Mysterious Castle 1.9 & beyond ~ Pay what you want for a party tactics roguelike!

Alexios

Cores, shaders and BIOS oh my!
Mysterious Castle has been in development for some time. There are Mac, Windows and iOS versions (fixed price for the last I guess, which also doesn't seem to be updated to the latest version just yet, though I'm sure he's not about to disappoint any fans). I've been keeping my eye on it, waiting for a more stable and fully featured Windows version to be released and this might finally be it. I'm downloading the demo as I type this (since I intend to only sample the full deal by liking it enough to pay for it).

about said:
Roguelike-like redefined! This graphical adventure pits a party of characters against a procedurally generated world made up of treacherous forests, caves and, of course, a mysterious castle! Turn based combat based on (but not limited by) the award winning and ubiquitous SRD 3.5 standard provides endless tactical possibilities, as you go up against parties of Orcs, Undead, Dark Elves, Demons and more! Collect amazing items to wield in battle, study old tomes to increase your skills, and gather mushrooms to brew into powerful spells. An incredibly minimal interface devoid of the clutter so common to roguelikes lets you perform both simple and complex actions with ease. Lighthearted coffee-break combat or meticulous powergaming, the choice is yours. Fast paced, Turn based. Simple interface, Complex possibilities.

Mysterious Castle 1.9 trailer.
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the developer said:
Do you pay for things if you don’t have to? I hope so, because I’m turning down Desura so that I can offer you the choice of what, when, even if you want to pay for Mysterious Castle. I worked hard on this game, but I can’t bring myself to force payment from anyone. Perhaps its naive, maybe its stupid, or maybe it’s something else.

Maybe it’s more than idealism, maybe I believe in people.

Maybe I believe that people will support things that they like, because they’re decent human beings, not because of obligation. Maybe I hope that there’s a way to do business based on respect, my respect for you, and your respect for me. I want everyone to play Mysterious Castle. Some people will think it’s garbage, others will think it’s awesome. What matters most to me is that anyone who wants to experience this game, can. I want to share my labour of love with you.

I thought really hard about putting the game on Desura. It’s a really great service with a huge fanbase. It’d only do good things for the exposure of Mysterious Castle, hell, I might even make a few bucks. But a few months ago I told all of you that I’d never force you to pay for this game. I meant that. That said, I would like you to pay for this game. I’m not going to patronize anyone with a speech about supporting artists, or drop some sanctimonious guilt trip on your head. You all know what’s at stake. If you like something, feed it and make it grow. I’ve given everything I have to plant the seed of this game, I hope that some of you want to see it grow up into something amazing.

Do you?
I hope it is, or will become, as awesome as I hope (lol). And that he will add more payment options than just paypal/app store.
 
That's a purchase, somehow or another----don't have the device and I prefer not to have anything to do with Paypal when there are options otherwise.

I see the Indievania page link apparently supports a rough "Pay what you Want" mechanism for it----if that site doesn't use Paypal or some other nonsense then that sounds like something I could get behind. Hell, I don't even have anything on Indievania yet so this would be a good excuse to try them out.

http://www.indievania.com/games/mysterious-castle
 
2.99 on the iOS store and from what I understand it's not even finished?

Ehhh... I'll keep an eye on it. It really looks fun, and especially classic.
 
Um, yes, you can only buy via indievania or itunes atm. For me at least indievania only lists paypal as payment method. I guess it might be possible to input $0 and get by, but I'd rather stick with the demo instead of take the whole thing as I mentioned.

I started it up and the presentation and control is slick and intuitive as hell. For a roguelike. Love it, can't wait to dig in.
 
Um, yes, you can only buy via indievania or itunes atm. For me at least indievania only lists paypal as payment method. I guess it might be possible to input $0 and get by, but I'd rather stick with the demo instead of take the whole thing as I mentioned.

I started it up and the presentation and control is slick and intuitive as hell. For a roguelike. Love it, can't wait to dig in.

