First, let me say that after playing thru your game that I thought it was just as much fun as the original Simon's quest. And honestly, that's what really counts. So if you were trying to make a 16 bit version of the game that is to the original, what super mario bros all stars was to it's series, then you truly succeeded.
However, like some people pointed out this game should have been tested further. Here's a list of the bugs/mistakes that I found:
- When you die in the mansions, you get sent back to the start of the mansion. While this DOES make it harder, it is also very annoying, and was not in the original game
- in the towns, when it goes to night, if you are standing in the spot where a zombie appears, it appears right on top of you
- The whip up close does not hit: this is a HUGE issue
- In the 3rd castle, in the upper left corner where the scroll is, it seems impossible to hit the 3rd block with holy water that the scroll is in. You can hit the top two, but he 3rd appears to be unhittable. Also if you shatter the top two blocks and drop down onto the third, you are now stuck and must reset the game. If you try ducking and attacking you become even further stuck here
- I believe that the movement bug where your character keeps moving left or right has already been mentioned; pausing and moving the controller left and right, THEN unpausing stops this. This LITERALLY ended my game and caused me to lose 30 minutes of progress. This is a MAJOR bug.
- the dramatic effect when an orb is stabbed with a stake was not put in.
- There is no confirm on escape; this coupled with no continues, can easily cause you to lose a TON of work if you or a pet/friend accidentally touches the escape key by accident.
- Richter's colorpal when he climbs UP stairs is WRONG
- Some enemies like really pixelated at times, and other times look perfect
- While speaking to NPC's, if you wait, they will turn away from you; I assume this is because their movement is timer based rather than position based?
- At deborah cliff, if you grab the scroll the tile underneath is not solid. So you fall to your death.
- slimes outside are worth 1 heart instead of half a big one at night; two headed beats are always wowth half a big heart
- The body of the stone rose and bone dragon will still hit you even if the head is killed
- If you jump down quick as the water level is lowering, you can see that it just vanishes; freezing the player in place until it is down could avoid this.
- The hitboxes for the bosses and some enemies are not right (the darkwing bat boss is the first and most OBVIOUS one, as is death)
- For the minotaur, you can just stand all the way on the right or left and he cannot hurt you but you can still hurt him
- The heart counter goes over 999 even though there is obviously only space for 3 digits
- the skeleton's bones and bone scimitar's bones do not work properly when they are killed
- The werewolf can get stuck in the upper corner of the screen, in the spot where you enter the town of jova, if he jumps towards it
I also have a few small pieces of advice:
- You may want to notify people that if something blinks GOLD it is not taking damage
- You shouldn't use the colorize feature in paintshop for palette swapping enemies... it looks messed up (lol)
- An indication that level 7 is the max level would help; I got to it and wasted MAD time getting 700 more exp so I could go up again and I obviously never did
- Having a merchant that says meh, and one that says if I can't pay go away, that both sell NOTHING in a game where if you don't have enough to pay for the item, the ones that actually DO sell something will act like they can't help you at all is a BAD IDEA! On the merchant in the town before the last I saved up over a 1000 hearts and wasted a ton of time, thinking he had something to sell.
I also saw that you did not seem to want to put out another updated version of this to possibly fix bugs, which is a shame. But if you don't want to do that, might I at least request that maybe a month down the line that you put out the source code, so that maybe somebody else will do it, or possibly even IMPROVE on your game? You might learn some neat things from what they come up with too.
Anyway,after that long list please don't think that I was bashing you, or that I am acting like some of the people here who are just hating on you (when they KNOW they couldn't make something 1/10th as good as this, or instead talk about how HARD making an 8 bit Castlevania is.... yet here is a 16 bit one, and they act like it is a walk in the park to do. Yeah, right, Lol
I LOVED playing this, and I thought you did an AMAZING job with the stages. The tiles are obviously mostly from Dracula x, but there are quite a few that I didn't recognize, and they all looked great! The stages look either 99% close, or EXACTLY like the original ones, as did the enemy placement. I also liked how the enemies used updated gfx from newer games, and almost all of them looked great (the exception being the flame man, which looks like you use a chosen unes frames for him). It was also nice to see a few things improved upon like there being a boss in every stage (a HUGE PLUS), and that you can carry more hearts, and that the enemies at the end areas are more dangerous now, the fact that you can no longer carry a stake from one mansion to another, the laurels being tweaked, etc.
I honestly think that if you had waited a bit longer to put it out, and just put in a bit more effort here and there (especially in the dracula fight; I was expecting something amazing, and I was truly disappointed with it; also using death's voice for him absolutely DOES NOT WORK! We all know it's death's voice, and not his, lol) the game would have been ever better. You obviously have some serious talent and skills.
As for the people talking about how it looks repetitive, and they don't like the music, and how the controls don't feel right... well no disrespect to any of them, but they have no idea what they are talking about.
- The music is all 16 bit remakes of all the classic tunes and they sound good and fit in perfectly.
- The controls feel WAY more loose and updated than the originals, and are great; my only gripe is again no key config, but from what i saw in the thread you may be working on fixing this, so no worries there (let's face it though, you KNEW that was a must when you put this thing out, lol)
- The original simon's quest was a VERY repetitive game tile wise, background wise, enemy wise, etc.. I have no clue how someone can complain that your version is not like simon's quest, and then complain about the repetitiveness. That just makes no sense.
In closing let me just say that this thing could use a liiiittle more polishing (that is what revisions are for
), but it was a LOT of fun to play. I am actually about to start another game, and try for the best ending now!