Castle In The Darkness Troll Sword
One dark and gloomy night, the kingdom of Alexandria is attacked by an evil sorcerer and his army of darkness! Despite their best efforts to protect their king and their princess, the royal guard falls, one-by-one, to the forces of evil. One knight, unconscious but still alive, awakens on the throne room floor to find that the princess is nowhere to be seen! What's more, the entire city had been overrun by monsters! With sword in hand, he embarks on a death-defying mission to find his princess and to restore peace to the kingdom!. A game by Matt Kap, the lead artist behind The Binding of Isaac: Rebirth. A large world heavily inspired by the golden era of video games.
Level up your knight with wildly different abilities. An arsenal of over 100 weapons, armor, items and magic to collect and use!. Over 50 bosses to find and slay. More than 100 different enemies. Fast-paced chiptune soundtrackCastle In The Darkness is a fun and challenging shout out to the early days of video games! It's an action exploration platformer with some RPG elements, much like games from the Castlevania or Metroid series. It's super fast-paced, challenging, and full of secrets!
Castle In The Darkness just. It is a Metroidvania style game, with a hint of Aben Hawking and the 1001 Spikes at times, a hint of Cave Story at other times, and even some Monster Party. It is AWESOME.The game is by Matt Kap, the lead artist behind The Binding of Isaac: Rebirth who does wonderful pixel art as well as some of the best chiptune I've ever heard, EVER. The game has over 50 bosses, 100+ collectible items, is non-linear, has characters that range from cute to terrifying and is a total nostalgia-fest, while not being carried by nostalgia. This game has legs, very very sexy legs.The game is currently only available for Steam, but is planned for iOS.
If you want it on other consoles, please let / know!SoundtrackScreenshots. VideosReviews / Impressions-Personally, I've never felt like a game is so tailor made to me. The gameplay is on point, the chiptune is the best ever and reminds me of how catchy actual NES used to be, and the references to all my favorite games are here, and done in a non-tacky way. References to games I thought were all but forgotten that I love like Monster Party and Bubble Bobble. Cave Story fans will not be disappointed.The difficulty slowly ramps up and feels natural. The non-linearity never feels like a hassle and kind of flows naturally.
This game has more secrets than Bill Cosby, that's to say it has a metric fuck ton, from false walls, to secret bosses in secret dungeons with secret weapons / magic to find.It has been a very, very long time since I've purchased a game, and just sat down and played non-stop for over 5 hours, especially while streaming. I just did not want to put my controller down, not for a drink of water, not to use the restroom. This game is damned near perfection (to me) and it needs to be given exposure and praise. It is one of those games begging for speed runners, and casual players alike.Easily recommended if you like old school Castlevania, Metroid, Aben Hawking and the 1001 Spike (though it isn't nearly as extreme, difficulty wise), Zelda 2, or even Shovel Knight. Speaking of Shovel Knight, I found this game to be a lot more polished and enjoyable all around than Shovel Knight, which just kind of played it safe. That being said, I'm 5 hours in and fucking loving it.-CONTROLLER FIX (that worked for me)In a run box in windows type 'joy.cpl'Click advanced and set your preferred controller, as the game doesn't detect it if it is set to none.Use keyboard and mouse to config controller.
All you should have to change is jump and attack to your preferred keys. I've been waiting for this to release for what feels like ages. I remember seeing it last summer and anticipating the 'fall' release, and watching autumn pass with not a word on development or release.I checked the game's blog every few weeks for updates, and was actually astounded when I saw the placeholder date change over. I bought it last night and it's pretty much what I expected, for better or worse. I honestly can't fathom how the OP feels it's more polished than Shovel Knight (and the games really are fundamentally different experiences), but it's a he'll of an effort by one guy.Would love a Vita port. No inherent reason that it needs to be subverted, but it's not as simple as that anyway.It's been fun so far (shabby controller support aside) although some of the check points are poorly spaced. Some areas seem over loaded with check points, where you are unlikely to need them, and then you reach a section with several rooms and paths with the most challenging enemies and platforming yet without a single check point to be found.
You then have to tediously walk through several screens of basically nothing before getting back to the challenging part again and again. No inherent reason that it needs to be subverted, but it's not as simple as that anyway.It's been fun so far (shabby controller support aside) although some of the check points are poorly spaced. Some areas seem over loaded with check points, where you are unlikely to need them, and then you reach a section with several rooms and paths with the most challenging enemies and platforming yet without a single check point to be found. You then have to tediously walk through several screens of basically nothing before getting back to the challenging part again and again. I reckon if you want something that looks as good or surpasses SotN on technical merits alone, it would probably cost about 2-3 million dollars at least.
Either a team of about 15 people working for 2 years, or a team of about 30 people working for over a year. And this is assuming there is already such a team which has worked together before and are in a stable existing environment which would allow immediate development once the funds are in.If we're talking about putting together such a studio from scratch, it might be safer to assume an investment of 4-5 million, because start ups generally never work perfectly from the start. Time would be spent for people to move to an area, you would need to set up the studio, people have to get used to each other and plan a lot of stuff because being fully productive.Now, assuming all this is even possible, the people involved here would also need a certain level of credentials and experience for such a Kickstarter to even take off. People don't mindlessly contribute to a campaign raising millions for anyone. There would either need to be a brand gimmick (hey we actually got Castlevania!) or the leads would have to be well known people who fans of the genre would trust (m-maybe Igarashi?!
Castle In The Darkness Wiki
Lololol.), or both. There simply aren't many people out there who can say 'give us a few million dollars to make a SotN clone' and get that.