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A jam submission

In another Castle (weeklong version)View game page

Beat the competition and become the next Princess
Submitted by LuluTyler — 12 hours, 3 minutes before the deadline
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In another Castle (weeklong version)'s itch.io page

Results

CriteriaRankScore*Raw Score
Audience's Choice - Asset Implementation#62.5882.838
Audience's Choice - Player Experience#72.4642.703
Audience's Choice - Game Design#72.2922.514

Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

I... do not particularly like this. Part of me thought there was something more to this than just "play 'til you lose". The sprite art is fine, no complaints there; the end graphic has an interesting style about it, but it definitely looks like the work of an amateur artist. Maybe if this gets a more full-fledged version, you could commission someone to redraw the image. The biggest annoyance to me, though, is that the sound is mono—a singular channel, directly into my left ear with nothing going on in the right. I think a nice addition in the true vein of a "Princess Peach" type of game could've been the occasional smattering of a power-up to make you run faster briefly, or a time-limited jump and hover to escape Toads when they pile up mid-screen, or even just a limited-use defense weapon like her parasol or a frying pan. I'm not sure it truly captures the essence behind the game jam's theme, like some other titles.

Developer

You're right about the Sound, that is a bug I didn't catch. I used the wrong node in Godot. The game is not supposed to be about Princess Peach in too many ways, in case Nintendo takes it down, I can easily replace some of the Sprites and re-upload it again. The Core Idea was to escape as long as you can, but that felt TOO simple for me. I also don't think that the end result fits the theme really good, but it's the best Idea I had to make quick content for what is basically a bullet hell.

Submitted(+1)

I like the visuals, and the controls are also very solid – I usually feel like I’m not in control in this genre of game, but I didn’t feel that way at all for this one!

(+1)

CAUTION: SPOILERS BELOW

Summary:  A bullet hell style, local multiplayer competition to see who can dodge the most Toads, and claim victory.

My Experience:
I wasn't quite sure what I was doing at the start, so the round 1/3 was fairly confusing! After I realised it was a multiplayer competition though, things clicked into place and I tried to see how long I could survive. I found the faster characters harder to use and control, as if skating on ice a little, which was a shame as they're also the more bound sprites, but the controls otherwise were quite tight and the hitbox seemed pretty forgiving. Difficulty could maybe ramp up the longer you survive though; on my second round (after I figured out what was going on), I was able to survive 5 minutes before simply walking into enemies to continue and see if I was missing something at the end. The assets, both graphical and musical are excellent, fitting well and motion is fluid throughout. Having a victory photo at the end is a cute idea, though I didn't download the desktop version to see if it functioned. Generally speaking, I liked it, though I wish it felt more "bondagey"; the bones are there, it just wants more flesh.

Theme Fit:
Honestly, beyond the player sprite being bound and the ending, I didn't feel as if bondage mattered too much at all to the gameplay. The sprites and variety are well put together though.

What Could Be Improved:

  • Difficulty: Obviously in a game jam, balancing is next to impossible, but I could dodge very easily even with the slowest characters which led to me deliberately giving up.
  • Enemy variety: Toads fit the game's theme for obvious reasons, but it could be nice to see different styles more than just different speeds, e.g. ones with a projectile attack, area dangers, etc.
  • Theming: Between the health system, enemy dangers and ending screen showing bound princesses, it might have been a nice idea to try something like replacing the hearts with the player being increasingly bound (showing off the amazing sprites more!) as they're hit instead, possibly altering the controls as they go, rather having their bound level as part of character selection.
Developer

Thanks a lot for that feedback. A lot of that matches my feelings about the game, too. Originally, I wanted the Toads to tie p the player more with every hit, but I decided against it to allow the player to choose their favorite kind of bondage. Like you said, difficulty is very hard to estimate, since my personal best was around 2 minutes with something like 8k Points ant the end. The Toads were made to be easily replaceable, in case Nintendo takes it down, if I would work mainly on this game, there would be more kinds of enemies with different stats and abilities. If you're interested in the Sprites, I'm considering making a sprite Sheet so you can use them for your own Prototypes.

Any time! Yes, always hard in a time crunch and per player. I think if I was going to work on a game, it'd likely be isometric so they wouldn't quite fit, but thank you for the offer; and well done again on getting something done in time, especially working on your own!