A downloadable game for Windows, macOS, and Linux

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Note: This is a #gbjam game. I did some post deadline bugfixes but it's a gamejam game so there might still be some hidden bugs floating around. Be warned!

update 1.1 added support for gamepads supported by html5 gamepad API

Cuckoo Castle is a mini-metroidvania made for the 4th edition of the#gbjam . In Cuckoo Castle you take control of a lonely knight seeking to defeat the evil force that resides in the Cuckoo Castle, an enormous castle that appeared out of nowhere.

Rescue new heroes and battle your way to the highest tower of the Castle.

controls:

  • left,right arrow keys: move around
  • up arrow key: interact with objects / characters
  • D: jump
  • F: attack
  • enter: menu / mapscreen
  • Q at pig statue: teleport to statue near town

tips
The witch character has a double jump!
Try and find the Bugmeister for a totally different playstyle!

credits
audio: Shannon Mason @Pongball
art: Diane de Wilde @Ziryf
programming: Richard Lems @Rilemtwit

More information

Published 2 years ago
StatusReleased
PlatformsWindows, macOS, Linux
Rating
(23)
AuthorRilem
GenrePlatformer
TagsGBJam, Metroidvania

Download

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Click download now to get access to the following files:

cuckoo castle win32.zip 29 MB
cuckoo castle osx32.zip 32 MB
cuckoo castle linux32.zip 37 MB

Comments

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Hi  

I'm starting to get really interested in coding and making games I've learned html 5 pretty well. I was wondering what program you used to make this game? 

Thank you :D

Overall I think this is a good game, but it needs a bit of work to reach it's full potential.


Good things:
Great palette and use of palette changes and lighting.
Fun gameplay, if a little too much filler passages at times.
Good overall conceit.

Bugs:
Right-clicking on the screen creates a firewall effect that harms the player but not enemies.

Problems:
No savegame!!!
No explanation of controls in download file. Fine if you've got internet access, if not...
InCREDIBLY slow. Try running this on an atom processor. For a game with this low a resolution, it -should- run on a gameboy.
Hitboxes are unclear - one assumes the sword is the edge of the hitbox, but it's in front of the swish of air in front of the sword that is the edge. This leads the player to get too close and get hurt.
No fullscreen and screen does not expand properly for non-standard resolutions (1078x600)
Unclear at times - NPC's ask questions and it's not clear whether you're supposed to or able to interact.
Dead end tunnels.

Suggestions:
Clicking 'Q' on the piggies could teleport back to the previous piggie, so that you can 'Q' yourself back through the levels but not right back to the start unless you want to.

This is pretty fun. Wish there was a way to change the controls though. 

Did the secret villager challenge @ _ @

This is really awesome, but I do have two complaint: when you pull up the map, the game does not actually pause - meaning there is no way to pause, period. Getting killed on your way back to the savepoint after rescuing the last, secret villager, because you had to 'pause' to answer the phone, is no fun :(

On Arch Linux you could get the libnotify.so.4 error (with 32 bits packages), by installing this package from AUR it resolve the issue : https://aur.archlinux.org/packages/lib32-libnotify....

Maybe a 64bits version can avoid that. Otherwise great game, a bit too small to play on PC though! :D

I love it when someone successfully recreates a classic style. Good job on this game. The visuals are nice and the music is very classic GameBoy. I dig it.



How do you fullscreen this game?

What am I missing on linux? When I try to run the game I get this:

error while loading shared libraries: libnss3.so: cannot open shared object file: No such file or directory