- August 19, 2015
- Xitilon
Castle of no Escape
Platforms
About
"Castle of no Escape" is a challenging dungeon crawler where you explore a mysterious castle filled with monsters and treasures. With no option to exit, your goal is to collect all treasures and defeat the main boss, in a never-ending quest. The game is inspired by the 1986 text adventure game "Leygref's Castle" and offers a refreshing take on the classic genre. Use the Enter key to start playing.
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- The game has a nostalgic retro style that appeals to fans of old-school gaming.
- It offers a unique experience with random level generation and a few unique achievements, providing some replayability.
- The music is catchy and adds to the overall charm of the game.
- The gameplay is extremely short, often completed in under an hour, which may not justify the price.
- There are significant issues with controls and lack of customization options, making it frustrating for some players.
- The game lacks depth and can feel unbalanced, with unclear mechanics and a steep learning curve.
- gameplay16 mentions Positive Neutral Negative
The gameplay of "Castle of No Escape" is criticized for being a shallow imitation of classic rogue-like games, featuring simplified mechanics and a lack of depth. While the game is short and lacks a tutorial, players find it addictive once they grasp its mechanics, appreciating its vintage aesthetic despite the initial learning curve. Overall, the gameplay experience is mixed, with some players feeling satisfied by the end despite its brevity.
“It takes some time to understand how the game works, but once you can see the full picture, it becomes an addictive game with a pleasant vintage look and gameplay.”
“When I finally got to the end, I was pretty satisfied, even though the gameplay is quite short.”
“Castle of No Escape is a badly made, weak ripoff of rogue/hack, but with dumbed down 'consolesque' gameplay and significantly less depth.”
“The gameplay is very short.”
“There wasn't a tutorial; there wasn't a 'bunny slope' to learn the mechanics; there wasn't a flashing cursor telling you where to go.”