I really like the 3rd person style, it reminds me of games like diablo or path of exile. I couldn't figured out how to kill the monsters so I just started trying to speed through to the keys as fast as I could, but it would be up to chance whether a skeleton would follow me and block my path. I think with some stronger combat the game would be alot more fun. Visually though, the game is really good, animations for the characters was a nice touch.
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The Hollow Castle's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Music and sound effects supported the mood and gameplay. | #6 | 1.775 | 1.857 |
| The art style and visuals fit the game’s intended tone or theme. | #7 | 4.459 | 4.667 |
| The game showed clear, thoughtful design and iteration. | #7 | 3.504 | 3.667 |
| Outcomes were uncertain enough to support strategy and choice. | #8 | 2.639 | 2.762 |
| The game’s difficulty felt appropriate for its intended players. | #8 | 2.685 | 2.810 |
| Gameplay pacing kept the experience engaging throughout. | #8 | 2.594 | 2.714 |
| The game balanced challenge and reward effectively. | #8 | 2.548 | 2.667 |
| Interface feedback helped players understand game outcomes. | #8 | 2.275 | 2.381 |
| The core gameplay loop ran smoothly and consistently. | #8 | 2.457 | 2.571 |
| I would choose to play this game again. | #8 | 2.048 | 2.143 |
| The game had no bugs, glitches, broken systems, or unclear results. | #8 | 1.775 | 1.857 |
| Player interactions worked as intended in play. | #8 | 1.957 | 2.048 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- This submission has a lot of potential. I do enjoy a good slasher, but there was, A. no music or sound effects, B. Minimal player feedback. I had no iidea when I was hurting an enemy or getting hurt myself. The addition of the player character actually holding the weapon they were using when attacking would have been a welcome addition to this one, maybe a red flash on screen when taking damage, etc. Solid concept, but the execution fell a little short.
- The art style was the best part of this game. Everything from the models to the floor fit the tone amazingly. Sadly, that's about all I can say. I think I managed to kill one enemy across my five attempts. I still have no clue what any of the weapons did, and no idea if I did damage to my targets. Movement was a bit clunky, and during combat I would freeze up a lot, leading the skeletons to shoot me down.
Game Description
An adventure exploration game in which you have to fight monsters while searching for keys to unlock doors, in order to get the treasure at the end
Gameplay Dynamics
Find keys, while fighting or avoiding enemies. You have choices of choosing between weapons you find in chests around the map.
Game Atmosphere
The atmosphere is gothic castle, as well as fantasy adventure.
Technical Details
Technical challenges we encountered was how to use nav mesh to control the enemies. The way we wanted to deal with getting new weapons.
Names of team members
Chase Cone
Issai Gutierrez
Leyton McKinney
Noah Zimmerman
Peyton Lenard
Comments
This game looked great visually, with good animations, something that no other game ive played has really tried to do so props for that. Even after consulting the instructions and replaying multiple times I could not get the combat to work, the only way I was really progressing in the game was by just avoiding mobs altogether. A little bit of player feedback to help with this could be like, health bars so we know if our attacks are doing anything / if we are in range / if its worth continuing to fight. also the player tracking of the mobs felt super super broken, with 80% of the mobs just standing still. Fighting felt super inconsistent, where sometimes id stand 4 feet away from a mob and kill it in 3 hits, and other times id be in its face and not kill it with like 15 hits. Maybe im misunderstanding something but I feel the game should make that clear lol. my own game suffers from poor railroading too so i feel yalls pain though.
I made it to level 3 or 4 before giving up, with all my progression coming from completely ignoring combat and just making a mad dash to get keys. Out of the games I've played so far I would def consider this the least playable but it has great bones with some good bugfixing this could be very good.
Visually this game was incredibly unique and well done, but it was a little hard to understand progression, particularly because it felt like some of the enemies could stun-lock the player, or were just unable to be killed. Beyond this though the game manages to assert a strong visual style I liked.
This game had a unique concept with the top down gameplay point of view, but the mechanics were very clunky and made the game somewhat unplayable. It seems like the only part of the game that works is the key and gate system where if you collect a key, you can go and unlocked a closed gate to access the other side. The chests in the game seem to all contain a spear, but you cannot even equip the spear. There are two icons in the game for tools labeled 1 and 2, but pressing 1 or 2 in the keyboard does not select those tools. The enemies aren't very good at tracking the player and since the player cannot equip the spear, they cannot kill the enemies. Also when attacking, the player is locked in place which makes hitting enemies difficult. Overall nice concept but execution was a bit flawed.
