Play Curse Of Enchantia (cd) Online

Guide Brad through a whimsical world, solving puzzles to escape a witch.

Curse Of Enchantia (cd) Game
Curse of Enchantia (CD) game

🎮 Game Controls

Mouse capture required. Tap screen to active.

  • WASD / ↑↓←→ Move
  • Space / Enter Action / Fire
  • Ctrl / Alt Attack / Strafe
  • Esc Menu
  • Y / N Yes / No Answers
Lock Mouse: Tap Screen | Unlock: Esc

About Curse Of Enchantia (cd)

Curse of Enchantia (CD) thumbnail
Category
Adventure
Platform
MS-Dos
File size
131930373
Release year
1992
Developer
Core Design Ltd.

Curse of Enchantia is an interactive fiction game released in 1992 for the MS-DOS platform. It was developed and published by Core Design Ltd. The game presents its story from a third person perspective and is structured as a point and click adventure.

The player controls a teenage boy named Brad, who has been summoned from Earth to a fantasy realm called Enchantia by a witch. The objective is to guide Brad as he attempts to escape this land and thwart the witch's plans. The adventure begins in a prison cell, and progression involves navigating through a series of distinct environments including an ocean floor, a medieval city, a junkyard, and an ice castle. Interaction is managed through an icon based interface that appears when the player presses the right mouse button. Brad must be positioned near an object to interact with it, at which point relevant action icons become available. These actions include wearing items, inserting objects, combining inventory elements, and engaging in simple combat sequences.

The game conveys its narrative and puzzles with minimal use of written text. There are no descriptive paragraphs for objects, and the function of most items is visually communicated. Dialogue with other characters is handled through symbolic speech balloons instead of words. Any text that does appear is typically limited to environmental signs or brief comic phrases. The game design does not include a failure state; there is no way for the player character to die. Attempting actions that would be hazardous in other games often triggers humorous animated sequences instead of presenting a penalty, allowing for experimentation without risk.

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