Escape from Strong Castle

Overall★★★★★★★★★★1.83
Fun★★★★★★★★★★1.33
Innovation★★★★★★★★★★2.67
Theme★★★★★★★★★★2.75
Graphics★★★★★★★★★★1.58
Audio★★★★★★★★★★1.73
Humor★★★★★★★★★★1.75
Community★★★★★★★★★★1.71
In most RPGs, you are encouraged to fight every enemy, but in this one, you are encouraged to run away instead! Guide Scrawny, an untrained treasure hunter, out of Strong Castle while running away frrom the monsters surrounding this 20-floor stronghold.

Comments6

hamster_mk_424 Aug 2011, 00:06
I can't say much about the game, but I like the concept of an adventurer's only option is cowardice.
Jorjon
Jorjon24 Aug 2011, 00:06
I played through some floors, but the black and white grid was killing me. It didn't have sufficient chests and the speed of the hero was rather slow. A good idea but not good implemented.
Shigor
Shigor25 Aug 2011, 22:55
The idea of coward running from fight could be interesting, but I just couldn't stand more then few minutes of eyesearing black and white grid with totaly monotonous music with gameplay consisting mostly of hoping that I'll escape from the fight quickly enough without getting hit...
Deraj27 Aug 2011, 02:41
Very impressive RPG engine for a 48-hour competition, but holding escape whenever going into a battle wasn't the most fun, unfortunately.

My suggestion is to take the RPG engine and go make something bigger and better :)
Andrew29 Aug 2011, 07:18
The idea seemed interesting at first, but the floors were large and uneventful other than occasional 'fights'. This can be further explored to make a more complex game.
marudziik
marudziik2 Sep 2011, 15:24
@Deraj
Yeah, the RPG engine is fine, but Ohrrpgce (Official Hamster Republic Role Playing Game Construction Engine) isn't a subject here, as it wasn't done during LD48...

It's hard to tell anything about the game though, as I have no idea what CAN be done using Ohrrpgce. True, the black&white grid was a poor choice, but the story isn't that bad - at least until you get to, like, 15th floor. Encounters are happening over and over, and the only real option is holding 'Esc' key. This gets quickly repetitive and feels like the game wasn't tested at all. It's a shame, because I saw some more monsters to 'fight' on the way and most players won't have the patience to play that long, especially if they're not fans of jRPG 'active' combat style and 'invisible' encounters. A good idea here would be to make floors much smaller, I think. Oh, and the music should go.
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