I didnt expect this game to be as fun as it was, this was just a delightful little (but also surprisingly long) puzzle game, I found a lot of the puzzles really fun to figure out. I thought it was paced well, the level design felt appropriately metroidvania, and the actual aesthetic matched the theme very well. I can't say the same about the music though, I would've preferred you go all the way with the theme and have the music give off that MSX era feel
Play game
Sorcerer's Castle's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Relevance to the theme picked | #10 | 3.733 | 3.733 |
Metroidvania | #11 | 3.733 | 3.733 |
Overall | #14 | 3.267 | 3.267 |
Enjoyment | #15 | 3.133 | 3.133 |
Execution | #16 | 3.067 | 3.067 |
Sensory | #22 | 2.667 | 2.667 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme chosen
Classic. It emulate the classic feel and style of MSX and DOS era games
Team/Developer
João Krejci
Engine
Godot
Comments
Wow, this game is surprisingly long. I like the simple graphical style and while it did take me awhile to get used to the room transitions (and the persistence of objects beyond the edge of the screen), it did eventually harken back to the olden days of PC gaming. Some of the puzzles were fiendishly clever (the one where you have to stack the three statues comes to mind...), and I liked that the magic rod wasn't about attacking but was about manipulating the environment.
Some feedback:
- The more and more this game began to sprawl outward, the more I wanted a map. I also started to lose track of my goal as I progressed. I think after I dropped down the 2nd waterfall I was just sort of, "...what am I even doing now?" There just felt like too many directions that I could have gone to keep track of and it felt a bit overwhelming.
- Someone else mentioned this, but the music didn't mix well with the artwork, it would have been nice to keep that super low tech as well (don't get me wrong, the music was really good, it just didn't fit the classic theme). Also the lack of beeps and boops held this entry back as well.
- A minor nitpick, but some differentiation on butons that require something to be placed on them rather than just stepping on them / reset buttons as well as doors that open permanently vs. doors that only open when a switch is pressed would be a nice polish detail to add.
Overall the game was very impressive for what it was, and I was always amazed that it just kept going. I ultimately wasn't able to finish it just due to the immensity and my own inability to figure out what to do next, but I think it's a very solid entry and displays a lot of potential. Nice job!
Thank you! I'm happy you liked it
I'm still getting the gist of some things, like the music (today I learned that I could've just installed a soundfont on the software I was using to get that chiptune feeling of the 80s and 90s games XD), but by the time of the jam I wasn't even aware of what I should learn.
About the map I really hoped it wouldn't be needed, but as you and more people here mentioned it was lacking and something I should have prioritized, that's good for me (the person who designed the puzzles and map) to keep in mind not to make assumptions about the player being able to solve hard puzzles or keeping track of the game's map by memory.
About the buttons I reckon it would be a good quality of life improvement and I confess I considered making it but don't really know why I didn't implemented it.
Good game! I like the music & the inclusion of simple puzzle mechanics. The environments are also varied enough so that navigation isn't too difficult. To further enhance this game, I suggest adding SFX for player actions and puzzle activation.
Awesome game! I liked the way the map opened up as I got skills, and how each area was clearly separated by the skill yet to be acquired. I got stuck one time where I put a skeleton on top of a button and then I couldn't get a crate to the button (I was trying to see if skeletons triggered buttons XD) It got me locked but the music got me hooked so I didn't mind to restart and keep going.
Also the areas are interconected in an interesting way, and I liked that once I got through an area, I could make a short path available to it. In general very good levels and puzzles. I did save the cat <3
Very cool! I can definitely see the classic side of this. I really liked the puzzles in this game and that the spell (I only was able to get the first one) wasn't a textbook fireball but it had some puzzle implications as well.
Definitely a lot of content packed in here. I definitely like the style of going for a DOS/MSX feel, but I do feel like that brings up some criticisms. While I like the music, I expected it to be in the same style. Combined with the lack of sound, which I personally would have prioritized over music, it does conflict with your goal of going with that style.
Level design was done well. The puzzles gradually increased in difficulty and the spell mechanics weren't game breaking buggy. I had one close call where I got a statue stuck on me and spamming buttons got me unstuck so I could continue. I do think with the amount of rooms you have, you should have a map. I got lost a little but not too much.
Also, some indication of what powerups do would be a good thing to have. I figured it out quickly enough, but its still a good thing to have.
Overall, I like this entry. While there's definitely room for improvement, I think it stands solidly as is. Congrats!
I'm glad you enjoyed my game!
About the sound effects I must admit it was something that went over my head and when you guys mentioned it then I realized it was missing. As it's the first game I was doing all by myself I'm still getting the gist of priorities and now I see that while I was focusing too much on the level design some things have gotten left aside. But it's definitely something I'll prioritize on my next games.
About the music some of the previous apply here too and while I know some things about music theory in general I'm still not used to making video game music (like techniques or software). I wanted to make the music feel choppy like and 8bit or 16bit style but that time my knowledge just fell short.
I had some implicit goals and one of those were for the game to be completely textless, and didn't think at the time that I could do some graphical indications of the powerups usability, I just knew I didn't want to use text. What I did thou was locking the player in place until they figure out what the powerup could do, classic metroid style.
Thank you so much for playing and thank you for the feedback!
No problem! Game jams are just like that. You make assumptions that are either decent or you get a comon or mixed reaction about it. I've made assumptions that were just completely wrong haha. And yeah, making music for games is hard, I'm still new to it and also pixel art. I started with programmer art, but I've improved, and to my surprise people think I actually have an art style which blows my mind. I'm colorblind and can't even name the primary colors haha. I guess its just practice and receiving good feedback from these jams.
Super sweet game! Had to restart one time because I dragged a skeleton onto a button, which disabled me from dropping a statue on there :P
Very obviously classic - inspired by the old DOS games! Have to give it points for theme and metroidvania!
but with a lack of sound effects, some snappy animations that almost feel bugged and repetitive feeling mechanic I can't score it too high on the others.
I think the choice to have the player naturally discover what powers do is an interesting (and very classic) choice
I'm still getting used with some mechanics of the engine and tools I'm using, like these snappy animations that I'm sure there must be a better way to do than the hacky one I used.
About the choice to have the player discover what powers do was inspired by the older metroid games, when the game barely tells you the name of the powerup you just got but make sure you're locked in place until you discover it by yourself.
Hope you enjoyed playing and thank you for the feedback
Ok 2nd play through love the iconic music..... I find that it was odd and it must be what confused the 1st time of the puzzle is that you initially sit on a switch and make a block disappears and the switch stays down.... the other switch you need a block to make the switch stay down.... For something like a puzzle I think these switches need different colors or shapes to show "the difference" . The game is a little sticky while the bubble gun is fun and cool to "retract" lots to think about with "what ifs" and colliders and game breaking with this puzzle idea.
Still got about just as far and rating hasn't changed. Clever and creative and simple. Needs a little more polish I think though
I'm glad you enjoyed it and thank you for the feedback!
As much I play-tested it and try to bulletproof all of the movable objects and entities I see that a lot of you guys are getting stuck in some parts that I did not foresee... Maybe for my next game that should get a greater focus.
I'm very glad you liked the music, it was my first attempt and all I know is a little about music theory but not much about video game music (like softwares and techniques) and is a thing I hope to improve in the next games.
About the switches I must confess is something that passed through my mind during the development process but I didn't get to implement it, don't really know why lol.
It just saddens me that you didn't get to see the later puzzles because of the breaks.
Overall, thank you so much for playing!
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