Nice example, and sorry to hear about your chicken. Thanks making this.
MetzgerMade
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It's been a while. Thanks for testing. For some reason when compiling the game its sometimes messes up the collision boxes. Thats why you might get stuck or get hit with spikes that arent near. I think I made enough effort that spikes and noxious ponds wont bother anymore. But I have to look in to thats stuck thingy. I'm currently trying to finish a large patch to my game Monolith Tiermes that I made for the dungeon crawler jam. Once that is done I'll be right back to Simons Curse, currently just cant leave Monolith Tiermes to its current state.
Thanks for the feedback.
Already increased the field of view and im planning to add option to increase it to players liking. Also increased how far the player can see.
UI improvements are still under works but already I have done equiping items unequips items instead of message that warns you cannot. Added more sorting gategories. You can now view equipped items. Also improved readability of item text colors.
Combat UI improvements are up next.
Update incoming as soon as I can.
Yeah sorry. I know I usually add zip or both. Problem was 6 minutes of time remaining when I submitted, and I Compiled installer version. If I compiled a zip version I would have nothing to submit as time would be over. The last 30 minutes was a hasle and panic. But once I can update I will add zip file aswell. Also a lot of improvements.
Thanks for the feedback.
I can try to make the combat, it already has instant actions and repeat turn commands and overal combat usually takes arround 30 seconds or less. But I can try to think of something to make it even faster. Wont be easy thou, its the fastest combat I have seen in dungeon crawlers. If I want to fight I usully just choose actions one time then press reapeat and ready often ending the combat in 15 seconds or less. Sometimes stress fight can get a bit nasty and I need to use items and rethink whom to attack first or next and use items. then the combat can take more than 30 seconds but rarely longer than a minute. But true when you are playing it first time it might take a bit getting used to. Im currently trying to improve the UI on that.
Yeah the combat was made for the player having to flee, so it would get more hopeless feeling that you cant handle the fights.
Thanks for playing and thanks for the feedback.
Thanks for the great feedback.
I will try to increase the fow and see how it feels with the game.
I have adressed crash issues I found already and waiting to upload a new version once I can.
Fleeing is not 100%. its -10% per enemy so very high if only a few. I might adjust it a bit harder like also counting amount of allies as penalty. As you are not going to leave a friend whom cant flee, are you? (joke)=D
Equipping yes that will be fixed. That was a quick setup due to not having enough time so I dont need to check whats on the other hand as well.
Skills cannot currently be used while not in combat. Also time issue as it needed its own UI element. I will adress this issue.
There is currently very little impact on level difference. Due to time issues that was left a bit unfinished.
Thanks for the feedback and thanks for playing.
Thank you very much for your review and feedback.
I will adress all issues you had with the game when I can update. I will adjust chests and other containers and further improve lootin. Maybe add that loot window instead of just take all items.
Already fixed many issues and improved upon others.
Here is a sneak preview of removed filters and resolution increase. Also the red light on the door indicates its locked, green is unlocked.
Thank you for playing!
Thanks for the great feedback. Yeah I was kinda in a hurry 6 minutes remaining, so polishing was out of the questions. Prolly a lot of bugs and other stuff got left. Had to cut 70% of the content I wanted there.
Yeah as you said most textures are as low as 32x32 due to time issues. Largest ones scale to 128x128. Aim would be to get them all to 128x128. Also most of the inventory item graphics were made in last 20 minutes.
For the difficulty running is often the best option but fleeing combat causes stress. Stress can make some nasty things happen.
For the movement I was going to add instant movement option for the options but sadly no time and forgot.
For combat its unfinished. I could remove the ready button or make it optional (if that is what you meant) to get the confirmation out but sometimes when playing Wizardry combat like games I make a mistake in one of the commands or in the last command and it instantly goes to turn processing. So I wanted to have a ready check to make sure I have the right commands, that why I also added the commands in text and icons.
Thanks for the great feedback. If I take this game further I will surely taek heed of your advice.
All my projects so far have been non monetary not even donations are active (money I could certainly use). Never heard of Konami targeting non monetary fan games. They have always let fans be fans, atleast so far. But if they said I need to take this down I would take this down. Then I would use what I had done in engine and graphics and make a new game thats not a fan game. I would how ever put a small price to that game (3-5 dollars). I do have some cool plans for making a new metroidvania like game that more RPG and more darksouls like. Even now I have 2 commercial projects coming (dungeon crawler and a rogue like) but my main focus (90%+) is on this game. Once this is done then the focus shifts.
