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Here's a few glitches that I noticed while playing .53 version:

- Wolf froze in the middle of his jump in the Jova Woods. It worked in my favor (lol) making it easier to slay him, but he should have probably just started walking back towards me. 

- had a glitch while going down stairs. Simon got stuck after slowly floating down a bit. I had to restart the game, which wasn't a problem. I just went to the menu and selected "quit".

- While getting around in Jova (the town), I pressed the jump button while getting ready to go up some stairs and Simon launched into the sky! He got stuck there and wouldn't come down, so I quit the game and started over.

+ some pluses!! I really like the detailing in the sprite animations, the death animations of monsters, the parallax movements of of backgrounds using the 8-bit original stuff, like, for example, the mountains. Hit detection is well placed! The wolves can be a little tricky if I'm not careful while slaying them! And that is fine with me! That's a fair challenge in my opinion and an improvement as well. I like the Day/Night transitions, with the changes in brightness and darkness. Well done! I appreciate the names of locations being displayed in the top right corner of the screen! The save process in the churches is excellent! Quick and easy! The tweaking of the sprites looks are fantastic! Thank you again for your efforts!

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Thanks! I might need to rethink stair locking like in the old games. But for now I'll fix the problems if I can replicate and find them. If you were hitting the werewolf it should hover while you hit it like in old games you hit enemies they stay in the air for a moment when hit, else i need to do some research on why that happened. Also going to add harder werewolfs along the way with modern castlevania moves like jump slam impact moves and maybe more agility. Good info, it seems I might need to swap stairs for modern style stair movement handled like slopes.

EDIT: FIXED the stairs problem. Now on entering stairs sets any possible jumping motion or gravity motion to 0. Incase player manages to enter the stairs somehow before game realises the player is jumping and allows stair access with vertical motion.

Ok! Glad I could help! Just curious - do you know what Optomon is up to these days? I think his racoon game was his last project. I wonder if he's aware of the NESMaker program.

We only exchanged few email regarding the use of his music for this project and I did follow his Rollie progress on kickstarter. But haven't really heard of him since. I cant really make music my self so I rely on others for their permissions, did make one commission for a rogue like game thats still in the works but frozen for the moment (like prolly 50 other games). That game might be first game I will try to sell, thou for a very cheap price. Even that engine is completely done. Creating graphics hinders my game dev progress as I'm not good at it.