
While the developers of Castle of Heart have done little to encourage it, it's easy to see why this Switch eShop release is being dubbed "the Dark Souls of platformers" by some in the Nintendo community. It boasts a very similar medieval aesthetic to the beloved Souls series and contains gameplay that is often punishing and infuriating; however, it doesn't quite match up to FormSoftware's sadistic masterpiece in terms of balance and nuance, and the end result is an action title that is only likely to entertain those with incredibly high thresholds for frustration.
Placed in the boots of a brave knight who has been turned into stone, Castle of Heart is a 2.5D platformer which sees you stalking through abandoned villages and ruined fortresses with the aim of rescuing your sweetheart and putting an end to the malevolent plans of an evil sorcerer. Your troubling affliction serves as a way of ratcheting up the tension; health slowly depletes as your character crumbles to dust, and it's only by collecting health icons (which are dotted around the landscape and dropped by fallen enemies) or passing through a checkpoint that you can restore your vanishing vitality. This curse is reflected in other ways, too; should your health drop below a certain point you lose one of your arms, which predictably limits your combat options.

Speaking of combat, you have a few choices available to you when it comes to dealing with the many antagonists standing in your path. Melee attacks with your sword are fine for dealing with enemies in close proximity, but one-on-one battles rarely end without you taking some damage – and when you consider how delicate your health situation is, that's not always a welcome scenario. Thankfully, you can collect various limited-use ranged weapons – such as spears, crossbows and knives – which allow you to keep foes at a comfortable distance. The downside to this approach is that some enemies also have ranged attacks, and its during these stand-offs that you'll want to make use of your block command. You can also perform a dodge roll which is handy for getting out of the open and into cover. Other items – such as bombs – allow you to destroy obstacles and you also have access to a powerful (but slow) sword attack that achieves much the same effect, but depletes some of your precious health.
Castle of Heart leverages pretty much every button available on Switch, and the controls do take some getting used to. Another issue is that jumping is quite floaty, and this can make judging some of the harder leaps quite difficult. Environmental features such as crates, ropes, lanterns and other objects can be used to both help and hinder progress; for example, cutting the rope of a lantern with an arrow will cause it to plummet earthwards, creating an inferno that damages nearby enemies (and you). The level design is more complex than screenshots might suggest and often you'll find there's more than one option when trying to overcome a particular choke-point. Exploring off the beaten path is always a good idea; each level has plenty of bonus items to find, including five purple gems on each stage – only when you found all of these can you consider the level truly complete.

Visually, Castle of Heart is an impressive achievement. The backgrounds are rarely less than stunning, and feature little details that stretch all the way off to the horizon. The character models are slightly less striking; while they're nicely detailed, the animation looks a little stiff and unconvincing. The audio is a similarly mixed bag; the music is neatly understated and does a good job of setting the scene, but the grunts and moans made by the game's cast become quite annoying after a while. Everything moves along a decent pace, with smooth scrolling and generally impressive effects.
While Castle of Heart clearly sees itself as an old-school action title, there are a few things that prevent it from living up to its promise. Combat is clunky and unsatisfying, despite the range of options available to the player. Enemies take multiple hits to kill with your sword, which – as we've already mentioned – makes close-quarter fights a massive risk to your health. It feels similar to the combat seen in Castlevania: Lords of Shadow - Mirror of Fate on the 3DS, but there's none of that game's clever combo work on offer here; as a result, it becomes frustrating, fast. All too often you'll find yourself surrounded by enemies – both above and below – and in some of the trickier levels, just taking a few hits means you won't be able to make it to the next checkpoint. The levels are massive and checkpoints are spread out quite thinly; expect to repeatedly play many of these sections over and over until you finally (somehow) make it through.

Dark Souls is, one could argue, a very similar proposition; you fail a lot, but it's part of the appeal. The issue is that with Dark Souls, even when you fail there's a chance to dust yourself off, spend some of your hard-earned souls and try again, blessed with more experience and better stats. In Castle of Heart, hitting a bottleneck requires you to painstakingly pick your way through that particular section, finding the right route and making sure you take as little damage as possible. On paper, this sounds like a pretty engaging cycle of risk and reward, but the issue is that it's almost impossible to avoid taking damage through your own skill. Some enemies are unavoidable, and engaging them in combat usually means taking more damage than you can heal with the resultant health item they drop. Granted, getting to the next checkpoint by the skin of your teeth is exhilarating – and there are neat little tricks to discover, like jumping onto an enemy's head and using them as a platform to escape from combat – but there's ultimately too much frustration blocking the way to give these brief moments of reward any lasting impact.
Conclusion
Castle of Heart looks great and offers a stern challenge to those who don't mind repeatedly playing the same level over and over before finally beating it and moving on. There's definitely some fun to be had finding the best route through each stage and delicately picking off enemies, but the constantly-depleting health bar and frustrating combat will have many players giving up and moving onto games which are less harmful to their general well being.
