Appreciated easy mode, it was perfect difficulty for me. Liked the grid combat, but maybe for the sake of faster gameplay I would move all enemies at once.
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Curse of the Black Castle's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #589 | 3.577 | 3.577 |
| Enjoyment | #1246 | 3.615 | 3.615 |
| Artwork | #2631 | 3.385 | 3.385 |
| Creativity | #3743 | 3.308 | 3.308 |
| Audio | #3935 | 2.769 | 2.769 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
It is a roguelike with story elements, set in a cursed castle trapped in an endless cycle—where each fallen hero is followed by another who takes up the challenge.
(Optional) Please credit all assets you've used
Quaternius - 3d models
PONETI - clean-vector-icons
AnthonyR - Main menu castle
teddybeast6 - music (Desert rose loop)
Comments
unable to play your game as I am not on windows :/ but it looks so cool!
Very nice concept, I would like to see more (like others said: interacting with objects, more weapons, more rooms, more effects while killing enemies to give us some dopamine)! Still, very solid and polish game for Game Jam.
PS. I think I saw some mistyping at the beginning (challeger not challenger or something like that, for me text was a little too fast)
A fun and pretty addictive roguelike with some spiffy gameplay! Letting you choose between two paths was also a nice touch! I would have liked to see some more sound effects for hitting enemies, beating levels, etc, but other than that the game feels very polished! Good job!
I really missed opportunity to break creates to clear path, and diagonal weapons like bishop in chess. There is so much more to add and do. And there is chests - is it my misunderstanding or i can actually open it and get items? because i try to move on it or attack - nothing hepens.
When enemy attack destroyed other enemies that was a really game changing with second run.
But anyway, it is a great atmospheric castle adventure, i really get that medieval castle vibe and overall experince was fascinating. This is a great result for 4 days and I see the potential here.
I think that having more audial/visual feedback on getting hit and hitting enemies could have gone a long way (Screen shake, particles, floating numbers and such). I do think the concept here is pretty interesting and I would like to see it fleshed out more.
I enjoyed this game! In fact, with the theme “loop” I expected to see more roguelikes, since they fit so well, but this is actually the first one I’ve played here so far.
I’d really appreciate it if you could check out and review my game too!
Interesting twist on the combat! Because you can only move OR attack, and you have to move to rotate, it becomes almost a puzzle game. I wish more of the levels didn't just have you start in the middle of a big room surrounded by enemies, though - that takes away any real ability to position yourself tactically.
Maybe I should picked easy, really hard on normal. :-D For me it was hard to see how much damage I do and is needed to beat an enemy.
this game was so cool, I'm feel enjoy having a chance to play.
If possible, can you please vote my game and leave a comment too?
Cool game! Like the other comments, I agree that spending a turn on rotation made it feel like I was just brute forcing through the game.
Good work and congrats!
Loved your game! It's an amazing turn-based rogue-like made in 4 days. Nice low-poly style and easy-to-understand mechanics. In terms of movement, I would agree with the previous comment that it is a bit confusing to spend a turn on "rotation". Also, I would recommend keeping the "How to play" button on the game scene, so players can always refer to it if something is confusing. Thank you for that game! <3







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