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TeamWitchKraft

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A member registered Nov 21, 2021 · View creator page →

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Cute game, I really like the art (especially the sprite-work), feels fun to control and as a big fan of the classic-style Castlevanias I'll definitely play through it all when I have more time.

Only issues I've found are general performance issues (which is fine since it's a black and white GameBoy game) and a glitch where invincibility frames carry over permanently upon screen transitions (I assume due to not setting the i-frame variable to be off at the start of a new scene) but overall a really good and impressive effort.

Thanks for the feedback, appreciate it!

The magic system is currently not implemented so don't worry about that.

I've already made the level shorter by skipping some of the more filler-y screens and the level is much better paced and less of a pain to replay after dying as a result.

Initially the background was much brighter but it was kind of an eyesore during the boss so I darkened it to make the sprites pop more.

The lanterns are just background decorations don't worry lol.

I will update the control description, that was a mistake on my end lol.

I will also try to trim some of the fat off the stage since I didn't realise how long and repetitive the level was when actually making it.

As for lives, I plan to make an easy mode which gets rid of lives, adds more checkpoints and bottomless pits that bounce you up while doing a bit of damage.

Lol, I'll probably make the boulders slower by the next demo, I'll also eventually add some more checkpoints, probably in the planned easy mode.

I honestly tried to implement slide-cancelling via jump but it's surprisingly difficult to do in the engine I'm using and I didn't have time to implement it in time for demo day but it was already on my to do list, as for sliding utility, I designed the beetle enemies for the player to slide under but I'm assuming you just jumped over them or tanked them lol, I will make the slide faster and try to make it so that you don't lose momentum.

I caught the elevator lag straight away, tbh I think it's to do with the platform's movement speed so I think if I just speed it up it should be fine.

I would like to implement some more interesting enemies and will try to but I am limited by sprite tiles and actor counts so maybe only one or two more enemy types will appear in this level the next demo, the skull rocks taking five its is a bit overkill so I'll probably lower it to three hits.

Glad you enjoyed the demo and I very much appreciate the feedback, thanks for playing!

Thanks! Glad you enjoyed it.

You can also use K button to jump and X to attack.

Thanks, I'm really happy with  how the graphics turned out.

I'll make an easy mode with infinite lives, there's a couple of check points around the level but they are spread out quite a bit.

I mean dying after falling into a pit is par for the course in platformers but I don't mind making an easy mode with a Dynamite Headdy-like pit-bounce.

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Cute game so far, I'd say lower the health for the trees because it takes forever to grind for enough materials to level up, there's also a weird bit of a sliding movement when moving diagonal like you're on ice or something, the collision for the axe feels wildly inconsistent too it feels like a 50/50 as of to whether I'll hit a tree or not.

Ah yes the first screen was done like that on purpose to try and give the player a heads up to say "hey, there's gonna be platforming with pits later on" but I could've probably done it a bit more elegantly lol.

Those other issues seem to be inerrant to the engine I'm using but I'll try my best to address them in future projects.

Thank you for the kind words and feedback.