Comments 120
My major issue with games like this is the rely on the “make it so hard it takes 30 attempts to beat a level” philosophy and that’s ok on the odd level but often it feels like a slog and puts me off
I hate this modern approach to making games longer. Harder doesn't always mean fun.
A little disappointing, I had high hopes for this, hopefully there'll be a demo available.
A bit lower than I expected, but I reckoned it would be an average game at best.
I have to ask: is the Wawel Dragon in it? I promised some slapping last time this game was mentioned if it wasn't included and I'm sure Cracow looks nice this time of year, warranting a trip.
In Dark Souls you almost never fail due to faulty combat, or artificial difficulty/crap checkpoints. It's almost always your fault. This doesn't sound like my cup of tea. Floaty jump is a deal breaker, as is the way the combat is described. Just doesn't fun. Game looks good, but I need systems that work. Graphics aren't enough, and hard just to be frustrating is a no no. Hopefully we get Salt and Sanctuary down the line for a good Soulsesque 2D experience. Or maybe these folks can fix the jump and overhaul combat through a patch.
Knew it from the start this one wasn't worth my money. I'll repeat myself, with this "indie invasion" taking place on Switch we (gamers) have to BE EXTRA PICKY.
Oh, I rather enjoy what I played so far, but will trust Damien's review.
When they first showed this game the physics looked really off ... I don’t think it’s changed much since. Shame. And difficult ain’t what I look for in a game - I want fun!
Thing about difficulty is you have to approach it right.
There's a very big difference between Dark Souls way of approaching difficulty (where dying is part of the experience and learning), Strategy learning curve difficulty (where the difficulty starts to disperse once you learn the mechanics of the game better) and just dumb difficulty made for the sake of being annoying and making the game feel like a dragging mess.
A lot of developers look at Dark Souls and say "wow if we make a difficult game then surely it will be a success", but most don't realize that the approach means a lot more than the idea itself.
@Fake-E-Lee yeah not meaning to sound harsh towards anyone, I know that every indie developer feels like his game will be the next big thing... I really hope they will learn the lesson and manage to channel their passion in the right direction next time.
@Fake-E-Lee It's a really fun and funny, puzzle game. Especially if you love 80s horror movies. I'm rolling with Manticore or whatever that space shooter is called this week. Needs me some space blasties.
@Fake-E-Lee Have not finished the game, but compared to the brutality of Celeste, I certain enjoy the different journey this one is providing so far.
@MagnaRoader Yes, "modern" approach. You clearly never played the games I grew up with if you think padding out play time with ridiculous difficulty is a new thing.
@RetroGamerAndrew A lot of indie devs want to make a smash hit with their first game. But getting one out there is already an achievement. Hopefully seeing this not take the Switch by storm will not discourage the devs from improving and delivering something better next time. We hear of so many debut indie hits, but not the many more that fall flat on their faces. The most recent indie darlings, Celeste and SteamWorld Dig 2 came from people with previous experience.
@Branovices True that. How many of those ACA NeoGeo games can be completed in an hour or two with unlimited continues?
@Fake-E-Lee Ah yes, if you already have your platforming needs filled by Celeste, Flinthook and Slime-san there is hardly any urgency to add this to your collection. But at least keep it in consideration when a sale pops up...
@Branovices I've been gaming since before the nes dude.
From the trailers, this game has always looked a bit too stiff for my tastes. I like my platformers to have a feel of fluidity that this one sadly seems to lack.
@MagnaRoader Then you'll likely be aware that this trend is anything but modern. I mean, most NES games can be completed in a couple of hours if you know your way around them. The vast majority of the times, difficulty was the only thing keeping the games from being over too quickly back then.
Still want this but on a sale it is!
I remember saying I pay 15 pounds for this all day long then i read this review!.
A pass from me. I don’t mind a bit of repetition but I like to have the sense of getting more skilled each time. Axiom Verge is the case in point for me.
Boss monster 4 must have played 30 times and finally beat it as I knew I could do it with just a little bit Moe patience.
@KIRO Gir-Tab, the giant scorpion one IIRC? Just wait until you get to Ukhu, a.k.a the wasp...
Just wanted to correct a mistake in the review. In Dark Souls, "even when you fail there's a chance to dust yourself off, spend some of your hard-earned souls and try again, blessed with more experience and better stats."
This is false. When you die you lose all your souls. You have the option to run through an area and get them back but dying DOES NOT mean you come back stronger.
Thought this was Dark Souls for a second
@SmaggTheSmug of course, let's hope the second time will be the good one.
@Shiryu Well that doesn't make sense. If you have enjoyed it, then by all means, keep on.
