That you’ve gotten this far is terrific! i am impressed by the effort and I think the game is definitely worth finishing. You’ve gotten so much done with this. I think it’s worth playing, even without bosses. Given the longer length of the levels than in a Castlevania game, I actually don’t think you need a lot more content, other than bosses (it could use some bosses).
Here are my observations, which are those of an obsessive Castlevania player, regarding fine-tuning the game.
- The game is much more harsh with subweapon uses than the Castlevania games. Arguably Castlevania gives out way too many hearts, but then they’re also intended to be a source of bonus points, which isn’t the case here. Still, it feels like major subweapons should consume two units instead of three, or else (preferably) the game should give out slightly more.
- The rope secret area in the caverns is too much. The purpose of a challenge like this is for the player to demonstrate that they recognize how the mechanic works, and stick around just enough to demonstrate competency. After doing something like that, the player should be thinking, “Wow, I did it!” and look forward to doing it again, instead of “Ugh, that was a hassle,” and dread the repeating the experience.
- Demoness monsters need a tell for which height they throw fireballs, and a slight delay, because the player is likely to have to close in to destroy them and they take so many hits. I refer you to the wind-up of the axe knights in Castlevania
- The cheap shot jumping monster just after the first two demoness room in the castle, should have some memorable background element at that point. Cheap shots are a time-honored element in games like this, but the player should have some assistance in remembering they’re there. Here, the player needs to build up a flow to get across the jumps in this area, and this enemy disrupts that flow. That’s okay, but the non-descript nature of this area makes it easy to forget that the enemy is there, and makes the player prone to dying here again and again.
- The four demoness room seems a bit too much, considering reducing to three
- In the bone pillar (I’m going to call them by their Castlevania name, I’m not sure what they are in this) tower area, it’s possible to get knocked back onto the platform behind the pillar on the left side at the bottom. This spot is inescapable.
- Castle level is much too long, consider adding a checkpoint in the middle
That’s as far as I’ve gotten so far, good work!
