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Castle Dev

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A member registered Jul 14, 2016

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Shit, didn't realize one was going on, god it is starting so soon. Is the end date final as well?

>mminit
Thanks for the feed back, the combat wasn't supposed to hang up. I'll work on it a bit more.

The 0 damage is a result of the player having no energy left. Waiting/ or defending restores energy between turns.
I'll try to add some more ques that the player is tired. Maybe I'll hide the aggressive actions all together if the player has 0 energy.


Okay! The new screen shot with the button layout explained everything just fine.
The fight seemed a bit easy, you could probably get away with making it a bit harder. At least hard enough so that someone whose never played it before might lose.

Also I'd suggest having any of the special scenes, take [press any key to continue] for simplicity.

Had about 15-20 minutes gameplay, before I think I encountered everything. It's just the 4 mobs right?

Some torches/ shadows would go a long way in the tavern. I would love to see the experience in the hud.I wasn't sure what jumping into the hole at the end does, or even if that was the end. Maybe for a sense of direction, each floor could have a key and the last door of the floor can have a lock on it.

This is a great idea man. I'd suggest in the window prompt, when the user searches for something, give them a couple chances before just giving them the default card. Something along the lines "You searched for ____, ____, 3 images were found, do you want to continue? (or do you want to try searching something else)"

I was expecting the cards to cascade out for winning.
I don't know the size of the images the game downloads, but a card viewer/ inspection would be cool for won games, maybe the user could double click a card, and it shows a full screen version of it.

The music and everything works for the intro, but when I get to the first picture with the guitar and the woman standing, after the text prints out, the game locks up. Or there is no evident way to get past it.