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Demon Castle-PC Version's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #8 | 2.704 | 2.900 |
Story | #10 | 2.518 | 2.700 |
Theme | #10 | 2.984 | 3.200 |
Judge's Choice | #10 | n/a | n/a |
Asset Usage | #11 | 2.518 | 2.700 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you follow the theme?
Fantasy Horror, Demons.
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Comments
This is a decent game but it needs to be reworked so that players won't get frustrated as they try and figure out what they need to do next. The Library of Knowledge is good for in-game lore but I found that it didn't help me in the slightest when it came to figuring out what I needed to do. I think what WILL help will be making tiles that hold items sparkle or do something to stand out so that the player doesn't have to resort to pixel-hunting to find something they need.
The combat actually isn't too bad. I was able to defeat the small demon by strafing it, and I got rid of the harpy by randomly running and spamming attack. But I will say that lining enemies up perfectly when they're constantly moving can be difficult, especially if they need to be a space or two away before you can hit them.
I haven't finished the game yet; I currently only have the Harpy Wing and the Crown (along with two keys, which I've already used), but I haven't found any other key items and I've combed the castle twice. All in all, the game just needs a bit more polish. You've got a good beginning. It just needs to be worked on a little bit more.
Thank you for playing. I'll do some cleanup, and then I'll submit an update after the jam period.
I couldn't figure out where to go and what to do. I did watch Hawk's stream before playing, but I didn't pay close enough attention and only got as far as getting the king's crown. The library wasn't any help, either. Sorry!
Maybe I can help you. Where did you get stuck?
You had a lot of cool ideas for this game, but unfortunately I think it was hampered by some clunky mechanics. Attacking was difficult, while the sword slash animation looks neat it wasn't very accurate so I had trouble figuring out exactly where my enemy needed to be to hit them.
I did get some 'aha!' moments while playing, but for quite a few of the puzzles I did need the library books to tell me what to do and I still had some issues. A bit more polish would really take this game to the next level.
Thank you hiddenone. I gotta figure out the way to close the gap with the battle mechanics to have proper action moments.
I'll keep working on the puzzles. I have some more ideas that can change the game. Thank you for playing my game. Crop Circles was really fun. That game has the right ingredients to really be a bigger game.
I think this has potential but it needs to be reworked/polished. The concept and the setting are pretty interesting and they kept me wanting to reach the end, but the battles were a bit frustrating and felt clunky at times (although not as clunky as my game's combat system). Also, some of the puzzles need to be more intuitive (I know how hard it is to make intuitive puzzles though)
If you remake this addressing those issues and replace the RTP graphics with something else, it could become something amazing. But it was by no means a bad game
Thank you A. V. Dossow for playing my game. I'll need to find a way to close the gap with the hit and receiving end of the combat system. On the back end, the hit box is specific to the event, and touching the event results in the player getting hit. The "sword" is summoned to attempt a hit (to match coordinates with the enemy location) when you press the action button and it touches the enemy from 2 spaces away. I have some ideas for closing this space gap so it feels like a real action game especially in those quick moments.
I am taking the time now to make the puzzles more intuitive (actually I'm giving the items a few more uses to encourage playing with the items..) Admittedly, some of my best ideas came to me at the last minute. I am taking the time to make the puzzles to be more intuitive- that has been the word I have been thinking about as I make improvements.
I figured out your battle system for Toiletisia vs Evil quicky. You stand still and shoot the bullet- works fine to me. You are also immune from standard enemy damage if you keep on shooting. If you increase the speed and range of the bullet (at least to be at the near edge of the screen,) you'll really be in business.