Crap, I didn't take it all the way through on account of being broke ATM pretty much, but Indievania doesn't have proper processors instead of Paypal? Arrgh! :/

Yeah, definitely going to wait a bit---surely something can work out. Based on his blog post, I guess it now strikes me as how it would be a "Good Thing" if Desura added support for a Pay What You Want model as they make it simple and damn proper to purchase and are already Indie-centric.
 
Yeah, paypal or free atm, just made sure. This might harm his sales. Weird too, I'd probably pay $5 or $10 if my impressions are as positive when I'm done with the demo but paypal's gonna cannibalise that in stupid fees so he'd end up with a small portion of it.
 
Still in the tutorial section. The game starts getting hard throwing many enemies at you after a point, though I'm sure I've seen nothing yet. The systems remind of D&D a little with the way spell memorising, weapon damage, etc are handled. I like it.
 
Man, that graphical style is really appealing. I love how clean it looks. I'll give this a go as soon as I get back from work tonight. I've recently been loving how many fun new indies are playable on my netbook and this looks perfect.
 
Hum, something borked and I can't load my save in the demo, it gets a lua error and won't proceed :(

Couldn't even delete it to start a new game from within the game either, had to delete the save files.

Really liked what I played of it though.
 
the developer said:
Anonymous asked: Is there some way I can pay without using PayPal? After the third and final time PayPal screwed me over (last time to the tune of $500), I swore to myself I'd never use them again. However, I really want to pay for Mysterious Castle. Will credit card payments be available any time soon? I hope to see the game on Desura/Steam soon! Hell, I'll even send you a check! Cheers!

Just download it and enjoy it! Once some other payment options are up, you can throw a few bucks my way.
I didn't ask that question but I took his advice... I hope he'll add other payment options soon. Or I'll just cave and use paypal if it seems he's in desperate need for it, or buy the iOS version. For those who only tried the demo the primary differences to the full game so far seem to be that even the beginning with the tutorials is randomly generated and you get to mix and match your party of 3 from different races, altering their base stats, etc. There are 9 premade ones you can delete and make your custom one.
 
Sigh, getting this loading game error on the full client too. And random gameplay crashes here and there.
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I guess the game is still too early in development so paying now is not much unlike kickstarting it or something.

I still intend to send some $ soon, via an actual purchase since I got it for free and I like where it's going.

It's very promising and I'm loving what I've played of it so far. It's hard too. Just fix it and add to it.

Guys, nevermind my babbling and just try it, demo or full ;)
 
It sounds like a lot of people really dislike Paypal. What payment systems would you prefer to use instead? Amazon? Google Checkout? Something else?

(As an indie dev who may or or may not be working on self-published titles in the future, I'd like to make it as easy as possible for people to give me their money.)
 
It sounds like a lot of people really dislike Paypal. What payment systems would you prefer to use instead? Amazon? Google Checkout? Something else?

(As an indie dev who may or or may not be working on self-published titles in the future, I'd like to make it as easy as possible for people to give me their money.)

Just kick it old-school with the likes of FastSpring, Plimus, BMT Micro---the likes of them alongside your Desura/Steam/Gamersgate/etc portals and all is well.

At the end of the day, I just want to use my credit card, purchase, and let that be that.
 
RPS posted about the game. And the dev was in the comments section taking bug reports, lol. And he patched it some :)
The patched versions are available now on Indievania, the demos in the sidebar are also patched. You can manually patch your current version with this full version patch and this demo patch. So what does this patch fix?
* On Windows, the delete button didn’t work. I accidentally shipped the wrong script file. All better now.
* When loading a game in which a character was holding a light source and sneaking, the load failed.

There are a couple of problems that this patch doesn’t address.
* Incompatibility with some Windows 64 Bit systems.
* Mouse pointer inaccuracy when running widescreen and fullscreen on some systems.

I’ll be posting further updates in the coming days, and will have an automated patch ready too. On a personal note, it’s absolutely mortifying whenever I get a bug report, it pains me to no end. I know it’s an inevitable outcome of trying to make a very complex game on your own, but it still scares the shit out of me. I really want to make a quality product. If anyone has any problems loading a saved game, feel free to zip it and e-mail it to me. I’ll fix it pronto.
 
