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(5 edits)

Hello again,

So far I completed ending 1,2 and 3 (in two different ways) and did not use your or any other walkthrough. Eager to complete the other two.

First some English mode spelling corrections:

If not already done, you should revise the text at the character select a bit more. For instance, Alice's description text: oportunity has to be opportunity, bitten "on" should be bitten "in".

"Salty rat" has to be: "salty bat".

Agent L is called "Agente L" (still Spanish) in ending 3.

When in your inventory, look at blue cup gives the Spanish description.

However, use blue cup with water gives the correct English description you would expect when looking at.

Maybe it is intended, but shouldn't "the real midnight" just be "midnight"? (But then again, I haven't solved this part of the puzzle yet.)

And maybe you could use some text or effects for the hearing impaired, as two puzzles give essential audio clues. (Octopus room, ox head room.) Speaking about the "ox head room", that took me quite a while to figure out and it was actually by accident when I did. Therefore I suggest to use a different sound as you leave (what I refer to as) the "trigger" tile.

Lastly, is it possible to disable the debug keys? I am not familiar with Adventure Game Studio but perhaps you forgot?

Hello ededo!

There is much merit in achieving endings 1, 2 and 3 without looking at the guide. For the end 4 and 5 I think you should watch it, they are very difficult. You would be the first person to reach ending 5 without having watched the walkthough XD !

Thank you for pointing out these translation errors! About "real midnight" you'll see that it really has to be like that when you get the ending.

The truth is that when I compiled the game for the last time I didn't notice the debug mode, I'll be able to remove it.

Thanks again for playing The Castle and for sending me your notes, they will help me improve the game in the next version.

Ok, I finally did read your walkthrough for endings 4 and 5, and the solution to get "true midnight" kinda blew my mind. :D lol. I probably would never have guessed it because of the following confusion: I previously thought the pizza was being delivered at ten o'clock - so two hours before midnight - as the pizza girl literary said the delivery will be "in ten", guessing it was a translation error and had to be "at ten". So I tried to guess after how much time it would be midnight. However, now I realize her text should have been:  "in ten minutes"!

As for ending 5, I could have done it without the walkthrough if there was a seperate (object) text for the hands on the "object". (Trying to avoid spoilers here.) Then when I got the "thing" the cannon came to my mind, but did not fit in the slot. I did not knew that you could look outside the window in the cannon room, so unfortunately, as so often with these games, I resorted to the walkthrough again for the very last thing to do in the game. :-)

I also have a suggestion for the "ox room", for the hearing impaired and it also should clarify a bit more what happens: Maybe you should make it so that, when you stand on the trigger tile, you can show it being pressed down a bit. (With a different graphic.)

Yes, it could indeed improve the ox room, as well as the crypt puzzle at ending 5, so that the endings are a bit more accessible and can be done without a walkthrough. In any case, I congratulate you on everything you have achieved without looking at the walktrough. As I have indicated many times, not all endings were meant to be easily discovered.

Now I'm working on "The Legend of Skye", where I'll fix many mistakes I made in "The Castle" to make a much better game :)

(4 edits)

The whole thing with the Anunnaki was pure gold! And also gave me Zak McKracken vibes. :)

I found another thing that may not be worth reporting, but anyway: Right mouse click is obviously used for short-cut actions, initiating the command that lights up when you point to an object. The thing is that when pointing to a playable character, the command "New Kid" lights up while the right click command clearly executes the "Look" command.

So far I've been creating my own SCUMMVM "engine" in Unity and so far it goes very well. I plan to make a game with it using voxel graphics to keep a sort of 'retro' look with characters that look like SCUMMVM 320x200 res character counterparts. (So it will not that blocky as Rush Troopers and most current voxel games.) My current idea is to make the game mysterious, intentionally vague, and a bit weird but interesting.

He he! Thanks, I'm glad you liked the part about the anunnaki. It's a very special part of the game :)

You're right about the right click. In The Legend of Skye it will work correctly.

I have never created an engine, I have always used the AGS. I wish you good luck with your game. I hope you can show us the first images when you have something ready to show.

And I wish you good luck with your work on The Legend of Skye. :)