Knights can do this with their bombs.
- Shout-Out: A few of the taunts available in the game are shout outs to Monty Python.
- Stock Scream: The Wilhelm Scream happens on EVERY SINGLE DEATH.
- This Is a Drill: Drills can be created pretty quickly in the game. Usually used for getting stone faster, but can be used offensively too.