I really enjoyed the concept and the visuals of the game. The isometric camera view working with the walls was a cool system that made exploration fun. My biggest complaint is definitely the combat, it felt pretty buggy and was hard to tell if you delt damage as the numbers were small and hidden inside the enemy models partially. I also wish the players actually swung the weapon instead of just playing the animation.
The game's graphics are pretty good, and the way that walls were dynamically hidden and revealed as you moved through the map is pretty interesting. However, the game is not very playable in its current state. Trying to interact with objects, such as opening chests or picking up items, is more difficult than it should be, requiring you to be very close to the object at a specific angle. Combat has no visual feedback on the range and damage of the player's attacks, or whether they're landing at all. This makes combat feel nearly impossible. In addition, the game does not properly handle enemies when restarting the level or loading a new one, with existing enemies becoming inactive and clogging up the stage.
First off, I like the isometric camera and the visuals for the enemies, player, and items. The system of hiding walls based on the camera position is very nice, although slightly glitchy in some areas. The game gives a nice and classic fantasy dungeon crawler vibe.
However, I ran into a lot of issues playtesting. I found the game difficult to control, especially when attacking. It's hard to tell when an attack is even connecting, and the movement lock when attacking was quite long. From what I can tell, the player has a mana bar that is unused? A lot of chests also opened into walls, making it difficult or impossible to access them. I also seemed to end up with way more keys than I had actually found.
Far worse, the enemy spawns seemed fully broken. There were a lot of enemy models in rooms and hallways that seemed inactive; they were invincible and not dealing damage to player or moving, but they could be pushed around. I assume they're inert enemies in an object pool that aren't being hidden. Also, sometimes the game would spawn a group of 4 on top of the player, and the stuns from getting hit made getting stunlocked and dying with no escape very easy. Other times no enemies spawned at all, making weapons useless.
I see and like the game concept, but with all the issues I encountered, I'm not sure the game is fully playable in this state.
Very promising concept you have for this game!!
Stylistically its very cool, I like how you chose the isometric view, and then implemented wall hiding so that you could see your character behind the walls, was very smart thinking, though occasionally this aspect can be a little buggy.
I appreciate how there are different types of enemies, with the skeletons being ranged fighters and zombies the melee focused combatants. However I think their AI and spawning could be improved. A lot of enemies spawn relatively quickly in the first room, and when your player dies it seems the game doesn't reset, the enemies are all in their same spots but it seems their AI kind of breaks since they stop targeting you once you respawn, unless you kill them. But then they respawn pretty fast. And I think the combat was clunky, I could attack enemies but it was hard tell if they were being damaged and Im not sure if you can see skeletons projectiles
I think the gates are a little buggy too, I tried picking up keys and interacting with them but they wouldn't open sometimes. I think the balance on level 1 and 2 could be improved
I think there is a pretty solid foundation and concept for a really fun game here, there just needs to be some work on improving aspects and ironing out bugs! The textures and player/enemy models and animations were some pretty nice touches!
Great concept, direction, and style, however there was little player guidance and I think your enemies were bugged. They remained through replays and got stuck; I also never figured out the attack mechanics, but I liked the concept of the chests and collecting keys to get to the next area. Great animations too.
I loved the concept for this game, and the art style was perfect. The dark dungeon atmosphere and the art/animations on the player and enemies matched perfectly. The objective of the game at the start was unclear; I was unsure how to access chests, attack, or know the controls for most actions. This hindered my progress and made it tedious. Additionally, the enemies were sometimes buggy and wouldn't attack or wouldn't die when I attacked. The camera perspective and character controls were clear and they worked well throughout. The disappearing walls were especially clever as it made navigating the maze much easier. The keys didn't have any feedback, and it was unclear what they were supposed to open. I think the best way to improve this game would be to add feedback or instructions for the player to allow for a more clear progression.
The game looks great visually, but for some reason the game wouldn't work for me
I really like the title screen and the room art! I found that quite creative. I did have movement issues which made the game relatively difficult to play. There wasn't really much feedback for me when I hit enemies or basically what to do. But good job to you guys, it was fun while it lasted :D
I like the game and the way it looks. Something I found unique about this game was the various different enemies. You didn't just have one type of enemy, and that added to the immersive quality and challenge. I will add that the only way I would have made the game more immersive was if music were present. That could have for sure made the game more mysterious. I will say, there was a bug in the game where sometimes if I got too close to the enemy, I would be stuck in an animation where I couldn't escape and I would instantly die. There was another bug where some keys didn't work on certain doors, and then they would work later for me even though I for certain had a key before. Overall, the game was fun, and had a unique concept that made it enjoyable!