To think that one person's opinion will always match yours... is quite silly.
"The issue is that with Dark Souls, even when you fail there's a chance to dust yourself off, spend some of your hard-earned souls and try again..."
That doesn't sound like someone who knows how Dark Souls works. Perhaps it was worded poorly...
This review makes me want to buy the game because it seems like a situation that these harder type of games are not the reviewers cup of tea. That's fine and something that should be mentioned if the case. I don't like racing sims, my opinion on them shouldn't be the one used.
@ricklongo keywords are back then. Now they add difficulty as if its cool. I guess some people like that I guess, and it's fine, but making every game that way just because Dark Souls did it seems lame.
Darn, thought for sure I'd buy this. Sounds like a game I wouldn't enjoy though. Too bad they don't have an easy mode. I think I'll at least wait on this one. I have such a backlog of games I can wait.
I've died a little reading this review and seeing the 6, because I would really love a new 2D Castlevania for the Switch. The NES and SNES Castlevania were tortuously hard (IMHO) and the jumping physics were notoriously stiff (particularly in the first one), and it was LOADED with cheap deaths. And yet, they provided an amazing experience due to the atmosphere, the music, the graphic and overall concept. Can I count on that here?
I am disappointed. Being difficult is one thing, floaty jumps and unsastisfying combat is another.
@SpiderPirate4 Never mentioned that I was expecting anyone's opinion to match mine, I was just expecting this one to fair slightly better.
@Shiryu Again... you're basing that off of a single person's review. You stated you have enjoyed it, but because of this review...
(Meanwhile, another review gave it an 7/10 and another an 8.5. So again, views are subjective... broaden your information pull and ultimately go off of your own views).
@SpiderPirate4 Dude I know, I have been at this for decades, despite only having started reviewing Switch games for NL a couple of months ago. As I mentioned, I have no cleared the whole game (yet) but I still plan to. I was just expecting Damien to have enjoyed it a bit more.
@Shiryu Well then say that! haha! That makes a lot more sense than what you initially stated
@Fake-E-Lee yeah it seems to be one of those titles that's polarizing in how one views it.
@Fake-E-Lee 7.5. I have had a better time when I realized that instead of fighting every bad guy who show ups I simply step on them and use them as makeshift platforms.
I have already added this on the Nintendo Life Discord channel this morning, but I am posting this here as well so you can all try to make up your mind about getting this or not. Level 1, played a couple of weeks ago when I received the review code.
(...and yes, things get harder from here onwards.)
Meh I rather play through Slain again and again over this. Story is boring, combat is boring, background is boring, and musics are boring. I don't play to get bored.
@Fake-E-Lee Nope, I did not find any noticeable or game breaking input lag (is it a sort of adjustment to the game own pace I wonder?). I do mess up a few jumps here and there, but mostly all my fault. The game is overall floaty and combat isn't as meaty as the graphics, but again I spend more time worried about moving forward to the next checkpoint instead of fighting everything that shows up.
Thanks for this review. This game is far from what I was hoping for: A platformer with the sense of exploration and character development with rewarding back tracking and looting/gear system. It looks really nice on the surface but I cannot understand why anyone would pay for a game that is just constant stress. I’m not sure why it’s being compared to soulsbourne? Those games can be really relaxing and chilled when you want them to be. This just looks constantly annoying with no pay off haha! Maybe it’s unfair for us to compare them, the developers may never have had any intention of making a soulsbourne platformer. If their aim was to make something that required constantly repeating the same runs and keeping the player in a state of ‘I’ll-throw-this-switch-out-the window-if-I-mess-up-jump-15/16-before-the-checkpoint’ then they’ve succeeded! Well done guys
@Shiryu All of his movements feel a bit... slow. That might make for the floaty feel for some (and makes the combat tougher in return)... though I would think that would make the platforming easier than harder (counter to what this review states... it's like Princess Peach in Mario with her float, makes jumps easier).
Overall it looks like a decent Indie side scroller. Thanks for the video upload.
@Shiryu I share the same sentiment with SpiderPirate4. The mechanics remind me of Adventure Island where if you don't eat the fruit (in this case, kill), you don't survive anyway so there's a reason to "hurry" through. We retro gamers appreciate your extra feedback in these reviews!
@Magrane Adventure Island is an excellent way to explain the main mechanics actually. You don't really need to get health back just by fighting, there are health power-ups spread across the levels that let you top up just enough to keep going (most of the time I played anyway).
This review makes me want the game even more. Every game that has had reviews on here complaining about the difficultly being too hard or unfair I have enjoyed greatly.
@Fake-E-Lee Slayaway Camp was my pick of today. I was already familiar with the game on PC and it is a superb puzzler with silly amounts of gore. With the sad but necessary rescheduling of Manticore: Galaxy on Fire I actually have very little new games this week to worry about, so more time to catch up on my backlog while waiting for next weeks onslaught of eShop goodies.
