Разработчик: Mosaique Games
Описание
Features:
- Nostalgic gaming experience.
- Pixel-art style reminiscent of MSX-era games.
- 45+ Main levels that challenge your puzzle-solving and timing skills.
- 15 Unlockable levels to give you more difficult puzzles and special contraptions.
- Colourful enemies with unique behaviours and special contraptions to help you traverse levels.
Поддерживаемые языки: english
Системные требования
Windows
- OS *: Windows Vista or newer
- Processor: 2 GHz
- Memory: 1 GB RAM
- Graphics: 512 MB
- DirectX: Version 10
- Storage: 150 MB available space
Mac
- OS: Mac OS X 10.9+
- Processor: 2 GHz
- Memory: 1 GB RAM
- Graphics: 512 MB
- Storage: 150 MB available space
Linux
- OS: Ubuntu 12.04+
- Processor: 2 GHz
- Memory: 1 GB RAM
- Graphics: 512 MB
- Storage: 150 MB available space
Отзывы пользователей
Is a good passion project - but asking 5$ for this is a little crazy.
Don't get me wrong, is a decent game where the most difficult thing is the pacing since the controls do not auto-move ethe character while stepping into moving platforms.
Is a retro game with a decent amount of content.
The game is a simple yet engaging puzzle.
An important note to new players is that in order to enjoy the game you'd need to change the game speed (from the pause menu) during gameplay as some things happen way too fast.
Pleasant little game with old-school feeling!
- In each level you have to solve a puzzle, so you can obtain the key and proceed to the next one.
- There are a total of 3 different towers, all of them belonging to the main story. After you finish the marble tower you automatically proceed to the sand tower, then to the clay tower.
- There are about 50 levels or so.
- After the main levels you unlock 3 extra adventures called nightmares. One of the nightmares unlocks only if you found the single hidden diamond in each of the 3 towers. Let me warn you it's ridiculously hard to do so, I couldn't even obtain the first !!
- While the game has a fair amount of difficulty and requires thinking (as some levels are really tricky) it doesn't gets annoying in general. Exception to this is the diamond hunt that I already talked about.
[*]Bonus Points for the option to resize the window as I please, I can even make it tiny!
All in all it was a fun and cheap game!
Fun, short game with some very old-school mechanics (your jump arc is a triangle!)
Puzzles add variety to the platforming. A few of them are tricky (note: you push blocks half a tile at a time - this is sometimes essential.)
Some of the (optional) secret and nightmare levels require a fair degree of precision, but nothing ridiculous. (I played version 0.3.1)
(EARLY ACCESS review warning and all that)
Well I played through floor 37 or so but have to take a break. I think you have a pretty good game here and can definitely make it better through EA. I'll try to be pretty fair so try to take my criticisms as constructive ːsteamhappyː
Good
Visuals are great! This really does seem like an early-era NES game, and for me that's a good thing. Though this is extremely similar to Castlequest I don't think too many people on Steam will know what that even is lol.
The breaker is awesome. I love these things, and it's pretty original. You should for sure strive to think of other creative objects like these, to separate it from Castlequest (more on this below).
You have a good variety or objects going for you, though they are kind of too spaced out between the different towers. I know you're probably going for themes (ex. Sand tower = fire spouts, the next one is teleporters and etc) though lots of kids today might not have the attention span to make it through some of these places when most of the rooms have only skeletons and crates. I know it gets much better later on, but remember many people on Steam might only give your game a play for 0.2 hours and quit to go try something else.
I love how you have secret rooms at all. Good addition!
I somehow got the skull face costume. I BELIEVE it was when I got killed by a ghost but I'm not sure. Anyhow, kudos to you for going through the trouble of different costumes at all. Do they do anything aside from cosmetics? Should they do anything special?
The ending has a great nod to OG NES Metroid with the Hero. I loved it!
Bad
The game is a LOT like Castlequest, only without the extra strategy of collecting the different colored keys or a Metroidvania layout. The elevators are the same and even move the same way. There's conveyor belts and even rooms that start you off where you have to rush and move crates on said belts before you do anything else or you won't be able to clear the room. The knight jumps in a floaty fashion that's almost Castlequest's Prince Raphael to a tee. I once made a game that was an homage to my favorite NES game (Legscy of the Wizard) however you have to pepper it with lots of your own ideas as well, to help separate it from the source inspiration. The breakers are a great start. Improving or expanding on the music would be another:
The music, while nice in a vacuum, is very repetitive after a while. I know Castlequest also had that long song that kept going forever but your tunes are kind of on the short side so they get old kind of fast.
The game is a bit short. I was able to win the 3 main towers in a bit over an hour altogether (which included a LOT of dying). Luckily the dev has added some challenges to help extend the game, but I think the third tower should get some sort of.. Well, have it "gussied up" a bit to make it look more like a final thing. I didn't know it'd end that soon to be honest (There's 45 rooms total).
I love how you have secret rooms BUT my god man they are super friggin' hard to clear with the diamond. That first one in particular was brutal- I had 13 lives when I went in and when I finally left with the diamond I had lost all 13 and gotten revived twice (!!) What's the incentive for grabbing diamonds anyhow? There's no points in the game and it's not really made clear to the player just what they are used for (to exit the tower, perhaps?) To be fair, that second secret room was very fun to figure out how to get into and still challenging without being borderline impossible like the first one.
Speaking of lives, I find that there's no incentive to grab the little life bottles for two reasons: 1) Achievemnents aside, you are given infinite revives and 2) Almost all of them are put someplace where you can very easily be killed just trying to get them at all.
I see that you can clear a room and then go back to the previous room, but when you can reset the current room by pressing the Select button why is this necessary? I have an idea for this (see below on shops)
I never once used the Speed x 3 option. Are there places where it's necessary? I think the game's kind of too hard as it is so I don't see too many people wanting to attempt these spike-filled rooms at triple the speed.
Suggestions
A little popup at the start of the first tower that explains what getting the red jewels and diamonds do would be very helpful. If you need them in order to clear the tower it should be made known to the player right away.
There's no tutorial for conveyor belts. Now I know what they do, and most players probably will too, but you want to go for uniformity and as such every time there's something new in a room there's a little tutorial about it and there wasn't for conveyor belts.
I know you need to kill things with crates and etc- and that's cool- but man, I hate not having a weapon at all. One thought I had would be to have consumable throwing knives in some of the rooms. Maybe limit them to be thrown left and right only, I don't know. You could carry them over from room to room and the player would still have to be smart and choose when to use them (or when NOT to). This also gives the player more options while playing, and that's always a good thing.
How about having some rooms that are dark and you'd have to grab a little torch or lantern to put the darkness out? Might make things too hard but it's an idea.
Currency could be added. Little gold coins or something similar. Not only would it help spruce stuff up and make the rooms have more variety, you could use them...
..At shops! This game could benefit greatly with the addition of little shops. Even if there was one per tower (and maybe even in secret places like the diamond rooms) that'd be great. You could then have a shop that you could backtrack to, and make leaving the current rooms to go backwards have a purpose. What could they sell? Life bottles, red jewels possibly, throwing knives, maybe a torch?
It's a wizard's tower, right? How about having some potion jars that act like crates too?
Conclusion
In the end, for the small price and high ceiling for improvements as development goes along, I'd recommend this game as it stands. But be wary it's pretty friggin' hard!
P.S: I actually bought this game, that's gotta' count for something!
Дополнительная информация
Разработчик | Mosaique Games |
Платформы | Windows, Mac, Linux |
Ограничение возраста | Нет |
Дата релиза | 21.01.2025 |
Отзывы пользователей | 100% положительных (5) |