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A Castle to the Past's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Soundtrack/SFX | #269 | 2.946 | 3.857 |
| Gameplay | #294 | 2.837 | 3.714 |
| Graphics | #344 | 3.055 | 4.000 |
| Secondary Theme Interpretation | #368 | 2.619 | 3.429 |
| Overall | #373 | 2.746 | 3.595 |
| Gameboy Soul | #392 | 2.946 | 3.857 |
| Quirkiness | #534 | 2.073 | 2.714 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game meet GBJam's theme
Old gold was interpreted as cursed gold you pickup in the castle that brings you back to the past.
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Comments
A really cool platformer!
I’m always a bit apprehensive about starting games like this—the limited field of view, the gloomy 8-bit music... plus the presence of an HP bar, which implies I’ll have to fight something lurking in the dark. That suspicion was confirmed once I got the sword and encountered the skulls. Still, I didn't expect it to happen so suddenly. I’d had the moment slightly spoiled for me by reading reviews, but the first time the player picks up the "old gold," it really delivers a "wow" factor.
To be honest, though, it’s very easy to get lost in the levels. By the time I reached the area with the ice and barrels, I was barely keeping track of where I was going or where I needed to return to. Wandering through large areas gets a bit tiring.
On the plus side, the game has great sound design; the soundtrack is varied and doesn't get repetitive.
The graphics are solid.
The interpretation of the game jam theme is really interesting, though the game lacks an opening cutscene or anything similar to explain what's going on. Because of that, the item doesn't really feel like "old gold"—it feels more like a magic gem or something of that sort.
All in all, it’s a fantastic game for this jam and deserves plenty of attention.
Thanks for taking the time to check it out and give such solid feedback! Your writing style is really nice for reviews btw.
Thank you for playing through our game! I'm glad you enjoyed the gold pickup moment :)
Yeah levels suffered from some planning issues. A big problem is we weren't able to set the camera lock zones for the level transitions in time - which made it harder to figure out the limits of each zone. We were working on that in the last day, but decided to remove them since there was a chance they could cause camera softlock issues...
I wasn't expecting this to go as deep as it did. Solid entry.
Your gameplay is very competent. Quick movement, good gravity, some coyote time, it's always a pleasure to simply play a well working platformer. The character snapping to platform was sometimes a bit too generous (which ended up giving some camera problems) but it's an all around nice experience.
I adore what you did with the theme however. The first time picking a gold nugget is nothing short of terrifying, the palette change, stressful music and Chekhov's skeletons finally rising up is an amazing touch. Very charming way to up the scale. I was convinced at this point that I just had to get out of the cave to finish the game, very impressive that there's still so much more to do after this.
Your level design has some troubles however. The clunky level transition means that what the player sees is not always what is actually there. Some holes are placed right at a transition, making them impossible to jump into. This, combined with the sprawling nature of your dungeon, makes it very disorienting to move around. It's a shame, I would have loved to see the game to the end.
Still, congratulations to both of you.
Thanks a lot for playing and writing such a long comment!
> The clunky level transition
Yeah we got outscoped, we were adding camera locks on the level transitions to smooth them out, but we didn't manage to get it in time so we disabled them (otherwise there was a chance for a camera softlock). It is mostly a planning issue, lack of map and not considering the assets in time. If we had planned a door or some specific asset to put on all the transitions it would have done a lot to help out with orientation.
Cool plataformer! The moment that changed palletes were so ":O", really surprised me!
Neat graphics and controls.
Congrats!!!
Thanks for taking the time to play and give feedback, appreciate you!
I'm glad you enjoy it! Thanks for playing!
The movement and actions feel really smooth, and the game is genuinely fun to play. I also really liked the visuals and the music.
If I had one suggestion, it would be to add a few more visual hints in the environment. Since the level is quite maze-like, after a while it can be hard to tell where you are or whether you've already been somewhere, and I found myself going in circles a few times.
Other than that, really nice work!
Thank you for playing! I'm glad you enjoyed the game.
> it would be to add a few more visual hints in the environment
I definitely agree on that point, there were several design issues that we realised a little bit too late, which makes the game hard to navigate. Unfortunately Sloth was left with just 2 days at the end to rush the assets and the background visuals, so we didn't had the time to properly design the levels for clarity.
Cool platformer! I appreciated the level of difficulty of the platforming sections and the ramp up to that difficulty. There are some really good feeling 'pace change' moments in there as well!
Thank you for giving your time to check it out and give feedback, appreciate that a lot.
Thank you for playing our game - I'm glad you enjoyed the pacing of the difficulty :)