This game's "floatiness" reminds me highly of Gunman Clive going by @Shiryu 's video. And it appears they've polished everything a bit more since the last video I saw a month ago. Might grab this on a sale.
@onex Gunman Clive is another fine example on how the controls work on this one! Also... I kinda want both Gumman Clive games on Switch... :x
@Shiryu: I share your sense of loss with the delay of Manticore: Galaxy on Fire. I was so ready to download and play it tonight! I need something to finally stop me from playing Skyforce for every stinking medal . . . .
@bluedogrulez Looks like Titan hunting for me later then...
@Shiryu: OK, have fun with the gigantic, naked and strangely androgynous creatures!
Yeah...no.
Im a bit sick of "Look at me mum, im Dark Souls" titles these days...
The only one that truly managed to capture the spirit in 2D form was Salt&Sanctuary if you ask me.
@Einherjar Don't forget Dead Cells too! and that one is Switch bound!
@Shiryu While not a bad game per se, it's more akin to action rogue likes in general. S&S was pretty darn faithful to its inspiration, from level design to its base mechanics ^^
@GraveLordXD Well, its the new "in" thing to do really ^^
And sadly, for many indie titles, i really boils down to "Lets make it difficult like Dark Souls was" without proper reason to do so really.
And you comparison to Classicvanias is as spot-on as it gets:
-Memorization based, fixed levels
-Deterministic mechanics
They share two of their core design fundamentals.
And DS was never really hard for difficulties sake.
Heck, like many old classics, it can be played flawlessly once you found that golden route.
And many fresh devs didn't quite get that memo.
Yet another overly hard platforming game. yawn
What a bummer , I had some high hopes for this title after I read it was a Switch exclusive I love the art style and the 2.5 D platform style but I really hate when a game is overly difficult to the point of it takes the joy out of the experience. I may pick it up if and when it gets a sale price .
@MagnaRoader I mean, that's how it was in the old school days, too. It is, by no means, a "modern" trend.
This is a disappointment. If the game's combat was engaging I would be all over this.
Am I the only one who's getting a little burnt out on all these "hard as hell, fail your way to success" type games? I know I'm leaving myself completely open to git-gudders in saying that, but it's as if a lot of indie developers don't know about this thing between being mindnumbingly easy and incredibly difficult called "normal". I enjoy playing the harder stuff, don't get me wrong (beat cuphead multiple times, wonderboy on the hardest mode and I'm contemplating digging into this "insane" mode that's apparently in the game)...but it would be nice to play a side-scroller that strikes a balance.
@JayJ I'm honestly getting a tad burnt out on this kind of thing, even if I love the genre. It's as if platformers can't be like Super Mario or Sonic anymore. Those aren't always cakewalks but also won't kill you off every five seconds or see you repeating the same level 30 plus times.
I had my hopes and my doubts when I first saw this game. I think I could safely take this off my wish list for now. Far too many other better games and even games that I don't even know if I'll ever get to.
@Fake-E-Lee That’s extremely kind... like you I have been hyped for this one, and honestly, I am grateful to @Shiryu for reinforcing here that the game does have merit in addition to its quirks. I’d actually join you in test driving the game for everyone here except that my work day is too jam-packed even for lunch... so I’ll look forward to your feedback and will most likely be purchasing it for myself tomorrow evening.
Like several here, I’m also eyeballing “Slayaway Camp” this week, and I’ve also pondered the “Shantae and the Pirate’s Curse” (never played previously), but am tempted to sale-delay that one in favor of “Castle of Heart.”
@Shiryu I know you’ve commented here a lot already, but have you played “Slain,” and if so, would you say it or “Castle of Heart” is the better game?
I am very keen to play something “Castlevania”-esque (in the classic sense — though Metroidvanias are my thing too), but much of what stopped me on “Slain” before were fairly negative reviews (I hear it’s been improved heavily through updates and wish Nintendo Life would do formal articles on updated games from time to time); with the current NA Eshop sale, “Slain” and “Castle of Heart” are priced pretty close to one another...
@Einherjar Sounds like “Salt and Sanctuary” really was amazing. I remember checking DAILY to see if that game had released for Vita several years ago, pretty much exactly as I do for “Hollow Knight” now while waiting for its Switch port (hopefully we are hearing something from Team Cherry tomorrow)... at some point, though, I just quit focusing on “S&S” and just moved on. Do you know if a Switch port for that one has even been hinted at, or is it just wishful thinking?
@rharalson While certainly not impossible, its probably highly unlikely that a Switch version is on the tables.
The dev started porting two of his earlier titles, Charlie Murder and The Dishwasher 2 onto Steam and was asked if he could also port the first Dishwasher, to which he answered "If sales are right he'll do it".
