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About This Game

Discovering the philosopher's stone turned the wise and kind alchemist into a power hungry, selfish tyrant. Task of stopping him falls upon you, the former apprintice of the alchemist. Discover the secrets of the Alchemist's Castle, survive and destroy the philosopher's stone!

Alchemists's Castle is a 2D side-scroller platformer, inspired by old-school Metroid and Castlevania games.

Key Features

  • Non-linear exploration
  • Old-school metroidvania experience
  • Intriguing story
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Title: Alchemist's Castle
Genre: Action, Adventure, Indie
Developer:
Kabuk Games
Publisher:
Kabuk Games
Release Date: 2 Nov, 2017


Minimum:

  • OS: Windows Vista
  • Processor: Atom z8300
  • Memory: 256 MB RAM
  • Graphics: Intel HD
  • Storage: 200 MB available space

English,Russian,Turkish



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Thinking man's platformer--- brilliant puzzles and traps, requiring sharp reflexes at times but generally providing a quick restart & reattempt if you miss. Much less frustrating/discouraging than a pure-twitch platformer like Super Meat Boy or Cuphead, but much more "platforming" than something like Limbo or Inside. The metroidvania-style backtracking with tantalizing areas you can't quite reach until unlocking the next ability is really well done. Probably the best adventure platformer this side of Outland or Shovel Knight. I'd be happy with my purchase at $10; at just $0.99 it's truly a steal.. Pretty good. Pretty well drawn and pretty well animated, and the few mechanics work quite well.
I was a little underwhelmed at the general lack of variety in this game, though. I encountered bats, rats, slimes, ghosts that follow you, ghosts that shoot at you (and use the same sprites as the other ghosts), and the alchemist, himself, and for environments, I only encountered a grassy area and the dungeon area. That said, though, I found some cool details in the dungeon that added some visual variety: I saw some vases, bookshelves, tables and chairs, as well as some skeletons. Those details were a nice touch, and I would have liked to have seen more of them. The traps, I found included spikes, extending and retracting spikes (that use the same sprites as the normal spikes), acid, cannons, and buzz-saws. I also encountered wooden boxes and metal boxes which I needed to do the game's puzzles.
This next part might sound weird, but I found that the rooms - design wise - were very square and relied a lot on small lift platforms and platforms that you can jump up through and land on. I found navigating the mainly square rooms and jumping on those samey-feeling platforms and/or waiting for them to lift me up, bland. I feel that if the designer(s) changed the shapes and layouts of the rooms to be more interesting, the rooms might not need to rely on these platforms as much, and the rooms would feel more distinct and interesting, even with the fairly limited art assets.
I sometimes found the puzzles to be quite good - I needed to think about how I was going to approach some of them, and that was cool, even though block pushing puzzles aren't my favorite.
(Keep in mind that I didn't get 100% completion in this game, so there may be more things that I simply didn't come across. I'm just sharing what I personally found after playing through it and beating the alchemist.)
Is it a bad game? No. As I said at the start of this, it's pretty good. It's simple and uses its fairly limited art assets and mechanics quite well. And for such a cheap price, I'm glad I bought it and gave it a play.. I really tried to like this game. I am a huge fan of metroidvanias. I don't mind that the combat is nonexistant for the most part and the music is lackluster at best. The GLARING and most irritating issue is the controls. There are many areas where you need split second timing and for some reason the jump button decided not to work, or he kept running forward even though I stopped pressing the direction. Top it all off with seemingly completely random and too far apart check points so you have to get through an absurdly annoying room over and over just to get back to the way you are looking to progress and... I'm done. Uninstalled. (Edited out some unnecessary things but I stick by everything else). Well worth it for the sale price. I got three actual hours of gameplay out of this.

But, wow, what an indictment on human nature!! :D. I am a huge fan of Metroidvania games and this one is so much fun. I have played and watched it evolve into a very polished game. I say congratulations to the developers for making such a great game first time out!.

Now I am stuck on the final boss battle. I will keep on trying to beat him until I succeed. I rage quit a couple of times a night but the rage is at myself for not reacting fast enough.

Thank-you Kabuk Games!. Unplayable garbage. I don't know why crap like this is allowed to be released in the first place.

The graphics are a complete mess and make "Top Banana" look sophisticated.

