The organizers of the contest Mazmorras 2020 have summed up the results, at the same time having posted all the games submitted to it. Recall that this time only those projects directly related to the dungeons were accepted. It could be a dungeon from World War II or something AD&D fantasy style - no difference.
The rest of the conditions didn't change much in comparison with previous contests from Bytemaniacos (BASIC 2020 for example) - the games had to be written in pure Basic (no assembler inserts, compilers etc) and run on original Spectrums (16K, 48K, 128K, +2, +3).
Oh, yes, there was also a request to make a version of the game in Spanish, if it would have a lot of text. The developers took a visor and completely bailed on the English version. I wish all our developers could instill such patriotism!
The winner was chosen by the organizers themselves, and it was a game Huida de Moria by Jose Velez. My friend here will get a real ZX Spectrum+, a very nice prize.
And we'll tell you a few words about each game and give you some download links.
Help the dwarf Mariano get out of the walls of Minas Moria! And beware of orcs, spiders, and bats that will get in your way in every way. The gameplay of the game is similar to a platformer, just without the ability to jump.
A test rat with four rat cubs managed to escape from their cage, but now they need to get out of the lab through the sewers.
A role-playing game practically in isometrics! Not really, of course, but the effect for Basics is not bad. And the dice are nice, too. The goal of the game is to find as much gold as possible and escape from the dungeon.
A great light wizard from the kingdom of Argus goes to the dungeons of a castle to find the treasure stolen from him a hundred years ago. This is perhaps the most polished game in the competition - there's a normal splash screen, intro and more or less responsive controls. It does, however, become too confusing from a certain point, which really spoils the gameplay.
Wandering through a labyrinth with limited visibility - it is not clear what you will come across at the next step (treasure, trap or enemy), so you have to rely on luck, not much depends on the skill here.