So far, nothing happened.
Personally, i'd really like to have it on the system. A great game and one of the better takes on the DS formula overall in my book.
For a group that prided itself for making exclusive games for the Switch, this has got to sting a bit
@rharalson I love Slain. It is insanely brutal, but the pixel art and music is just so stellar I can't but not love it. The gameply doesn't hold up to Symphony of the night bu then again what game does anyway? I am looking to buy the retail edition Slain in the near future.
Since many of you guys are still on the fence, here is Chapter II. Note that it was from this point onward I (accidentally) learned that you can jump on top of enemies to make them stay put and render them harmless just enough to catch a breather or jump away to safety.
@rharalson : you cannot go wrong with Shantae & the Pirates Curse. The controls are so TIGHT, the graphics are great, and it is challenging without being too punishing. There is some backtracking and it is more cute than spooky, but great game.
@Shiryu : thanks for this. The struggle is real!
Salt and Sanctuary is an incredible game. It's gritty and hardcore, your gameplay is very customizable, it's fairly long for a platformer, it has strong replay value and 2 player co-op (on PS4) and it's difficult without being unfair. For those who haven't played it, it's a worthwhile purchase. If it were to come to Switch I likely wouldn't get it because I played the heck out of it on both PS4 and Vita, but it would be a great fit for the system.
This Castle of Heart game...meh.
@Fake-E-Lee Looking forward to your thoughts! Sympathies on the office wi-fi... mine’s bad too, haha, and we just recently switched to a LESSER-known ISP... sigh.
@Shiryu, @bluedogrulez Thanks so much for your respective feedback on those other games! I had a feeling both “Slain” and “Pirate’s Curse” are must-haves.
@Fake-E-Lee Thank you! I just purchased it and will download it when I get home from work. Can’t wait!
@PhilKenSebben Unfortunately, Manticore has been delayed last minute, at least as recently as yesterday. Maybe they fixed the problems and are releasing it soon, but I haven't been able to find a new release date, and they pulled it from the eShop. (again as of when I checked yesterday)
@Shiryu Watched a bit of your video, and the game looks brutal. Is there no way to block projectiles? I like difficult games (Demon's Souls etc), but I am not a fan of inescapable damage. I'm sure I'll pick this game up eventually. I have a bit of a backlog right now!
@SnarkyJay There is but I hardly ever use it. When you're blocking, youre not moving. If you're not moving, you're wasting time and time is energy!
Downloaded today and beat the first three levels no problem. Great fun so far. As for those saying it's overly hard I don't want to say it, I really don't but in this case it applies.
Git good.
@Fake-E-Lee I am right there with you — loving the game so far. I have now played the first two stages of Chapter I and managed to grab all five purple crystals for each (took a second try on the first stage).
I do think I understand the “input lag” several have referenced, but as you and others have indicated I think this is a design choice to reinforce the weight and literal stony nature of your player character. It seems unquestionably intentional (though I certainly wouldn’t turn down a slight fluidity boost if it were to be patched).
There are also some UI oddities — e.g. “why is there no title menu to precede the stage select screen?” or “why can’t I press a button mid-game to see a reminder of how many/which purple crystals I have found?” etc. — but these are hardly game breaking.
This game really just seems like something built with love and passion. It feels like a strong first effort from a developer who is appreciably Switch-focused, and I think it more than deserves the community’s support. I am SURE it will improve with updates — but the game that exists now is well worth full price ($15 USD) in the interim, and I’d love to think more will join us in giving it a go.
@SnarkyJay Supposed to get news this week regarding a new date and what happened. Booooo none the less.
@Fake-E-Lee I'm finding my tastes tend to line up with yours and @Shiryu. His video looked great. Gonna give this a shot.
@PhilKenSebben You won’t regret it. I posted some post-purchase thoughts above late last night, but in short, I trusted these guys (@Fake-E-Lee, @Shiryu) and they were 100% right — the game is a perfect fit for me!!
@Fake-E-Lee, @Shiryu For lack of certainty where else to post this question... have you guys or anyone else found the second heart piece (purple crystal) in Stage IV of Chapter I? I am assuming it is in a side room while riding the burning elevator up, but for the life of me I cannot find it...
@rharalson ... the quest continues... -_-
@Shiryu, @Fake-E-Lee I can tell you guys where it is if it’s stumping you too... I probably played that elevator sequence a dozen times before finding it... but now I am proud to say that I’ve cleared all five stages of Chapter I with all heart pieces/purple crystals found.
