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Konstantin

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A member registered Feb 14, 2025 · View creator page →

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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.

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 was clicking like crazy, maybe its missing desktop clicks for the sword

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.

well, thats a great result for 3 hours game, congrats and maybe you turn this into something greater

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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.

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very fun with great art and presentation and camera work, I only hated that I couldnt kill the bat with the sword, which actually made me the SIr Falls-A-Lot. Great artistic design, I love it

yeah, I was using it too previously, but not on that quality level, damn. Did you use some payed voices or somethingt? Did you have to tune how they pronounce things?

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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?

The Voice Overs are super atmospheric, can you explain how you built them? Did you use TTS or is it manual spoken?

I didnt enjoy the ugly vfx and the very non-uniform models. That broke the immersion for me. But I liked the whole scenary of the castle siege and battle line up, that had Total War vibes.

this is really satisfying, love the kill cam on the king. The king model tears this game down imho, add a better king model and some progression and its solid.

I liked the theme of the game, the folding feels a bit cumbersome, but generally looking very good, looks like a real paper fold, which is amazing to achieve, has potential.

nice concept with the perfect sand water mix, but I lacked motivation playing beyong wave 1, maybe there is not enough celebration or long term goals presented.

thanks a lot, got inspired by origami cranes from last fridays Wedding. I expanded the concept to 3 Books with Book 3 introducing a new boss and some new mechanics, but the not yet build Book 4 will have even more new and innovative mechanics(compared to book 1 and 2)

thanks a lot, got inspired by origami cranes from last fridays Wedding

unfortunetly the other game "kingbots" is a way more satisfying castle to mech transformer, but your graphics are way more pleasant to watch.

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.

I am glad, I could help

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feels like the old Zelda games but with very cuby graphics in 3D. 

omg, how funny is that game concept, just amazing entertainment for the first 30 seconds. I loved flinging everybody in to the aligator, not sure what progression is keeping the player playing, but great game.

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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.

ok, now clicking the unit portraits in the menu the units actually spawn, before the buttons were doing nothing, which looked like a bug and no feedback on button pressed or no resources to buy the unit.

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None of the unit icons I clicked does anything. Needs a tutorial please and better player feedback. Is it a Age of War game?

The intro is great, great atmospheric game introduction.

very rought, not a finished game fromy my point, tutorial text is too small, hard to read, not clear what happens when clicking start night. Building walls works. Had no fun

This is a really smart idea, gamifying typing learning is what I needed 20 years ago very badly.

Thanks man. How you like the sayan pump?

satisfying gameplay, and good sound, except for the slightly annoying destruction sound. The art is cute and engaging. event used some destroyed state art, nice.

sound plays from beginning on each new stage, so annoying. The gameplay is fun and interactive. I played several stages.

picking up your ammo with a magnet is a genius idea, I had a ton of fun with that. The pickup was not always working as expected though, sometimes multiple right clicks from close up did nothing.

jumping out of the train was fun, didnt understand the rest of the gameplay honestly. Music is good, I liked it.

I enjoyed your entry const346, had nice puzzles.

i made Project Moonbase:
An irony infused moon exploration adventure:
 /jam/gamedevjs-2026/rate/4507818

liked the puzzle mechanics. nice one

the music is so stressful, I had to turn it off. Nice touch with the wall driving.

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great to hear you overcame the level 2 bug that leads to level 1.

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?

nice mech gameplay, I love the immersion. really satisfying to kill bugs with the gatling gun.

such a well crafted game, smooth controls, nicely non-obstructive sounds, good music. Detailed world interior. Even a somewhat challending Boss. Great work really. overall clean execution

promising setup, you could add sprint to make it more fun to explore the area