I'm not entirely sure just yet but, if anyone else is getting crashes on Windows 7 64bit that appear to be random yet will occur at the same seemingly ordinary spot every time you try to go through it (of course the map is randomly generated, I mean if you reload a save just before that point and try to move to/through that same area again), I think it's the minimap display that causes them. Turn it off from the options and then you should be able to get past that point. It also seems to fix it so if you enable it again after that you should be able to freely go back and forth. Of course you may encounter more points with the same bug so it's probably best to only turn the mini map on when you're trying to return somewhere or if you get lost/move in circles, at least while waiting for another patch. This game is awesome already outside minor issues and the need for more content, try it folks :)
 
I really wish the Windows version didn't feel like an iOS port. Having to open the menus with the arrow keys is kind of miserable.

Otherwise, this seems like it could be good.
 
New info about that crash, it also doesn't seem to occur if you switch to using Open GL instead of Direct X, with the mini map still on. Again, I've only done limited testing so far, so there could be other crashing issues, but if true, then yay, there are no major issues in this build after all, though he's working on patching it anyway of course, and working towards v2.0 too. Sucks I didn't find out earlier and spent all that time saving every step to avoid losing progress, I was sure I had tried OGL before without success...
 
Bloggy post on the official site.

On topic he was also working on an auto patcher and icons that show how many action points a move takes.
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The game is awesome, I just cleared a map on easy difficulty (I was mostly checking for bugs etc, but ended up finishing it cos it's addictive, hur). It was a bit uneventful but it's probably gonna be one of the best dungeon crawls/roguelike-likes ever once it's got more content and all around better and deeper mechanics and possibilities and more of everything added in. In my opinion ;)
 
Paypal be damned, on a pledging streak so I also just sent the dude $13 CAD, for the hours I played. Can't wait to see it progress.
 
Dev blog post + funky new site.
Mysterious Castle progress is slow, but not halted, I’ve finally added a permadeath mode to make it more of a real roguelike. Now my challenge is to beat it on nightmare mode with permadeath. Actually, I don’t think that’s possible. I have a few other incremental improvements in the pipeline, notably improved sneaking interface, and possibly a fourth party member, to compensate for improved AI.
It’s more of a repository for personal and professional info. I might turn the main page into a Mysterious Castle beat-em up like the old double dragon games.
 
New difficult AI that pwns you in easy mode and increased party size (to 4) to mitigate that is coming. Yikes!
I’ve just tweaked the enemy AI some more, now the game is too damn hard. I could not get past the first battle 3 out of 4 times… and this was on easy mode! Waah!

So what to do? I’m not going to dumb down the AI, I really like the new enemy tactics. Well, I’m going to add a fourth character to the party, and some new tactical maneuvers that will help you not die so damn quickly.

The battles I fought were against Kobolds, what happens when I face new improved vampires, demons, and angels? *craps pants*
Also, new races.
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You can help name them and choose their strengths and weaknesses by posting on his site.
 
New skills talk on his site too, racial bonuses that kick in when you reach below a certain health level, applicable to the enemies as well. New version with all these recent changes I've been posting about and more coming soon :)
This next version is full of changes and surprises. I’m thrilled with some of the new tactical possibilities that these changes present. I’m also very happy with some of the much needed improvements to the interface that I’ve added. I’m not going to give everything away right now, but I’ll confirm the following:

* More dangerous AI.
* Parties can now have 4 characters.
* 6 new races.
* 2 new combat actions (they’re cool!).
* Contextual help for actions (finally!).
* A totally revised and kick-ass sneaking ability.
* The new rage and stoic passive abilities.
* Other awesome changes and additions!

I’ve still got quite a bit of testing and tweaking to do, but I hope to have a 1.10 beta out in the near future. I’m labelling this a beta, not because of program stability (I’ve fixed a few bugs that have helpfully been reported by some of you), but rather because I don’t fully understand the changes in gameplay balance that will result from all of the exciting changed happening in Mysterious Castle.