The game isn’t perfect, but I know few that are, and I’m enjoying the heck out of it. $14.99 is a steal for the value I’ce already found conquering this first chapter... with three more (15 more stages, I’m guessing) to go. Thanks again to you both. Hopefully anyone else still “on the fence” will see our back-and-forth and be encouraged that the game delivers!
looks good
@Fake-E-Lee, @Shiryu Yeah... actually, I’m finding that most of my joy at playing this game has dried up as of level 2-2. I had not yet started Chapter II when I first saw @Fake-E-Lee’s comment above, and playing 2-1 left me thinking, “what difficulty spike am I missing?”; however, right off the cuff with 2-2 the bombardment of high-damage ranged enemies makes progression from that point forward an absolute chore — so much so that I’m “digi-shelving” it for the foreseeable future in prayer of an update.
I hope that the devs watch forums like this one for honest feedback, as I have championed the game here and elsewhere only to find that what was previously an appreciably challenging game quickly transforms into such a disheartening trudge through polygonal hell that I can literally imagine never touching “Castle of Heart” again in the event that the dev never makes an effort to balance it.
Oh well — we gave it a go. Fence-sitters, be warned! My updated recommendation is to keep your $15, at least for now.
@Damo Excellent review, man. You really are spot-on here. Unfortunately I did not heed your review and purchased the game, impressed by YouTube videos of the early levels and initially lulled into a false sense of accomplishment by the “easy”-compared-to-what-follows Chapter I; unfortunately, per my comment just above, I am one of the players you describe in the concluding remarks who will be “giving up and moving on to games less harmful to [my] well being.”
I can’t say that I fully regret purchasing the game, as I had a heck of a lot of fun with Chapter I, replaying its five levels many times over this past weekend in order to collect all 25 heart pieces for the chapter... but I won’t be doing the same for Chapter II, which has grown less and less fun as I’ve progressed, nor will I be starting Chapter III at all. I’ve had genuine fun with the game early on, so it’s again not a total loss, but all the same I absolutely wish I’d spent my $15 elsewhere and would encourage others to read your review closely, heeding it better than I did, and purchase only with extreme caution (if at all — really, just don’t).
@rharalson I will get in touch with the devs.
@Shiryu Developer is here to answer any questions!
Hi @7Levels! Thank you for popping in to check on your fans — that is so cool! Please take a look at earlier praise from users like @Shiryu (#15, #42, #52), @Fake-E-Lee (#92, 93) and me (#102, #106) and see how that has completely dried up with more recent comments as we each hit Chapter 2 and have found the gameplay transition from challenging to just simply annoying (#113-117).
I don’t mean for this to sound rude at all, because I think your game has incredible potential and delivered a GREAT first chapter... but despite my initial surge of excitement/enjoyment, I’m not touching it again unless something can be done to eliminate the chore of slogging through the gauntlet of high-damage ranged enemies who destroy any sense of fun.
@rharalson @Fake-E-Lee Here you my dudes, anything you want to talk about, just hit @7Levels with your burning issues.
@rharalson Hello! First of all thank you for getting our game, we really appreciate that! I'm one of the producers behind Castle of Heart and I will try to answer all your questions. I can asure you that we read all the comments, reviews, gameplay videos and discuss them internally (well actually it takes most of our time now). Our intention was and still is to provide great game to all Nintendo Switch users. It seems that despite our effort some ingame mechanics were not explained clearly enough and people find COH extremely difficult, we wanted to make it tough, but definitely not frustrating. There are few things that may help you:
Use secondary weapon in fight. The most important is close combat inventory (axes, swords, maces etc.). In each chapter we introduce new items that are more powerful and should allow you to kill stronger enemies. Fighting with only sword is... let's say not really effective. We noticed that some people throw away secondary close combat weapon, it's just an option, the idea is to use it same way as sword - pressing "Y".
Use interactive objects like lattern, barrels with explosives, etc. Sometimes there is no need to kill enemies one by one. It's much easier to shoot a lattern and watch them burn. There are many interactive objects that can be used like this. Strategy is quite important.
Use inventory items like bombs and knives when you are stuck (and you haven't used them all before)
It's also possible to extend your energy bar by collecting blue exp points (you get them for killing enemies too).
Use mid-air special attack when there are more than 2 enemies. It will cost you energy but you will get it back.
@Fake-E-Lee Great, please let us know your thoughts! We are open for all suggestions and will do our best to provide solutions. BTW, to see how many crystals you already collected, simply press "-" button.
@SmaggTheSmug We do have some dragons in the game, but unfortunately no Wawel Castle one, cobbler named Skuba who slayed him before our hero is the one to blame!
@Fake-E-Lee Please have a look at tips provided above, maybe you can find some of them helpful before. When using secondary weapon and interactive objects, difficulty is balanced to be slowly increasing (at least that was our intention). Please let us know your thoughts, as I mentioned before, we are carefully reviewing all the comments and will be discussing them to see what can be done.
