Forsaken Castle is a 16-bit style, action exploration platformer, about a paladin and her fight against evil.
This demo has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest demo.
Forsaken Castle is a 16-bit style, action exploration platformer, about a paladin and her fight against evil.
Support Forsaken Castle with a Pre Order on Backer Kit:
Forsaken-castle.backerkit.com
Original Kickstarter:
Kickstarter.com
To learn more about Lily's adventure into the Forsaken Castle go to:
Duckblock.com
DBG on Twitter: Twitter.com
DBG on Facebook: Facebook.com
DBG on Instagram: Instagram.com
Music by Zack Parrish
Zackparrish.com
Art by Klyntoc
Klyntoc.deviantart.com
Changes:
Pre-Alpha v1.2:
- Surprise inclusion! Initial implementation of weather effects!
- Fixed a bug where, while hanging from a ledge, pressing down and towards the ledge and then pressing jump would drop the player from the ledge and lock player input control.
- Fixed a bug where the pause menu could be brought up at inappropriate times, such as just before the title screen loaded or when the company logo is showing.
- Pause menu now properly layers in front of active dialogue windows when activated.
- Active dialogue/cinematic sequences now properly stop if “Return to Title” is called from the pause menu.
- Fixed an issue where the pausing then unpausing during an active dialogue would cause player input controls to be inappropriately restored.
- Cleaned up the pause menu and active UI fade out when loading to back to the title screen to look more tidy.
- You can now bring up the pause menu with the "Escape" key on keyboard in addition to the "Enter" key.
- Fixed a bug where repeatedly returning to the title screen from the outside starting area and immediately restarting the game would cause all spawner based items to duplicate without limit.
- Armored Knight's attacks now properly boomerang. Watch out after dodging!
- A message window will now appear and pause the game to explain new sub-weapons as you acquire them ala Metroid/Zelda style.
(Final message window design is still in development)
- Changing “zones” will now cause a zone title box to appear.
(Art and text for the display are placeholders as the final form is still in development.)
- Lily will now experience being stunned temporarily if she takes a hard fall from a high place.
She won’t lose health from the fall, but could be in danger should a monster be near where she lands.
(Animations for this are placeholders and will be updated when Lily’s sprite is revamped.)
Pre-Alpha v1.1:
- Made tweaks to Synax boss mechanics and WeakFlyingSkull health.
- Added partial heal item drops in various locations.
- Until Save locations are added, Player will now respawn at the last room entered upon death.
- Fixed issue where mini-boss battle could be triggered by holy water being thrown into the room.
- Fixed animation that occasionally glitches when climbing ledges.
- Changed collision layers and tags around a bit so player sub weapons do not inappropriately fire off specific triggers.
- Holy water flames now damage destructible objects like barrels and crates.
- Flying skulls will now properly be hit by flames from the holy water.
- Fixed jump input handling when hanging from a ledge that caused the player to instantly begin a jump the moment they were hanging from the ledge.
- Fixed an issue where Firegem Switches could be triggered by other sub-weapons.
- Added a health item just outside of the first Firegem switch door.
- Slightly increased Fireball damage.
- Fixed an issue where a player grips a ledge after receiving a fatal hit and doesn't trigger death until they climb up.
- Player will now lose their grip on a ledge if they are hit while hanging from a ledge.
- Fixed an issue where area music would not start back up after player death.
Pre-Alpha v1.0:
- Initial Release! Hurray!