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Castle's Revenge's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation - How well executed the game is. | #82 | 2.405 | 2.571 |
Concept - How interesting or unique the game is. | #83 | 2.405 | 2.571 |
Overall | #89 | 2.238 | 2.393 |
Enjoyment - How much you enjoyed playing this game. | #90 | 2.138 | 2.286 |
Use of Theme - How well the game incorporated the given theme. | #99 | 2.004 | 2.143 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What assets did you use in this project?
General
Unity Store Mega Fantasy Props Pack by karboosx
Unity Store Rock package
Unity Store Conifer [BOTD]
Unity Store YughuesFreeBushes2018
Unity Store Stylized Plants Kit
Unity Store Kitchen Asset
Unity Store Food Pack Mixed
SketchFab Leather wrist guard by Andy Woodhead
SketchFab [FREE]_Restaurant_Black_Chalkboard_Blackboard_4K
SketchFab Medieval torch by vadim92.34
SketchFab Low Poly Bookcase by Artyooooom
SketchFab Medieval Writing Table by SethSantos
Effects
Unity Store PyroParticles
Unity Store FireExplosionVFX
Unity Store IgniteCodes Simple Water Shader
Unity Store ABKaspo Games Assets - East Water
Tools and Weapons
SketchFab Stylized lowpoly Battle Axe by Rishaki
SketchFab Hand Painted Low Poly Sword by ProceMore
SketchFab Javelin by beyondmatter
SketchFab Toolbox by beyondmatter
SketchFab Hammer by beyondmatter
SketchFab Viking Axe by beyondmatter
SketchFab Pickaxe by beyondmatter
Music
Soundimage.org Awkward Princess's Day Out Music by Eric Matyas
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Comments
I've played version 3. Like the whole concept with lots of subtasks and a huge map. It looks already great and think soundtrack and e.g. this sfx for the torch is pretty nice.
Also like this toggable minimap (just for my taste seemed a bit too far to the left) and the helmet (just not sure yet for what it is needed). And e.g. pretty fun animation of the tree chopping^^
For my taste it was just a bit too much information at the begin at once.
I think it is probably just a bit (too?) ambitious for a one week jam. Because it felt not very polished/optimized yet. For example that bounding boxes/colliders of some walls and furniture seemed to be offset to their visual representation (some i could not reach, into other could run "inside"). Or the opening the door was somehow strange (mainly from the inside). Both broke the immersion sometimes.
And the biggest problem i had, was unfortunately that the whole game run pretty laggy. It caused some motion sickness pretty quick, why i unfortunately could not play that long.
I mean it's totally understandable at this size of the map and the short time, so no worries. Just think, maybe you could have focussed for the jam itself on only one of these subtasks or so :-)
But all in all it's a great concept and prototype and guess if you keep developing it, could become a cool game.
Thanks for playing the game and the review. I am fan of open world - exploration games and tried to fit the game jam theme into it via crafting an a delivery system but it was a lot to work in in 7 days. I am afraid some items suffered a bit. Now I have some more time I will polish those items you mentioned up.
I tried to optimize the performance but I only have a Quest headset to work towards which seemed to work pretty well but there is definitely some room for improvement. I am very sorry for the motion sickness. I am curious what platform you used.
I really appreciate you playing the game and hope you found enjoyment in it. Thanks.
BTW: The helmet was just a silly add on - no purpose but to amuse me in the wee hours of development time. :)
Haha, i see. Yes was actually funny to wear it.
No worries for motion sickness, was gone after 5 minutes at fresh air^^
Looking forward to it in the future, when it's more polished.
I've played v3 standalone apk on Quest 2.
Cool hands, excellent job with the minimap and the sound FX. The doors and steps were really good. I did get a little motion sick, but got a chance to explore the castle and found the crafting room. Couldn't find an ax tho, so didn't make much progress on the Trojan horse. Getting those colliders for a spiral staircase isn't easy, so great job on putting that level together and with decent framerates!
Thank you. It was a fun game to make. I am sorry about the motion sickness - never fun. I tried to add a snap turn option in the main menu to help with that but it still happens. I am glad you were able to explore the castle a bit. I wanted to put in more fun things to play with but kind of ran out of time. I hope you enjoyed the game.
Played both versions on Quest 2.
Player collider is too big, too difficult to reach objects, since you are standing half a meter away from them.
Many of the items are poorly configured position and rotation when taking (more in v1 than in v3).
Helmets are an interesting idea, but in this implementation they block too much of the view. I recommend thinking about removing the middle part and leave only the sides of the helmets.
For quests, a tracker in easy accessibility is almost mandatory.
Optimization suffers, especially close to light and in transition zones between 2 assets.
The atmosphere itself, the music and the castle look cool, good work here. But next time I recommend to concentrate on the main gameplay, think out and execute an interesting idea for it, and then deal with the visual part.
Thanks for the awesome feedback! Incredibly helpful. I made the helmet grabbable so the player can grab the right side of the helmet, take it off, reposition, etc. Just a fun silly item. My projects in the past have been more atmospheric and this was the first game play project I attempted - so spot on comments there! I will see if I can optimize some of the points you noted. Really appreciate the feedback. Thanks.
I played the original .apk and the v3. It looks like quite a lot of work you put into there in the past few days. Very ambitious game!
Thank you. The original .apk had the incorrect scene loading. The v3 had the correction. Thanks for playing the game.