Part 2: Stage Thoughts II
Why is it so off-centered, and also why is the text closer to the picture than in the Plant Castle intro??
Stage Thoughts
- The mudmen behave like red skeletons, but without the pile of bones. It's a little weird.
- Fitting that the first's game's second boss is deemed basic enough to just be a normal enemy here. It's not even hard at all.
- Same for the "pencils" that are now recognizable as actually dangerous stakes with spikes and such. They're really easy if your movement isn't crazy bad.
- Really wanna know if there's something down that pit. I can always replay the game, though, and so far that wouldn't be bad because it's quick and fun!
- The candles as light switches for the enemies is utterly brilliant, and I'm still in awe at the idea. It makes so much sense and yet they've never done that in any other Castlevania I know. Also, sick ripoff of Donkey Kong Country's darkness makes invincible enemies move gimmick!!!
- I am however disappointed that they don't use it for any puzzles (that I could see). As the enemies stop moving again once the light comes back on, and you can then use them as platforms, there might be something there. There could still be if there's secret rooms I don't know about!
- Generally, because you know that there's goodies in the candles and maybe very good goodies, it's a great risk-reward thing in general. Could actually be a little harder in my opinion.
- The giant crushing spike traps are impressive looking (and kinda tense that one time), but overall just a timing thing. I'm not super fond of them and would have liked there to be a choice of going on top, for example. The second one for sure is hiding something really good, maybe even an extra live, but I pussied out. Another reason to replay this level!
- The ninja miniboss-style enemy is crazy, but super easy to pattern lock even blind. Maybe missed opportunity, otoh it's good there's a tactic. He's...jumpy.
- Love the chute which is similar to many drops Castlevania protagonists suffer that they just utterly no-sell because lol fall damage. Another fun idea that I haven't seen like that in other games! Proving that even with a still very limited engine, it's all about what you make with it.
- Really wasn't expecting a two-phase boss. Kudos for that and the absolutely amazing presentation. I don't like the fight too much, though, it seems a little too fast unless you basically pattern-lock him, knowing exactly what to do and where to stand. I still didn't have too much of an issue because the fucking whip doesn't get downgraded with every hit you take. Bless!
Music
Psycho Warrior [Rock Castle]
This one's a little more melodic once it gets going, thus I like it more. Also some GOOD energy behind it.