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Paper Castle Games

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A member registered Jul 28, 2015 · View creator page β†’

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1. It's on our list!

2. That is how its supposed to work. Mr. Stitches can disappear at will, he can be seen when he wants to be seen.

3. We'll keep this is mind, thanks.


Thank you for your help and for playing the demo!

(Edited 1 time)

We are in the process of spitting and polishing this thing!
Thank you for the honest critique, we appreciate these ones a lot more than the overly positive ones. In the end, it's about analyzing mistakes and improving upon them.

That said I would like to clarify a few thing, if it's alright with you:

- Yes, we have been working 4 years on this game. Two and a half of those years were about learning how to make games!
This was our first time making a game of this complexity and magnitude, after all.  We made a lot of mistakes and we worked on it very casually, because our team were attending university at the moment.
The rest of the development cycle was spent using what we had learned remaking most of the game (mechanics, design, art assets, you get the idea.) We decided to get serious with this game because of problems happening in our country beyond of our control. Not because of the current landscape of the indie game industry.
- Most chests contain potions as placeholders! You will be able to find upgrades for combat as well as useful collectables in those chests. (I should also clarify this in our game descriptions.)
- Um, sorry for causing you a small crisis there? Hah.

That's about it, thank you for playing! I hope you give it another chance when it's finally completed. We are still hopeful but even if it fails like you said, I'm still proud of the game we have created.

It's on our mind but only after releasing the finished game. 
We don't currently own a Mac, so it might take a while nonetheless.

1- Noted, the game is mostly linear so this is one of the few sections with backtracking.
2- We don't have 144hz monitors so we can't really test if that's the cause. I'll add it to the list of bugs and try to investigate.

Thank you so much! Glad you liked it :)
The game will be around 8 to 10 hours long.

That does sound weird, the game runs perfectly fine in most computers we have tested (even in some pretty crappy laptops).
Could be a problem of outdated drivers, hard to tell from here.
The resolution problems is in our to do list!

Thank you for playing!

That's a first.
Could you explain further?

Replied to Vaux in Underhero comments

You could download our promo art back at our website's presskit, it could help for reference.
Thank you!

Thank you! :)

That's great to hear! Glad you liked it :)

If you do play it, I hope you have fun!

We are glad you enjoyed the game!

Thank you for playing!

Not to worry, our game is mostly a linear experience.

Thank youuuuu! :)

(Edited 1 time)

You enter battle mode automatically when you approach an enemy.

Everything else outside of battles is considered exploration mode.

Oh wow! Thank you so so much! I wasn't really expecting this haha

Ah thank you so much for playing! We'll definitely give it a watch!

Hello everyone!

My name is Kay, I'm the main artist for Underhero and I'm excited to let you know that we just have released a demo!

Click the link below to take you to our itch.io page, and download the demo:

https://papercastlegames.itch.io/underhero


Underhero is a 2D side-scroller RPG adventure game with timing-based combat. It tells an intriguing and mysterious story, full of silly characters brimming with personality, quirky dialogue, and lots of weird humor.

Inspired by Paper Mario games and RPGs in general, it tells the story of a world where the chosen hero has failed and an underling of the main villain takes his place as the new β€œhero”. Join the magical hilt Elizabeth the IV and the little Masked Kid, as they travel the world to restore
Elizabeth’s long lost power, so they can defeat the tyrannical Mr. Stitches and save the world once and for all!

Just available for Windows PC!
We have controller support too!


Not rude at all, thank you Alrayne! This is the reason we decided to go public with the demo, so people could tell us what's wrong with the game so far.

We need comments like this if we want to make Underhero a great game, your criticism and everyone else's has been heard and noted.

Now that the game has been greenlit we plan to address all the problems the demo has brought to our attention and continue development as planned. (Sorry this response took so long)