00:00
00:00
Newgrounds Background Image Theme

4DottorTette7 just joined the crew!

We need you on the team, too.

Support Newgrounds and get tons of perks for just $2.99!

Create a Free Account and then..

Become a Supporter!

Reviews for "Castle Quest"

I cant lie

I went in totally prepared to hate this game, ( the slash enemies left and right is getting pretty tired by now) But ended up liking all its charms.

at first nothing seems to matter, (jumping when theres nothing to jump over, blocking when the enemies barely attack etc) but as the enemies get tougher every move comes into play.

granted it would've been nice with some kind of meaningful level design, but the characters oozed charm, and the leveling up became addictive towards the end.

very good

very well done skill trees and the ability to unlock a character was nice, could use a larger variety of enemies and I would make leveling a little harder 20 min. of leveling up and you can have every skill available

Not enough.

I like the graphic design of the characters and enemies. I even like the level design and the interface idea. Although I will suggest a different group of buttons aside from 123456, or in fact allow players to assign their attacks to their own buttons. Especially when the case is that I only have four fingers, and they don't naturally span 6 keys. It actually feels awkward. QWE,ASD would've been a more suitable choice in my opinion.

The levels were far too basic and for a side scrolling platformer, there just wasn't enough in the level design to make it interesting. No jumps, no different platform heights, no collectibles, NOTHING. It's just one direction, and endless attacking with no diversity whatsoever. After 2 or so levels, it becomes utterly boring. The level design needs more diversity. It needs more ideas. Not just one plane of attack and movement.

The skill tree was very good. I liked the skills very much and how they balanced out on the defensive/offensive idea. It brought a good element of skill choice into the game, whether to go all out offensive or all out defensive or try and find a balance between the two.

The levels were short and repetitive, and so were the enemies. They just had more life but their abilities and attack patterns were similar. There's no skill required in this game, and it's not a button masher either. It's just empty. The boss fights were the only interesting bit because at least they had some challenge to them.

There's not enough in this game to call it 'action-packed'. It clearly isn't. But the design and the skill management and idea is enough to warrant this a second attempt.

Almosy good, but very flawed.

It was too easy to grind levels, you just had to go to a end of a level without a boss, and continue to attack. The enemies would walk into the attacks, and die, allowing effortless leveling up. Though the bosses were challenging enough that this didn't matter, the second boss seemed either glitched, or badly designed, as although I was pressed up against him, half my attacks were not registering. I first thought I had to jump to attack him, but then could hit him on foot, then thought maybe I could only attack him while he wasn't attacking, which doesn't make any sense at all. Its fine to make challenging bosses, but atleast have them make some ounce of sense, and not seem like they are cheating. I mean why the heck was the boss named Thunderbelly, when he used Fire attacks? Use common sense.

This is good

The effort you put into this was worth it, fantastic