@7Levels Ah well. Kinda hoped to see explosive sheep in the game
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@SmaggTheSmug Dzięki! The idea of explosive sheep is kind of interesting;) Noted down!
Hey @7Levels, thank you so much for your reply and continued engagement here with fans. Like @Fake-E-Lee, I also feel that I’ve been using most of the strategies that you describe; I constantly carry a sub weapon, generally of the melee variety, but sometimes a crossbow or spear where contextually preferable, and I’m also not shy with the use of bombs, throwing knives etc. if I feel that’s the only means to progress. I also routinely strike down lanterns for AoE/DoT effects or trigger other traps for enemy damage where plausible.
Unfortunately, like @Fake-E-Lee said, there is barely opportunity to progress even with these strategies, much less find the collectibles — the latter hunt being one of my primary sources of joy when playing and replaying each stage of Chapter I.
I’m really just sad that it feels like all of my joy with this game was stolen away between chapters. “Castle of Heart” transitioned quicker than most any game I’ve experienced from being one I couldn’t wait to play to now existing as something that I have to force myself to play.
I really respect your team and the way you’ve established a presence here to commmunicate with us, so I hope that this feedback is valuable. I do want to enjoy your game again — I just think the answer isn’t that we’re playing incorrectly, nor that we are unwittingly missing certain features.
In my opinion, from Chapter II onward, there are simply too many enemies. These enemies deal too much damage while receiving too little damage. The constant health attrition, which was totally manageable with the right effort in Chapter I, becomes the proverbial “straw which breaks the camel’s back” when layered atop the too numerous/too resilient/too powerful enemies.
If nothing else, I’d cherish an easy difficulty option. I’m not a prideful player and would gladly embrace “kiddie mode” in order to restore my initial joy with your title. As it stands... I don’t think I’m going back, and I also can’t encourage others to make a purchase. It really breaks my heart to be of this mindset when you guys seem so nice and your game has SOOO much potential, but it’s the truth.
@7Levels Thank you again for your time, guys. Per the comment just above, @Fake-E-Lee and I — and others too, I’m sure — will cross our fingers for news about an update and are grateful for this opportunity to provide feedback about our experience.
@Shiryu, thanks again to you too for connecting us!
@Fake-E-Lee @rharalson Hi, thank you for checking and getting back to us and thank you for all your nice words. We really appreciate that. We also respect your opinion and are glad you shared your thoughts with us. We want to work on improvements but also avoid similar mistakes in future, it would not be possible without people like you.
Providing tips above we just wanted to make sure people understand mechanics that we did not make clear enough. It's not our final answer to the problem, I'd say, it's just a beginning as apparently, even when using all techniques in a way we wanted them to be used - difficulty is an issue that we have to (and will) face. We are not willing to give up, as same as you, we believe in potential of Castle of Heart. We made some mistakes and now it's time to fix them.
Thank you again for your constructive feedback and of course for giving us a chance to be a part of this discussion. We will keep you updated!
@7Levels I always reward developers who listen to the people who buy their games. I own a ton of Switch games, some of which I bought for the 2nd or even 3rd time. I will buy this game as soon as this issue of being unbearably hard is solved. Not sure how easy it would be but instead of changing your vision of the game an easier mode would probably be the best way to get players to buy in past chapter one. Or maybe just removing some of the enemies or adding a more powerful weapon for the hero into the mix. You're the developer but I like what I see, and these guys initial take on the game is what I am reading elsewhere as well. Hope to see some resolution to this and like I said I will definitely play the game because I love this type of game.
@Fake-E-Lee Thank you again for your trust, we already started working on solution and hopefully with all the feedback we got, we will avoid similar mistakes. It's a great feeling that despite all the difficulties we had, we are so warmly welcomed here but also on other Nintendo related groups.
@Amrulez We spent long hours analyzing gameplay videos and reading reviews and people comments. Now the tricky part, there are players who actually like the game as it is so we need to be very careful with changes and make sure both parties are fine with them. It's a difficult task, but we will do our best to find a solution.
how pitiful, seems like most players and even the reviewer cant see or maybe forget about ghost n goblins, this game is like a spiritual succesor of that game, in fact they could ve called it Makaimura and would ve fit perfectly, great game
@7Levels thank you for creating this beautiful game, it remind me of the old days back in the mid 80s with ghost n goblins, wardner forest, nastar, thank you for bringing back this kind of experience, even the name of the game is awesome
@CapitanFalcon Thanks! Glad you like it!
@7Levels Hey guys, I just wanted to express one more thanks for your commitment to fans and the time you’ve invested in communicating with fans like me here and elsewhere. I look forward to whatever the future holds for “Castle of Heart” and wish your team the very best for this project and anything else you release down the road.