The art style looks great, and I really like the isomorphic view y'all chose for this. For the gameplay, I found it pretty hard to beat because of the lack of direction/bugs. For example, you get stunlocked after one of the enemies hits you, so when you're in a room or hallway surrounded by 3 enemies, its pretty much an insta death. Also, when you die and restart, the players health stays at 0, and the enemy tracking looks like it breaks. For the keys, it's unclear on first glance what they are used for. I though they would be used for the treasure chests, but apparently not (the treasure chests didn't seem to have any purpose, are we supposed to interact with them to get an item?) Overall the game looks great, but it's not really playable.
First of all, I really like the diagonal style you guys went for, and the models all look really nice. Unfortunately, this game feels relatively unplayable, due to the fact that there is almost no feedback, visual or audio, for hitting enemies. It is impossible to tell when you land a hit or not, or tell how much damage that hit did. On top of that, it's insanely easy to just get stunlocked by enemies attacking you, meaning that you die instantly. The only way I was able to complete this game was by abusing the bug that caused enemies to break on restart. I really wish this game was more fun, because it seems like you guys had a really cool vision. I'll list some other bugs/problems I found, in no particular order:
- Key objects sometimes gave 2 keys instead of one
- Weapons reset when changing levels, not sure if this is intended or not
- Gates have no indication of what is needed for them to open, it seems like each gate has a required number of keys, but I'm not sure
- Walls are incredibly visually glitchy, which felt awful to look at
- Detection for picking up weapons is way too small, the only way I could pick them up was by slightly clipping in to the corner
Overall, I think this game has a lot of promise, and I think it could be really fun, but there are some glaring issues right now that prevent me from enjoying it.
First of all, I really like the diagonal style you guys went for, and the models all look really nice. Unfortunately, this game feels relatively unplayable, due to the fact that there is almost no feedback, visual or audio, for hitting enemies. It is impossible to tell when you land a hit or not, or tell how much damage that hit did. On top of that, it's insanely easy to just get stunlocked by enemies attacking you, meaning that you die instantly. The only way I was able to complete this game was by abusing the bug that caused enemies to break on restart. I really wish this game was more fun, because it seems like you guys had a really cool vision. I'll list some other bugs/problems I found, in no particular order:
- Key objects sometimes gave 2 keys instead of one
- Weapons reset when changing levels, not sure if this is intended or not
- Gates have no indication of what is needed for them to open, it seems like each gate has a required number of keys, but I'm not sure
- Walls are incredibly visually glitchy, which felt awful to look at
- Detection for picking up weapons is way too small, the only way I could pick them up was by slightly clipping in to the corner
Overall, I think this game has a lot of promise, and I think it could be really fun, but there are some glaring issues right now that prevent me from enjoying it.
Really like what you all did with the walk animation and attack animation. While it worked as intended for the most part, there are some pretty major bugs and recommendations I would suggest: the enemies didn't respawn when player restarted the game, the weapon system could have been improved to make it equipable, the monsters dealt too much damage, levels felt pretty empty(there should be more interactable items in the level), etc. But overall, if this game was more complete, it would be one of the best game in this game jam. Still, great job.
I don't know if I I'm playing it wrong, but the game is currently completely broken. I can open chests and the weapons show up in my slots 1 and 2, but I can only punch/slap. I tried using every variation of e/q / left click / right click, but its all only slaps / gut punches. Additionally I kept getting stunlocked by any skeleton because I couldn't kill them in fewer than like 5 hits. At this point, I beat the game only by avoiding combat and using the fact that the enemy AI breaks when you die to run through and get all of the keys.
Aside from that though, here's my review:
The game looks really good. The models and animations are great and I like the isometric view. My only issue with visuals is that the skeleton's crossbow bolts are far too small, I could never tell when they were shooting.
Also the spawning of the monsters in the first level is far too soon, I was just starting to walk around and get my bearings when I got ganked by 3 skeles and a zombie.
Additionally, the key system seemed to be broken as well. I would move to the next level with 2 keys on the UI, but be unable to open anything. When I picked up a new key my number of keys would jump to 4, and keys # doesn't tick down when you use them. Then, even when I had a key there were some gates that I could unlock and others I couldn't seemingly without explanation.
Now, I want to be clear, this game is really cool. The only reason I took the time to write a review this long is because the game has a lot of potential and clearly a lot of passion went into it.
The art on this game is pretty awesome! And the animations are neat. I found the game very difficult, though. I felt like taking damage stunlocked me pretty much immediately sometimes, and the player does not have time to adjust to the gameplay before 3 ranged enemies spawn. No way to avoid damage makes combat quite challenging. Overall very cool visually and not bad, just maybe slightly unbalanced.


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