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A jam submission

Castle of the CosmosView game page

Carefully space your bouncing projectile in this exciting action platformer!
Submitted by Galloway Games — 2 hours, 14 minutes before the deadline
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Castle of the Cosmos's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#24.8164.816
Soundtrack/SFX#144.2374.237
Overall#314.0534.053
Gameplay#403.9213.921
Gameboy Soul#524.1844.184
Interpretation of the Secondary Theme#2643.1053.105

Ranked from 38 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game match the theme?
WARNING: There is a bug where music can stack if you revisit previously entered areas. THERE IS NO MISSABLE CONTENT IN PREVIOUS AREAS, so to avoid most instances where this happens, don't go backwards once you've entered a new room!

Our game uses a unique damage mechanic that emphasizes the common fighting game concept of SPACING - a projectile that moves at a 45 degree angle and increases in strength with every bounce. Rather than targeting enemies directly, players are encouraged to line up their position carefully to space their attacks and maximize damage.

As an added thematic bonus, our game features a Lovecraftian monster from outer space as the main antagonist, and a surprise otherworldly twist at the end.

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Comments

Viewing comments 32 to 21 of 32 · Next page · Last page
Submitted(+2)

Man, that was bloody fun. Just tossing around orbs that got stronger, really selling that trickshot vibe. Only issue was that visual clarity wasn't the best due to a lack of contrast. But the enemies and boss was awesome.
 I hope you expand on the idea, like adding different angles you could fire at or different orbs. And new enemies that make you take advantage of trickshots. This game's concept has some real potential. 

(+3)

Excellent game!  Really, really like the nods in the opening sequence (and the rad splash screen!)

The music was on point and the art is absolutely gorgeous!  The backgrounds were setting off my dithermania.  Very neat combat mechanic and some nice, intentional level design to support it (some of the setups with the floating medusa-type enemies felt neat to re-approach and go "oh, that's why that ledge is there").

Also, wow, what a stacked team.  Great job to all involved!

Developer

Thanks for all the kind words!

Submitted(+2)

Pretty polished. Congrats!

In my humble opinion, everything, the enemies, the camera, etc, seems to move too quickly. I cant get enough time to appreciate the nice sprite work. (:

I would recommend some kind of bounding box based camera movement, so it doesnt move when making very small movements. Also something like Mario, in which the camera only moves up if you land in a platform above.

nice game anyway :)

Developer(+1)

Thank you! Good ideas all around - frankly, I think the number one thing the gameplay style needs to work perfectly is a bigger screen, haha.

Submitted(+2)

Extremely polished game!

The weapon was nice and creative. I would've introduced enemies in places with low ceilings, so the weapon bounces would make it act like a conventional weapon, and make later encounters happen in more open areas, forcing players to dance around enemies.

Awesome game, congrats!

Developer

Thanks for playing! We'd have loved to have had a bit more time to really fine-tune the levels to make the most of the mechanic, for sure.

Submitted(+3)

Pretty solid Castlevania style game.

Developer

Thank you!

Submitted(+3)

Finally got around to playing this submission! I love metroidvania/castlevania games, and this game definitely nailed that vibe. Honestly kinda felt like playing Castlevania using only the ricochet ball sub-weapon (Not sure what that is called)

Anyways, fantastic work overall, I felt the art and everything fit the gameboy aesthetic very well. The only minor nitpick I'd give is that the gameplay could be a bit more interesting if it had more to do with the secondary theme, it felt like you guys had a planned gameplay style you wanted to do before knowing the secondary theme, and were like yeah, let's just say this castle is in space.

That said, obviously my lowest points for you goes in the interpretation of the secondary theme, but don't let that bother you, you nailed everything else and it was an enjoyable experience! I hope you finish whatever vision you had for this project, and continue to make games in the future!

Developer

Thanks for checking it out!

Submitted(+3)

I love this submission. The art is incredible and all the different monsters are really cool. I think the attack concept is cool, and I would love to see it fleshed out more. Incredible job!

Developer

Thanks for playing! We think the bouncing projectile idea has a lot of potential for sure - we barely scratched the surface of it here.

Submitted(+3)

cool game i loved how it looks like the classic castlevanias

Developer

Thank you!

Submitted(+2)

first up, this game is absolutely beautiful, the work on the sprites are stunting.

the gameplay is a bit clunky, and the camera stutters due to larping in the small resolution.

as a fan of castlevania I felt the need to complete it lol.

Developer

Thanks for checking it out! The camera lerp definitely wasn't ideal, but we opted to keep it in the interest of time, as we had more critical gameplay issues to iron out in the short time we had.

Submitted(+2)

Graphics and music are amazing!

I was able to break the game a few times and I felt like it took away from the "game boy" feel to have jump be bound to space bar.

Overall amazing submission!

Developer

Thank you! In case you weren't aware, the space bar is just one option for jumping (mostly for the WASD control scheme). You can also play the game with the arrow keys and Z/X if that's your preference, or a gamepad!

Submitted(+2)

Graphics are great! Music is nice (although i accidentally caught your bug)

Mechanics has a good idea, but i think you should give a lot of space (at least at the beginning to really show it's potential to the player) for training. Gameboy doesn't give mush resolution so i guess it'd be much better in bigger resolution. Speaking of that, camera smoothing doesn't really help with low resolution. Because when camera is slowly moving 1 pixel to catch up to player it doesn't look nice when pixels are this big (I'd have preferred fixed or player centered camera, as all genuine Gameboy games).

I love 2d Castlevanias, and of course i enjoyed your game! I admire your creativity, you just need more practice!

Best wishes!

Developer

Thank you! Camera was definitely a tough thing to get right - we felt it needed to look in front of the player to account for the small screen size and the need to be able to see ahead of you to line up the projectile properly, but the smoothing solution we opted for was definitely imperfect. If only we had more time!

Submitted(+3)

Fun romp. Great art, sound, and vibe! I quite liked the spacing mechanic and would like to explore it more.

Developer

Thank you! So would we, haha.

Viewing comments 32 to 21 of 32 · Next page · Last page