CASTLE IN THE DARKNESS PROLOGUE released :D.

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • That game is really cool, congratulations for the hard work so far Matt. I wasn't able to reach the end of the prologue yet, but I'll keep trying. Can't wait to get my hands on the full version!
    I'm feeling nostalgic with all the great old-school games that were released/annouced lately here, makes me want to develop one myself. :) I like everything in CitD, the graphics, the audio and the gameplay, even the fabulously nes-esque instruction booklet!

    I wish I was able to use my old Microsoft SideWinder gamepad, but it just doesn't work. For the full version you might want to extend the compability beyond Xbox controllers. It would also be great to have a screen were keyboard players could setup their preferred keys (instead of MMF's contextual menu).

    BTW what does the Spirit Ring do once you got it?

  • Thanks a lot for all the great comments. I'm really taking people's comments and criticisms into account while I'm developing this game.

    Xpadder and joy2key should work, but don't worry, the full version will have completely customizable controls :). It's already implemented!
    The spirit ring allows your soul ti be a bit distended from you, and it's attacks will hit enemies as well if it's far away enough. It seems useless, but it's also one of the items needed to get to the super-difficult alternate path :).

  • Looks good so far. :) There are just some design flaws, that let me close games early. I just write them down, if you want to know about them:


    • I'm using the german keyboard layout, so the important key Z is swapped with Y. This makes the controls not that comfortable. You said, it will be possible later to define own keys but as default it would be an advantage in your design - and for fewer frustration - to use the OS object of your MMF2 Dev to detect if the user's system has english or german set. And then decide to swap those two keys in default settings if it's german.
    • Press any key in the title screen doesn't work, just tried left mouse click and X, which worked. Also frustrating.
    • Will the monsters also respawned in the final version? So if I need easy money I can just leave an area and come back to kill the enemies again? So I think I don't come forth in a game if all the killed enemies will be respawned. Just my opinion. Could make the game balancing difficult.
    • It's possible to kill enemies through blocks. I think that should be prevented.

    So far... I play it again if I the controls are swapped, otherwise it makes no fun for me. X)

    Edited once, last by Gustav (November 27, 2012 at 8:06 AM).

  • Renatos, you need to update your DirectX software :P. Just do a google search and you'll find a Microsoft page where you can download an updater, it's quick and painless

    Gustav, thanks for the feedback :). The Ctrl+Y window is the solution in the demo, but I've already implemented a full key config in game for the full version :D. The other aspects you listed, like being able to kill enemies through blocks and enemies respawning, these are deliberate design choices, because I'm trying to make it as close as possible to old NES games. For instance, a game like Castlevania (even the more recent 2D ones for DS and Playstation 1), you ARE able to attack through blocks, and the enemies respawn. In my game, there will be merchants that sell items, and for some of them, you have a choice to either grind to collect gold to buy an item, or just come back later once you find more treasure. Some enemies will also drop items a small % of the time, so it's important for them to respawn.

    And as far as that "press any key" not working... whoops! Totally overlooked that... hahah. Thanks a lot, I'll fix it right away :).

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