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Castle Cassowary's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sound and Music | #2 | 4.133 | 4.133 |
| Fun | #8 | 4.067 | 4.067 |
| Overall | #8 | 3.867 | 3.867 |
| Game Feel | #9 | 3.800 | 3.800 |
| Visuals | #9 | 4.000 | 4.000 |
| Definition of Done | #15 | 4.067 | 4.067 |
| Accessibility | #24 | 3.133 | 3.133 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Great work on your Castlevania clone. I think you would meet all the goals for this game if there was a definition of done. This has tons of personality and I even managed to beat the boss once I figured out a strategy. My only suggestion would be to try to make the player controls more responsive, however, that may have been your intention... I have no idea how effective Cassowaries are in combat!
Game
Castlevania
How many members of your team?1
What Engine was this created in?
Godot
How many of the 20 Games have you completed?7
How many Jams have you done?
0
Source Code Link
https://github.com/AndresO-create/CastleVania-Game-Jam.git
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Comments
Noice! The [Spoiler] icon for the boss made me laugh.
Castle Vania Gameboy feelings right here! With your own humour, take and feel! This really is excellent work, and you even have a boss fight!
Turning this into a larger polished entry would be excellent!
IMPORTANT UPDATE
In order to better abide by the rules of this jam, I have removed the updated version of this game and replaced it with the original. I highly recommend that anyone who played/reviewed this game on April 9th to replay and re-review the game. I will re-upload the updated version of the game after the jam concludes, thank you.
My experience was totally different of other player so i'll share it, in case it provides some interesting feedback. First of all, I never played Castlevania before, so I'm a "new" player. My issue was I got locked before the second door. I suppose it wasn't a bug that I couldn't reach the visible door, and that I had to reach the platform above. It took me a long moment to figure out that I have to jump on an enemy to reach it. I only had two health left, so in two tries I died. Is it normal to take damage when we jump on enemies ? In addition I felt like I was kind of a tank, very slow, so it wasn't even enjoyable to keep trying.
On a positive note, I think the mood of the game is really good, both in music, sounds and art. Good job
Hey Aetherylia, I'm glad you were able to play this game, but if its not too much trouble, do you think you could replay/re-review it? I uploaded an older version of the game to better align with the rules of the jam (see the announcement for more details). Also, on the room where you thought you had to jump on the enemy, did you notice the candle by the wall? Try breaking it to see the way forward.
SO I replayed the game as you suggested. And this time, I reached the Godot boss everyone was talking about ! Yay ! I'm pretty sure the candle wasn't there the previous time, or it didn't do what it did this time ! But indeed I was able to progress. I still felt very slow. Also during the boss, I noticed that some ghost were stacking on top of each other (when I would stay on the left so they would spawn), so during the boss battle, when touching the ghost I was taking a point of damage for each (I had 3 stacked). I think I was testing a bit the limits there ^^
From the main character's walking animation, it's obvious that he's here to kick ass — and in the end, he destroyed the very thing that created him: Godot itself. The music slaps, the visuals live in a single cohesive flow, the controls are hardcore — slow, but they work as intended, I suppose. I got whacked on the head by some cats, but the boss was defeated, and that means something.
Glad you liked the game! Do you think you could replay/re-review the game? I posted an explanation in the comments.
This game captured the nostalgia of the older games really well! It was interesting. I was kind of stuck, but that is a skill issue for me. The movement was a little slow, but I understood that you did some updates. It was great overall.
Glad you liked the game! Do you think you could replay/re-review the game? I posted an explanation in the comments.
I can. It was my initial run down.
Made it to the end and was able to ponder the orb! Short, Sweet, On Theme and the initial whip attack made me audibly snort. Great work!
I did not play the pre-update version, but this one feels great! Lot of fun.
Updated the game to address some common critiques!
* Faster player movement
* Additional sound effects
* Bug fixes
* Updated sprites
* New animations for boss fight
Congrats! the game looks and feels nice, it manages to capture the atmosphere of those older games.
As was already said tho I agree the movements are a bit too slow, for a longer game this would end up annoying me
I enjoyed this game!
The way the cassowary attacks by stretching its neck was really charming and fun.
The controls also captured that classic NES-era feeling — that slightly awkward, hard-to-control movement — in a really good way.
Really fun but I think I bugged the "godot boss". I hit it when it was moving down and it didn't reset it's position, it looked like it just kept going off screen. I don't know if I finished the level or the game bugged but it was really cool. I agree with the other comment, movement a bit faster would make the feeling a lot better.
You did indeed bug the boss,I'll release an updated version soon which will address your issues :)
Decent castlevania clone. Visuals were okay. Sounds were good. Gameplay mostly fine, but the speed was much too slow for my tastes. I think the game would a lot better if you walked faster.
On the screen where you can fall into the pit, the death for that section is not coded.
Thanks for the critique! Cant believe I forgot to program the bottomless pits, goes to show the value of having people playtest your game before release.