The controls are very slippery and don't always respond...the "low jump/high jump" mechanic is deeply flawed...and for some reason pressing Escape doesn't do anything because the dev has decided to use "P" instead. Which the game identifies with a "Pause" symbol for some reason. Oh, and "up" doesn't enter doors as you might expect - you have to use Return. But you can't look any of these up during the game so unless you memorised them before starting you're screwed.

The game claims to have multiple paths, but the truth is it's actually very limiting in which way you can go depending on your upgrades, so you just end up spending backtracking all the time. "Can I make that jump now? Still no? Right. Must be ANOTHER potion around somewhere"

The collision detection is horribly broken. I fell through the floor three times in about 20 minutes.

The music is horrible. Sounds like they were going for some sort of old-school Amiga tracker module style..but it just sounds cheap and nasty.

The checkpoint system is completely random. You can pass 3 in about 30 seconds then not see one for several minutes. So when you die for the 17th time in the same spot thanks to the aforementioned janky controls, you have to cross the same 4 or 5 rooms again.

If the game has an "intriguing story" as they claim...I don't know what it is. There are dozens of journals littering the place. Which I think the player character wrote. Which wouldn't make any sense. And if it wasn't...why are they so out of order?

It's cheap, but your time isn't free and it's better spent on other things.. This game is a short little metroidvania, although it only has a single boss, I still consider this game to be quite enjoyable. The difficulty is nice and smooth and since its not too large this game can easily be 100% in a single sitting. In fact my time above is from a single sitting which to me is a nice time for a game like this, it doesn't feel like it overstayed its welcome. And likewise say Guacamelee in which to complete that game requires some sections that are stupidly difficult.. Pretty good. Pretty well drawn and pretty well animated, and the few mechanics work quite well.
I was a little underwhelmed at the general lack of variety in this game, though. I encountered bats, rats, slimes, ghosts that follow you, ghosts that shoot at you (and use the same sprites as the other ghosts), and the alchemist, himself, and for environments, I only encountered a grassy area and the dungeon area. That said, though, I found some cool details in the dungeon that added some visual variety: I saw some vases, bookshelves, tables and chairs, as well as some skeletons. Those details were a nice touch, and I would have liked to have seen more of them. The traps, I found included spikes, extending and retracting spikes (that use the same sprites as the normal spikes), acid, cannons, and buzz-saws. I also encountered wooden boxes and metal boxes which I needed to do the game's puzzles.
This next part might sound weird, but I found that the rooms - design wise - were very square and relied a lot on small lift platforms and platforms that you can jump up through and land on. I found navigating the mainly square rooms and jumping on those samey-feeling platforms and/or waiting for them to lift me up, bland. I feel that if the designer(s) changed the shapes and layouts of the rooms to be more interesting, the rooms might not need to rely on these platforms as much, and the rooms would feel more distinct and interesting, even with the fairly limited art assets.
I sometimes found the puzzles to be quite good - I needed to think about how I was going to approach some of them, and that was cool, even though block pushing puzzles aren't my favorite.
(Keep in mind that I didn't get 100% completion in this game, so there may be more things that I simply didn't come across. I'm just sharing what I personally found after playing through it and beating the alchemist.)
Is it a bad game? No. As I said at the start of this, it's pretty good. It's simple and uses its fairly limited art assets and mechanics quite well. And for such a cheap price, I'm glad I bought it and gave it a play.. Well worth it for the sale price. I got three actual hours of gameplay out of this.

But, wow, what an indictment on human nature!! :D


Patch notes:
Player sliding on a moving platform bug fixed. Achievements!:
- Achievemets added
- Minor bug fixes. Version 050818 Patch Notes:
About the Linux version:

For some reason Unity refuses to make a decent build for Linux. I'm working on it and as soon as got a working version I will post the update.

- Camera system change (the game feels much more smoother)
- Performance fixes. Patch notes:
Player sliding on a moving platform bug fixed. Achievements!:
- Achievemets added
- Minor bug fixes. Patch Notes:

  • Boss fight bugs fixed.
  • Hazards not remainind disabled after manually restarting from the last checkpoint.
. Version 050918 Patch Notes:
- Instant death bug fixed. Patch Notes:
  • Boss fight bugs fixed.
  • Hazards not remainind disabled after manually restarting from the last checkpoint.
. Version 050918 Patch Notes:
- Instant death bug fixed. We got an award!:
We got our very first award! It is a Kristal Piksel award for the game design.



Kristal Piksel is an annual video games award given by the Turkish Game Developers Association.


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