Box text:Castle KeeperWhat a mess! Bring them back.You're the last surviving sorcerer's apprentice of Sorth, the dark lord of castle CantSayTheNameOrIHaveToDie. Whilst cleaning the library, you dropped the "Dark Grimoires of Sorth" to the ground and all banished creatures could escape. Now it's on you to clean up the mess.
Look for all escaped creatures and push them to the their pentagram to ban them back into the Dark Grimoires of Sorth.
How to play:- Use the cursor keys to move cursor over a creature
- Use space bar to select creature, then cursor key to "push" creature in that direction
- Move all creatures to the pentagram of their color. Push spacebar to release.
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Hi all.
After my first attempt to create a puzzler ("Mayaz"), I started to develop "Castle Keeper".
Literally it's a clone of the 80s and 90s title "Brainies" (published on SNES) or "Tinies" (Macintosh, Amiga) with a slightly changed game play.
I upped a technical preview of the game mechanics and the first 15 rooms of the castle and would like to ask for feedback on overall gameplay (learning curve) and speed (how does the game feel).
Not implemented yet:
- Scoring
TimerSome obstacles and bonuses aren't implemented yet- Game ending (
lost lives, out of time, game won) Game assetsdifferent creature typesSounds- only the first 30
20 15 of 100about 90 to 110 rooms (Tutorial only) progressing on the mapgame state saving- global highscoring
While the game looks great in a flash player (clear and crisp pixels), it looks like that it is aliased if embedded in a web browser. Can someone confirm this or is this an issue with the Retina display of my MacBook?
/thankful.dripple
(And yes, the physics engine drives me nuts when it comes to old school puzzlers and platformers)
Graphics: Oryx Design Lab, Marco Sordi, Heiko Kanzler
Sound: Kevin MacLeod