Oh yeah, thanks for the ideas, and keep them coming!
 
Another update on the status of the next version.
Hi everyone, just a quick word on the status of Mysterious Castle 1.10. Short answer is: almost done. Longer answer is: I’m almost finished adding features, and soon I’ll be in the process of testing and honing. I’ve tried to keep my feet on the ground, but have gotten pretty carried away with all my zany ideas. After careful deliberation I’ve decided that pushing out an update is better than trying to cram everything into the next version.

I’ve already spilled the beans on some of the major additions to the game, but I’ve kept a few of them close to my chest. Here’s a hint: there will be much weightier decisions in the game now. You’ve got to make choices which affect the rest of the game world.

M’kay? *wink*
Can't wait! Still...
 
It was technically released long before I made this thread. But yeah, GAF fails in acknowledging this game :(

Even though it's got a demo as well as the ability to basically get it for free if you're that cheap...

I don't get it but oh well, I look forward to the next version regardless, it sounds meaty.
 
Blindly bought the iPhone version on concept alone and to show support. I'll try out the demo tonight after work
 
From the dev.
Hey everyone! I’m back on MC development after a long hiatus, it feels good!

I’ve been busy with a lot of bugfixes and compatibility issues, and I haven’t had a ton of time to polish and improve the gameplay. I certainly have a lot of ideas, but as for what will eventually make it into the next version, can’t be certain yet.

What I have done is redesigned the spell interface, I think it makes more sense now, and the new layout makes room for up to 8 new spells. I have a pretty good handle on 4 spell ideas, but would like to hear suggestions for the other (potential) 4. Remember that I don’t want to duplicate any spells and re-skin them, so no ice-blast vs. fire-blast nonsense. So far I’ve come up with the following:

1. Cone effect spell.
2. Time bending spell, like haste or slow.
3. Life link spell, connect the health of two creatures (so many unintended consequences!)
4. Chain damage spell, like chain-lightning etc.

What other unique effects would make good spells? I’m not too keen on spells with duration, as I hate the tedium of bookkeeping, but am willing to be persuaded.

Any other ideas? I’m all ears, and if they’re particularly clever and not-too-difficult to implement, you might see them in the next release.

Cheers everyone, and one more hearty thanks for the patience and support you’ve shown me over these last few months!
Previous update also shows the universal version running on iPad.
 
Another update with a cool development.
The software architecture of MC happened largely as a result of trial and spectacular error. I’ve never worked on something with so many complex components before, many parts of the design and implementation were intuitive processes. Overall I’m really happy with the flexibility of the engine, and the ease with which I can add new features/dimensions to the game.

Today, while fixing bugs, I playfully started playing with the idea of combos, very much like ones in Chrono Trigger. So, on a lark, I decided to try my hand at a few, and to my surprise and delight, it was a process of hours, not days, before I had a fully functioning combo attack, along with the software architecture to handle complex, multi-character combo actions. Pretty fun stuff! I’ve started with the simplest of combos, the melee multi-attack, where two of your party members can deliver a single nasty attack to an adjacent victim simultaneously. I even got the enemy AI to use this attack, without much effort on my part!

All this raises the spectre of feature creep, which can both dilute fundamental gameplay, as well as create code maintenance problems (ie, bugs). I personally really like the idea of combos, it was always my intention to include them at some point, but I still need to guard against ballooning complexity of both gameplay and development. In general I’ve tried to not throw everything into MC, but rather keep each ability/feature sparse and useful. Up to and including version 1.9 I failed with some of the spells (undead and vision spells are pretty nerfed), and with skills like sneak and pick pocket, but those will be rebalanced for version 1.10. Whatever combos I end up putting into the next version, I want them to be useful and balanced.

Just something that was on my mind today! Let me know what you think of feature creep, or if you have good ideas for combos. And thanks for your spell ideas, they really got my brain jogging.
 
Liked the look of it, my first roguelike game and I'm actually really digging it so far. Thanks for the heads-up.