I will add more save points and I have been thinking about extra lives etc. But buying extra lives can turn into abuse by farming gold and faming is made semi easy as in the original. Next update will also have minor balance uppdate lowering some enemy damages, increasing exp gains and lowering some enemy hp. Thank you for informing me of things and vigorously testing/playing. I can only improve from critisism not from praises (thou praises make you feel better) =)
Thanks for the info. Yeah I gotto check that out. I think the celing stuck might be because in certain state the hitbox is considered crouching. I should prolly change that to standing hitbox. I had not problem testing the noxious ponds anymore. Even with 2 pixel bridge going directly over them inside the pond sprite. But I will look into it. If it causes problems I must check it out.
I have been thinking of adding save points before dungeons or hidden in dungeons. I will also think about what you said that might also come true depends on if I make things easier in the balancing update later in development near the end. But yeah continues dont sound bad but they would then have to have the penalty of gold and maybe heart lost (maybe not all but I was thinking of 1/3 and in NG+ maybe 1/2).
Ok, I see now thats a bit odd its like the hitboxes were totally off place. (the water push back form water is a trickky jump but i tested you can make it). I played that area last in 0.71 its was fine then. When I changed the collision masks I propably set the area wrong for some spikes. Thank you very much for the video and this info I will fix it right away.
Thanks for the info.
I would love to add more cool effects in the game. I also used my sunbeam effect I made for Simons Curse for the Skullball 2 campaign atlantis level. Currently trying to add shadows (actual shadows moving according to sun), window lighting indoor and out door and reflections. Having some problems with others and others just did not look good enough atleast not yet. Also would love to add heat distortions but I need to look in to that. When the game is nearly finished I will try to add weather and stars coming out at night. Maybe also to improve the lighting engine.
By the way did you like the new windows?
Yeah I need a bit more info. I reduced the size of the hitbox of all the traps to smaller then the actual sprite. Which was a good thing to do as you could get hit standing on a ledge while spikes/poison below and that made no sense. I do know of a little bug thats on my list related to getting momentarily (pressing any movement related button/key releases you) stuck to roof spikes in some rare cases.
The music sounds good. I'm using optomons music at the moment. Check him out at optovania.
This one is my favorite:
This is extremely interesting. As I have no idea why frog is trying to crouch =D =D Or how it even has such code. And I have not even touched frog code in a loooong time. Could be part of general movement functions. I will fix this for next update. Thanks!
EDIT: Its fixed for next version. Frogs now longer try to crouch =D
You can also increase the resolution it changes the screen size. Making everything bigger. Fullscreen support also returning. Had some problems with it with vertical sync and fullscreen so I removed it for a while and forgot about it. I fixed the marshes for the next update and will do the same for spikes. Thanks for the great info.
EDIT: all spike/trap etc mask size reduced by 2. It's now a bit smaller than the sprite.
AA thats what you meant. It's double tap down. Same as in Terraria. As if its just pressing down you cant crouch with while on the platforms. If its the usual Castlevania go down then its down + attack but that prevents coruching attacks on thin platforms. So I decided to go the Terraria way AKA double tap down quickly (press down twice fast). I might add a tutorial or help for the movemetns ETC at some point in the main menu. There are reason for all the movements. Mainly trough my frustration for castlevania game controls.
Aaa thanks for the info I'll try to fix it. Thou I might need a bit more info on how it happened so I can replicate it. Or it was just one time random even that just crashed. If it keeps repeating please let me know and if you can how it happened. But I will try to test it out my self if I can replicate it. Would not wonder if its a keyboard issue again. I tested keyboard controls poorly. My bad... Thanks for info!
Thanks again for the great feedback. You can buy the chain whip before but... This is a bit of a spoiler but the game has consequenses for some actions and not always to you. These consequenses and actions affect the ending of the game. Yeah wanted to keep the player balancing between losing time or going in at night when its harder. As in the original game time matters most to the ending after that come the consequenses of your actions, thou they are vaque in purpose hints are given for correct actions. The sound effect for leveling is actually made by Juhani Junkala, most of the sounds are made by him, thou that leveling effect sound might not be the most fitting. Also the improved leveling effect might change as it is a bit similar to when you get a status effect like poison or cursed. Sure it would be fun to watch some one else play the game. I love to watch videos of people playing castlevania games. Just watched HUNGRY GORIYA play castlevania games and have watched AVGN play trough the series several times. It was actually AVGN original first video about simons curse that inspired me to make this remake. As I had always loved Simons Quest thou acknowledging the mistakes in it as well. I wanted to try to make a remake that would make people see the game trough my eyes or how I felt the game was. EDIT: Also checked out Fatalvision and started watching his Simons Quest Redaction video. Good stuff.
