Cursed castle by BitLight

Welcome to the cursed castle, suffering and death await you. And you won't be able to get out of here until you reach the very depths of the castle.
Damn castle, this is a roguelike with a touch of retro. The game changes as you progress, from modernity to 8-bit. But at its core, this is a bouncy dungeon-generating action game where you often have to die.

Control:
WASD - Move
LBM - Attack Sword
RBM - Shield
Space - Roll
Gamepad support works, but maybe not completely.
UPD 1: Fix Bug double character
UPD 2: Fix bug no loading final level
UPD 3: Fix bug soaring character and opponents
| Link | https://bitlight.itch.io/cursed-castle |
| Link | https://bitlight.itch.io/cursed-castle |
| Original URL | https://ldjam.com/events/ludum-dare/48/cursed-castle |
Ratings
| Overall | 1471th | 3.188⭐ | 26🧑⚖️ |
| Fun | 1590th | 2.833⭐ | 26🧑⚖️ |
| Innovation | 1619th | 2.652⭐ | 25🧑⚖️ |
| Theme | 1515th | 3.104⭐ | 26🧑⚖️ |
| Humor | 1032th | 2.5⭐ | 25🧑⚖️ |
| Mood | 1257th | 3.239⭐ | 25🧑⚖️ |
| Given | 21🗳️ | 22🗨️ |
A suggestion I would make would be to remove the 8-directional movement in favour of a full 3D movement controller. I think that would aid in making the game feel a bit smoother.
By the way, I ran into a weird bug in which my character ended up running around above everything else; I was running over enemies and couldn't hit them!
There now, according to the idea, just a full-fledged controller, just from the keyboard, as for me, it does not feel very much, it is more noticeable on the gamepad. But maybe I'm doing something wrong. So in any case, thanks for the feedback, I'll work through this moment.
Thank you for reporting the error, I'll see what's in there. And I will eliminate it.
@omaewander Thanks😊
@kirby Thanks😊
A view feedback points:
- The character moved a bit stuttery at some points
- In narrow sections (from left to right) there is no visibility, maybe the character and enemies could show a silhouette through the walls at those narrow sections?
- The combat felt a bit stiff, but was fun to play nevertheless :-)
*Edit: ahww you opted out of graphics :-(*
@wouter52 This is 3d with the shader applied on the camera, which has slightly different settings at each level, due to which we get more and more old school graphics with each level. I do not participate in the graphics category because I do not use my own models, and I thought it would not be fair to other participants.
Thanks for the comment on the controller and the feel of the game. I'll work on it, but apparently already out of LD48 bounds. Although within the LD I plan to fix a few more bugs. Anyway, thanks for your interest in the project)
I think the combat in this game didn't quite work, but could be improved a lot with a few small changes. The biggest issue is that the hit sound didn't play consistently when you actually hit the enemies, so you never got feedback on whether your strikes were doing anything. Also, all of the animations were played way too slowly: I think the roll especially should have been about 3x faster (and shorter to compensate). I also think it should have been possible to cancel animations with another action. It just felt bad when you press roll halfway through a roll, and your character does another roll immediately after even though thats not what you wanted. Finally, enemies were just really unpredictable. They ran around without attacking for long periods of time, then attacked super fast for 5 attacks in a row.
I think this game was 90% of the way there, just needs some tweaks to make it fun to hit things. If you're able to find someone you trust to playtest for you during the Jam and give game design advice, I highly recommend. I sometimes find I get so used to the mechanics I implement during early testing that I don't realize how awkward they can be for others.
I will take into account your wishes, and experiment with combat. I understand that she is now too raw, and she should have spent more time. Anyway, thanks, I'll work on it!)
Hope this will be interesting for you to see :)
Also, the audio volume slider doesn't seem to work -- not sure if it's a web thing (tried on Firefox).