I unfortunately couldn't pay anything for the game yet, but now i've played it when I get some money i'll probably end up giving some to the developer.


EDIT
If anyone has tips for these type of games let me know, I'm completely winging it right now.

For instance, if a new patch/version is released how do I patch it etc when it comes?

I got the full version of the game.
 
Most roguelikes are very different, you usually only control one character and have keyboard hotkey based control. They're also usually far tougher, far more complex, with more ways to die, from traps to usable items to hunger, thirst, etc. Most utilize ASCII graphics with optional tilesets and stuff available for nicer presentation.

Unless he implements an auto patcher you'll have to re-download (not re-purchase) for new versions.

I think the most user friendly classic style roguelike is Brogue so look into that if you wanna see what the deal is.

I think Dungeon Crawl Stone Soup is a popular one. Also DoomRL, maybe ToME and POWDER.

Steam Marines is another that gives you a party and tile graphics, but with keyboard based control like most have.

Another roguelike-ish dungeon crawler I like is Monsters Den: Book of Dread and Monsters Den Chronicles.

And then there's Dwarf Fortress. Everyone's on about the building stuff but it has an adventure mode too.

Dungeons of Dredmor got some fanfare recently for being released on Steam.

But yeah, there are gazillions of roguelikes and roguelike-likes, many with their own style and fans. This site is a nice resource.
 
Another blog post, I bolded the part that makes me happy. Also you can apply to beta test the next version.
Howdy y’all. It’s been another long gap between posts, but this gap has been filled with work and progress. I’ve been fixing bugs, putting things in order, and generally making things ready for playtesting. In the process I’ve discovered some features that are a little long in the tooth, and noticed a few that could be made more interesting.

Combos may not make it into the next build. I haven’t decided yet, but the combinatorial explosion of possibilities that it has introduced makes decisions complex. Too complex? Not sure yet, but one of the things I like about MC is the simple combat. There are a pretty limited amount of things to do, but the way in which you do them is important, because the depth is provided by the ever improving AI.

The AI is there to challenge you. While you may only have 3 or 4 actions you can choose from at a given moment, you better choose the right one and perform it perfectly, because the AI will keep the game tight. A substantial amount of time is being spent on testing and improving AI behaviour, and the backend is looking cleaner. While the game has traditionally been packaged with minified (ie. unreadable) script code, the next version will expose an AI API, which will allow the few interested programmers to plug in their own combat decision making code.

Sometime in December, I will be testing Mysterious Castle 1.10. I invite anyone who is interested in the sometimes unpleasant task of beta testing to shoot me your e-mail in a question or comment. I find few things more frustrating than a good game being ruined by a bug. I’m sure you agree, and I’m sorry for the bugs in Mysterious Castle, I’m sure a few of them have ruined games. In previous versions the many were unwitting testers, in the future the willing will subject themselves to suffering, to save others.

During this difficult summer, weeks and weeks passed by without a thought given to Mysterious Castle, during the last month, there is hardly a day that I don’t work on it.
 
Mysterious Castle v1.10 is out for iOS!

http://www.youtube.com/watch?v=k2o4OKPgclY&hd=1

Mysterious Castle is a unique tactics-roguelike set in a procedurally assembled world. Take charge of up to 4 characters and lead them through an unforgiving gauntlet of deadly foes and choking mazes on their quest to defeat the evil necromancer of the forest.

- Control up to 4 characters as you explore a sprawling forest filled with caves, swamps, lakes, and castles, all procedurally assembled from hand-crafted rooms and landmarks

- Deadly roguelike combat enhanced with isometric party-based tactics elements like high ground, flanking, and environmental effects

- A wicked simple interface allows arbitrarily complex actions without the need for an FAQ or tutorial

- A dark atmosphere where stealth and magic are as valuable as a good sword

This latest version of Mysterious Castle is finally a universal iOS app and can be played in glorious VGA resolution on an iPad 2 or higher

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Universal!

Update coming soon to PC/Mac. Then I can play it.

Maybe I should make a new thread when that happens.
 
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