Thanks for the comment. Dont worry its not that balanced yet. I will be making some parts harder and some easier once I hit the balancing update. I recommend getting holy water from the first town Jova. You have enough gold for it at start, it also does more damage than the leather whip (vampire killer) and does damage over time. Holy water can also reveal secret areas.
Th music is not actually from super castlevania, all the music is made by optomon https://optovania.com/ . As in super castlevania the sounds are made with snes soundchip and they sound different compared to those made with nes soundchip. Also fun fact try to listen Famicon version of CV3 soundtrack then compare it to NES version soundtrack. Famicon version has extra channels and sounds a lot better. The werewolf has already been improved for next version, its not prefected but I made some additional collision checking and movement preventation towards walls. I'm reworking all the enemy movements but that is not done yet. Next version sadly wont be out this week, I have a lot of work to do. Next update is going to be huge. Lot of new areas, enemies, improvements like inventory is now a lot better, status efects, graphical improvements and bugfixes. Thanks again for your info and enjoyment!
Thanks again for your help. I think the one in Veros has greek orthodox cross and the one in Jova has a cross that is also used by orthodox faith. But only the church in Veros currently has holy icons. Also if you ever get arround Fetra region and look around you will notice some romanian style cemetary crosses. I like to keep them bit more varied, But yeah, I can try to make them more. Thou have you noticed the crosses turn upside down at night due to draculas influense? Yes the time matters, also story events matter. There are several story events that are goign on in the background that you need to complete to get the perfect ending. They are a bit secret but not too much there are hints (I cant/wont spoil any). But I can tell you the game has a few secrets and tossing holywater arround sometimes might not be a bad idea. There are also few know bugs in the version you are playing, its possible to open multiple shops at once and if you go to belasco marsh the game will crash (I optimised some old sprites and removed a few but forgot one object still having a call for a sprite even thou it did not use it). Those are fixed already but I recommend avoiding those things for a while. Trying to get Aldra, the ferry man and few new enemies finished for next week. If I have time maybe npc portraits.
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.
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.
Thanks for reporting this. =)
Thats intended. Its more related to old NES, Sega game logic/controls. Pressing up usually means entering/activating something in sidescrollers. But true it might be confusing, I might change it to down button. What comes to stairs I wanted to keep it like in the original Simons Quest. I could have just done it the same way as diagonal blocks function in the game. Just a matter of preference. But yes if you think it should be press down I could change that for next version (if i remember to do so). But as for the stairs there are not too many of them so I might not change it to the just walking slopes option but we shall see. But I can tell you its harder the way I did it, more so matching the walking animation with the stairs.
EDIT: after testing I remembered why its not donwards key. You cant crouch in many situations, and get extra hits for accidental stair access.
Next update has gotten alot bigger than I expected but its almost done. Next version will include (in short): New enemies, new areas, redid the whole lost castle, second boss finaly done properly, new effects, new animations, A LOT OF FIXES, improved menu controls, improved graphics, quality of life fixes (asking if overwrite, screen centering after changing screen size, etc). I might be able to get it out tomorrow. Still have to make one more area, make short cut out of a certain place and maybe add petrified status (the same effect from a game like Castlevania: SOTN).
Thanks for the info and feel free to inform any oddities, weirdness and such.
Hey no problem I enjoy making games. Soon I'll push another bug fixing update with some quality of life features, like asking if you want to make a new game over an old game. Also Simon will from there on after have the proper knock back like in other metroidvanias. Also few new effects, minor graphical improvements and maybe few small areas will be added. This update might be coming next week.
Thanks, I hope so too! Yeah its been a long process. I started it somewhere arround 2010. Even had to remake my remake once already. Most of the time goes in drawing and level design (I'm a poor level designer). Currently thou its been on a a break for a while (about a year). I needed a side project to clear my head and get more inspiration. That side project thou is almost done and will be uploaded here prolly even this year. Was supposed to be released already but I have been sick.