Part 1: Stage Thoughts I
Stage Thoughts
- The fact that you can choose each of the four castles at the start means that if the game is well designed, they should be about equal in difficulty, and can't be too hard. However, because you can always choose another stage if you have a problem segment in one, they can up the difficulty a little. This one is for sure harder than a typical "first stage", but it's perfectly reasonable so good job on that. Unless I find out later that this is the only reasonable stage, but we'll see!
- In comparison to the first game, the level is a lot larger, but it goes by quicker especially because Christopher doesn't fall asleep on the ropes anymore. You also have to do way less enemy micromanagement like with the birds that come from behind, the jumpers or bats in general in the first game.
- The things that jump at you in the beginning segment are way too fast to see coming. Fortunately Christopher is no longer quite as sluggish with the whip, but I don't see how I could have avoided those hits regardless. The bats I was just bad at, I'm sure you can manage those now that you're no longer surrounded by honey.
- I am super impressed by the moveset of the rope skeletons as well as with what they did with the spiders. The former might be still a little too quick but it's okay especially when compared to mainline Castlevania, there were some bullshit fast fuckers there too. The latter I'm quite happy about being slow to fire - if you hoof it (my preferred method of movement in platformers), you're gonna be fine, and that's just perfect pacing imo.
- The first game had some path choices that were semi-meaningful (stay on top with all the hearts, or go down for no reward to fight a Zeldo!), now you actually have a good selection of paths to take, not a mean feat on the small gameboy screen. This makes a second attempt more juicy, as you can check out what you missed, try to stay on top etc. - it's just more fun that way.
- I completely didn't realize it when playing, but the music "skip" as we near the boss is actually a change in track because there's a separate "getting close to the fight" music. That's honestly super cool but was absolutely lost on me because I only notice music when it's super in-your-face catchy.
- The boss is a very neat example of strategic complexity through simple elements. Each of them moves, as does the platform in the middle, but just up and down. And they both fire, but only one at a time, and always the same pattern. AND it's super telegraphed. So while there's a lot going on, you can easily see everything coming, and position yourself accordingly. This works perfectly with Christopher's limited moveset, and is the way to do bosses in games like this imo. The hitbox seems generous and it's tailor-made to be hit with the axe, which you're guaranteed to have. Excellent boss and not too hard to boot!
- Aesthetics: enemies look great (far better than the three pixel abominations of the first game), the background animations rock, but I resent that half the castle is in a cave - give me more plants in the plant level! I liked the super energetic and catchy first stage music of the predecessor more, but that's personal taste. This one has far better instrumentation for sure!
Music
Opening
Journey to Chaos [Stage Select]
Ripe Seeds [Plant Castle]
Road of Enemy [Before Boss]
Evil Gods [Boss Fight]