I am am always direct and not personal with my feedback, it helps nobody to stay silent and leave a hard to play game behind. Good luck to you.
Konstantin
Creator of
Recent community posts
I tried it, but it was nothing special, just hard to understand the game concept as nothing is explained in game, only as text.
The art doesn't stand out, the game concept itself is not really interesting (might be new) to me. The best games hook people into the game loop with something special or unexpected. I didnt find this in Hollow Castle.
Clicking wildly made me look like I do progress, but nothing warns me that I am just about to lose for not playing it correctly.
Correct me if Im wrong anywhere please.
I played your game again and the top map helps, but is not solving the core issue. What solved it for me is the easier difficulty level, that was winnable. I also tried the other game modes, but the turn based mode feels clunky and less fun from my perspective.
The pigs mode: I didnt really understand what is different, the pigs where not stronger or anything for firing at the tower, so I didnt know what the expect there. I had the bug that the picked up block was hovering above the mouse curser while the mouse cursor needed to land in the placeholder box to build correctly, I had many missclicks that way as I aimed with the block.
The trailer you posted in the general chat was amazing an I spared the time to play the full game, but now I played it and its not nearly as awesome as the trailer showed it. Maybe I got bored early with the clunky controls and didnt see the full gameplay, but thats how it works, the game doesnt sell the fantasy early on. Maybe an Intro cutscene and an Enemy introdcution would have helped.
I just saw some towers that can be downed with 2 shots, which have a long reload time and not satisfying enough to wait for it.
Music also doesnt fit the game. That all improved and it could be something great.
Have you found some extraordinarily good games?
Whats extraordinarily good? Well either a unique concept that catches attention immediately or amazing polish on effects or world building or game mechanics. Or the game is just so fun you felt like a kid again and couldnt stop playing (no matter the polish and graphics).
My first picks goes to (in not really a particular order):
1. Topple Keep (was really fun and I went into tunnel hard-trying mode)
2. Medival Motor Club (great game and feel of the driving and the world, unfortunetly not good weapon handling)
3. Folded Keep (Incredibly satisfying folding pages mechanic, best I can remember ever seen)
4. Drawbridge (first 30 seconds are hilariously comical, unfortunately no long term motivation for me)
5. Sir Falls-A-Lot overall best artistic design in the jam
What about you?
World and game feel is pretty great, feels like a great Road Rash 3d successor with more polish. Currently the weapon handling is wrong an unimmersive, while all the rest of the game is very immersive(I mean if you ignore the motorcycles in a castle track thingy. Why not using war carriages to fit the theme better. I know motorcycles are easier to animate, but dont fit the lance and crossbow gameplay imho). Overall a great entry in terms of juice and polish, except for weapons handling and animation.
The concept looked intriging. Great UI design and even good player feedback and music, but what is the games goal, it seems so random to stack 4 gates onto each other. I had to read the games description to understand that its about not tipping the turtle to one side and surviving the dive, but After 2 minutes of play my turtle was full with randomly stacked pieces (why is there no building costs for castle pieces, how is this balanced) that had no impact on the game, so it felt to me. The game could use a better intro/guidance on the goal of the game, otherwise it feels random to place castle building blocks and the building blocks dont even merge into something more solid or more fancy, which would have been a true game seller here imho. Just my 2 cents.
I enjoyed your entry const346, had nice puzzles.
i made Project Moonbase:
An irony infused moon exploration adventure:
/jam/gamedevjs-2026/rate/4507818
The ground is covered with blood on my game, damn. I think its an interesting idea to combine narrative with an platformer. I love that you dont have to start all over and have checkpoint. Great execution on the overall estetics and sounds. Only the later text where not that interesting to me anymore as the game is hard enough to play and you want to jump over things and not stand still to read the next text. Its taking the fun and action out of the platformer. maybe those are contradictory concepts?







