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Fowl Castle Escape's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Balance (Challenge and Fairness) | #4 | 3.806 | 3.806 |
Use of Theme (Retroactive, Retrospective, Retro) | #5 | 4.548 | 4.548 |
Gameplay | #9 | 3.903 | 3.903 |
Overall | #17 | 3.871 | 3.871 |
Concept | #21 | 3.968 | 3.968 |
Visuals | #29 | 3.839 | 3.839 |
Use of Green (Green themes, style, use of Sanae/Mima, etc) | #43 | 1.903 | 1.903 |
Story / Writing | #57 | 1.871 | 1.871 |
Audio / Music | #61 | 2.452 | 2.452 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Karob
Streaming Permission
Yes
Touhoufest Showcase Permission
No
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Comments
Never played Adventure but wow this was a very fun 15 minutes. I really felt the sense of discovery in this one!
I read the comments below that mention the swapping priority over throwing. It did confuse me at first during an enemy room cleaning, but I did find a use for it. Mashing Z while moving, I could "carry" 2 items at a time. I'm sure that wasn't intended but it did save me from some round trips.
Cluck
I'm glad you felt a sense of discovery. I was hoping that many parts would make "sparks" in the player's experience, like "oh, what's this?"
The juggling was not intended but that's pretty funny.
You are hell's strongest soldier o7
Thank you!
This is actually great. I only got one secret but this was a lot of fun. The game’s combat can borderline frustrating (e.g. being next to another rock while trying to throw a rock just drops the current rock and picks up the new one) but that just seems to lend it credibility as far as being retro goes.
Yeahhh the swapping wasn't ideal.
Really fun game. I ended up not finding any of the secrets but I still liked it regardless. The boss fight at the end was pretty fun albeit pretty simple. The level design is really good in this game. Although I initially thought the goal was to find a second yin yang and put both of them at the top room with the two holders (perhaps that's one of the secrets? Never found a second yin yang though)
What strange things might be in suspicious places hmm.
Thanks!
Pretty fun. I got 2 out of 3 secrets.
In the final room, I'm not sure if having plenty of throwable items was intended to help or hinder, but I found they worked as shields for the enemies, so I ended up throwing them all out of the room except for one.
Yeah, they unintentionally ended up being frustrating. Part of the issue that that items prefer swapping over throwing. And the other part is that I couldn't find a way to allow the items to collide with other things but not with each other when using Godot colliders. (I just ended up not using colliders for some of the collision detection, but ran out of time.)
I've never used Godot myself, but not having the items collide with each other is actually something I have a decent idea how to do in Godot, as I had to unblock a friend learning Godot on that.
My understanding is that, for each type of item, you define a layer it pertains to, for example, walls on layer 1, enemies on layer 2, player on layer 3, bullets on layer 4, thrown items on layer 5, etc and then for each item you define the mask, which represents what it collides with, for example, you want your thrown item not to go through walls, to hit cancel bullets and to hit enemies, so you'd tick the mask on 1, 2 and 4 but you don't want it to hit the player throwing it itself or other items, so you don't tick 3 and 5.
Obviously, there may still be a need to differentiate the effect it has depending on what it interacts with. Like, a wall just stops it meanwhile a bullet or enemy makes it both stop and damage anything close by. I imagine one way to do it would be with a single node (if I remember the word correctly) and just checking the layer of the collider (or some other info) in the collision callback and having different effects based on that check. Another way to do that is to have 2 nodes, both with their own collider, one having a mask to interact with walls and one having a mask to interact with bullets and enemies and then each having different behaviours in the collision callback in their script. That second solution would typically be preferred if you work with non-programmers, as it allows more things to be done directly in the editor.
Of course, it's a game jam, so just going for the quickest thing you manage to get working is typically best. Last jam I participated in, I also ended up redoing collisions manually because it was faster than figuring out how Unity colliders were interpolated between frames and how to get them to behave how I wanted (between each frames, my objects were moving a lot relative to the origin of the world but not relative to each others, which led to very imprecise collisions before redoing my own collisions).
That's how I thought it should work but either it didn't or (more likely) I was suffering from jam-induced insanity. :P
Fantastic, I really enjoyed the puzzles and the exploration. Like Megapig said, having the mushrooms was very smart. Feels very polished. I beat it with 1/3 and immediately replayed to get the 3/3.
Thanks!
Feels like something off one of those 100 or 1000 games in one cd from the 90s. Really like the overall feel of it.
Got stuck for a while at the part where I was supposed to find the fruit, but got there in the end.
E
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I was playing this and was like "Yo is this Adventure?" Sure enough, I checked the game page, and it was! Nice job. I think the speed up mushrooms were a very good design inclusion. I ended up with 2/3 of the secrets found.
I'm so happy you realized the inspiration.
I'm a bit worried that the puzzle aspect might be a bit opaque, even though there are multiple solutions, but it seems you didn't have issue.
I think difficulty was my favorite part. Felt like it had just the right amount of balance.
I'm now remembering that one of the solutions allows you to completely skip my favorite part, the fruit. Oops.