@Fake-E-Lee @rharalson I can promise there is more to come from our studio! Guys, I see no option to send you private message, would you be so kind and get in touch with us by e-mail or through our FB official profile? We would be more than happy to discuss with you few things we cannot share publicly yet. Thank you again, for your time and all feedback.
@Fake-E-Lee I hope I'm not breaking any community rules by posting it here:) Please use [email protected], this addres can also be used by other people who would like to share their thoughts or just say hello!
Hi! I found this discussion and I just want to tell 7 levels I really liked their game. I finished it yesterday, and even if it's not perfect and I can understand that many people will find it too hard or frustrating I believe the reviews are a bit unfair. After all for 15€ I got a few good hours of gameplay, amazing graphics, original idea with the hero turning to stone etc. Maybe it is a bit too hard for most people since the slow movement and the need to learn how to use weapons or avoid enemies, but after that it's not that hard really. Consider I used to finish mega man titles and similar games many years ago but most "new" players will not be used to a game with levels seemingly impossible to beat. One thing... I don't have the time or dedication anymore to find all the purple Jewels (or maybe it's too hard even for me! . Is there a different ending if you find them? Because it feels there must be something hidden and I would really like to know if that's the case but cannot find any information online. I really hope your game sells well since I can see the work you put into it and thanks for creating it.
Another important thing which I haven't seen mentioned here is that in the vast majority of cases you don't need to defeat all the enemies to continue. You can jump on an enemy to hold them in place, and you can use this strategy to shuffle enemies out of bottlenecks and then run through.
Also, there were several occasions where I was wondering how I can possibly beat the enemies in a certain section, and ended up finding a super-powerful weapon hidden nearby (electric axes, fire swords etc).
I realise this goes against consensus here, but I found the game pretty fair in its difficulty, and there were only a couple of occasions where I really started to feel like I couldn't continue – mostly the boss battles.
One thing I'd like to mention @7Levels is that it took a while to notice that the blue pickups extend the health bar as it happens so rarely – is this mentioned anywhere in-game? For those who are dying on later levels it's probably worth replaying some earlier levels to build up their health meter.
I understand what people are saying about floaty physics, but I was actually surprised how accurate and responsive the controls were for platforming, considering how floaty it looks in videos.
Overall I think (without measuring precisely) I completed the game in about 6 hours, which for the price point (and given the slight replayability factor due to the collectables) seems ok. Any easier, and it would have been too short imo. For the record, I don't consider myself a hardcore player, or that I'm particularly good at this kind of game.
@jmap Hi, thank you for your feedback! Strategy and secondary weapon is a key. When it comes to blue exp points, we did not make it clear enough counting that people would find it out on their own or read one of the tips during loadings - our fault. Our team is working hard on improvements, and all such comments are extremely helpful. All best from 7Levels!
@S-M-N Hello! Thank you for getting Castle of Heart and your opinion! We are glad you spent some nice time with the game. I don't want to make any spoilers but there is something extra when all purple gems are collected (we are not that cruel). Best from our team!
@7levels. Thanks... now I have to find them all any way the game is much easier going back since I have more life and know how to play!
@Fake-E-Lee I send the upate into the tips room, its already up. Funny you mention ATOMINE...
@Fake-E-Lee Just came to read the Castle of Heart review again after the update and saw your comments on Wulverblade. It has also received an update adding an easy mode and boss checkpoints as well as various other improvements.I really enjoyed the game but found it overly difficult and the too long between checkpoints. After playing some of the post update game today I can say they've done a great job.
@Fake-E-Lee Will go back to it ASAP. As for ATOMINE, review very soon.
@Fake-E-Lee I must admit to be very extensively spoiled by the likes of Geometry Wars 3 and Nex Machina (both games I would very much welcome to the Switch) thus my review will reflect the lack of ambition on part of the developers to fully embrace the whole aesthetics aspect of the genre.
Downloaded game post update and can confirm that update easy mode makes game very playable and enjoyable. Knight feels durable (he is made of stone right!) and responsive. Nice job 7 levels!
I realize I am a year late with this. Just saw this game on sale now and was on the fence (gaming time is more valuable than money these days) but after reading all the comments here and how the developer responded, I would be foolish to not give it a go. It surely can't be more punishing than DKC Tropical Freeze! Thanks all.
Snagged this for $1:50. And after completing the first chapter, dunno the game seems underrated to me. Good pacing and I actually like the jumping.
I have played the first two chapters and I actually think this game is pretty darn good. It is addictive when you get some good platforming/hacking going, and the hidden gems are placed in fun spots. I have to agree with a couple of the people above me, this game is underrated.
@Fake-E-Lee Thanks for all the comments here! The game came up on a sale, so, standard practice for me (it looked awesome in the trailer, but I’ve been burned before), is check NL and the comment section. Due to your continuous updates I bought the game, besides that... who wouldn’t trust Old Gregg?
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