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TheGorondorf
I like making the pixel squares and drawing the things for the games.

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TheGorondorf's News

Posted by TheGorondorf - June 30th, 2024


Hi there y'all!


Still alive and kicking, even if my old mattress wants to split my back in half. But now it's time to get back to some good old level design, and today we are in for a rollercoaster of emotions in Level 3 of Castlevania!


Previous entries:

 Part 1

Part 2


Level 3-1

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Level 3, Castlevania, Castlevania Crypt


Ah, Level 3. I believe this is were Akamatsu and his team started to feel they could add a bit more spice to the challenge with the introduction of by far the most annoying enemy in the franchise after the Medusa Head: the Fleaman. These little rascals will jump around making the player understand the importance of being swift with their decisions in the game. Too close? That's a free hit for them. Too far? It's time to fight or flight buddy. And since they are constantly hunched, hitting them without crouching might be hard to do. However, what do we have spawning before we even take a look at the first one? Holy water! The perfect weapon against the Fleaman, and the level tells the player this by having the first one jump towards them from a higher position. And as always, WLAR applies here, as we have another one to test the practice one more time. Also, say hello Skeleton! It's your first time here, don't be shy and throw some bones before we even leave so we know your deal! What a great and iconic enemy.


Overall, a solid intro once again showcasing two new enemies that require accuracy in order to deal with them effectively. Let's see if the quality is still there after we go upstairs.


Level 3-2

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Level 3, Castlevania, Castlevania Crypt


Is this Activision making games for the Atari 2600? Because I sure see lots of pitfalls here.


I'm not sorry for that.


Here we have the bane of many Castlevania rookie players: gaps between floor tiles, oh heavens no! However, I do agree that some enemy position here may result in some frustration during the player's first attempts. Also staring at Simon high above we have the Raven, an enemy that lots of people hate if the player doesn't deal with it fast.


Same as the Ghost, the Raven targets the player's position and moves towards them, but unlike our non-corporeal foe, this pesky bird describes a small sine wave pattern and then seeks them from behind slightly faster. Or in simpler terms, it goes WOOSH and then does the WOOSH again.


I appreciate the placement of the candles in this section here a lot, as the only subweapon that spawns here is not in one of the tricky ones located close to the staircases located in the middle of the stage. Once again, the original Castlevania wants the player to pay attention to what's in front of them, and not to rush things. The candles will only offer hearts, so the risk reward is still present, but you can ignore them and still have some ammo in less risky areas.


Level 3-3

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Level 3, Castlevania, Castlevania Crypt


Medusa Heads are back in the menu! Short stage, not a lot to say here. Mind the pattern of the Medusa and push forward, nothing else to say. If anything I'd say that having the Heads spawn by the end while having a Skeleton throwing bones at the player might be a bit of a pain, but once again I get a counterargument to that from the previous stage. Why? Because the subweapon spawn was an Axe, making the final stretch of this area very straightforward. Stop making me love you so much Castlevania, come on!


Level 3-4

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Level 3, Castlevania, Castlevania Crypt


Ravens and Bone Pillars, oh boy. Another short one, but the challenge here comes from, well, nothing if you have plenty of ammo. There's a Stopwatch here that completely removes any semblance of challenge from this stage, but if the player feels like not doing that at all the foe elimination hierarchy is clear: Ravens first, Bone Pillars second.


Level 3-5

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Level 3, Castlevania, Castlevania Crypt


I think this level might trigger some war flashbacks to some readers, and for a good reason. This stretch is by far one of the most infamous ones in the original game. And it's funny that it's once again just another straight line! Ravens and Medusa Heads will be your worst enemies, but if the player still has the Stopwatch this is an easier ordeal. But unlike the previous stage, here the challenge still maintains its status thanks to the enemy placement. And in the end we will face the Mumm(y)ies, which is honestly one very straightforward challenge since it doesn't fly around like the previous bosses. Not the best ending for such a good level, but it could be worse. Hey look, foreshadowing.


And that was Level 3. We are halfway through our journey, and next level will be-oh come on it's Level 4 I hate Level 4.


Stay cool and see you in the next one,


-Ray


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Posted by TheGorondorf - June 23rd, 2024


Hi there y'all!


I'm not dead, although this heat sure as hell is trying to end me. Some quick things just to keep everyone on the clear:


  1. Baldomero's Ballad's development is going good, REAL good, but the weather doesn't allow me to work on the laptop or the pc for more than a couple of hours per day unless I want to turn into soup. Level 1 will be complete by the beginning of next week. Reminder that the game will be 6 Levels, but I want to try to make each one as polished and "fun" as I can. And hey, if it gets popular enough I will just make a DX version with extra ones and branching paths because why not.
  2. I wrote a small dumb thing for the recent Writing Jam 2024, if you didn't have the chance to read it you can do so here. I had fun writing it even if I honestly don't think it's among my best works (I also had to remove a chunk due to word limit but that's ok).
  3. The next level dissection of Castlevania will arrive next week, as I was busy the previous one with the Writing Jam thingy. I honestly don't know if anyone's interested in them, but I'm going to keep doing them regardless of the views. I mean, hey, any chance to talk about Castlevania is fine by me.
  4. I'm going to work and hopefully release another short title I'm starting development tomorrow called It Says to Wait. It's going to be on the same vibe as PLOMO in terms of being part of the "Figure it out" genre, but this time I'm not being friendly at all with its approach, so I'm going to make it true to its label. UPDATE: here's the first and only pic of the game before I release it.

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And I think that's about it! Like I said, summer as always is hitting hard but I'm managing so far. Hope you are enjoying the break (if you don't have one just kick your boss in the lower case or something I dunno) and see you soon!


-Ray


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Posted by TheGorondorf - June 16th, 2024


The Man from Bulliciosa


Prologue


”Bulliciosa? I wouldn’t go down there mister, it ain’t a place fond of strangers.”

“I didn’t ask for yer thoughts bout it old man, do you know the place or not?”

The crooked willow aimed a sigh at at the bounty hunter, knowing the outcome of the conversation if he denied the information about the town.

“You entered town from Sinner’s Rock, right? Just head southwest til you find a creek. Can’t miss it unless you blind. Once you reach it, keep on following the signals till you reach Bulliciosa.”

“Good. Best be on my way then.”

“Mister, mind if I ask you something?”

“Ain’t got all day, spit it out already.”

“Why y’all folks keep going after Buck Conrad?”

“Cause the price on his head keeps on getting higher.”

The bounty hunter dropped a dollar on the counter and headed towards the doors of the saloon. A pair of eyes pierced his back, and a voice stopped him just before he reached for the swinging gates.

“Yer just another son of a whore who don’t know better bout where’s he’s going to end.”

“Keep it quiet or I’ll let the iron speak.”

“I ain’t afraid of no armed boy.”

“Out. Now.”

The drunk man cackled at the bounty hunter’s command and steadied himself towards the main street. The orange orb was starting to descend towards its resting spot.

The shadow of the bounty hunter reached the position of the fool in front of him. The latter kept laughing about the whole situation.

The bounty hunter drew his revolver and let the iron reply the laughter of the drunkard with three loud cracks.

The first bullet lodged itself within the liver, perhaps trying to remove the alcohol from the body of the soon-to-be corpse as fast as possible. The second one went straight through his left lung, switching the clear air exhaled from the man to a solid crimson river. The last one shattered one of his vertebra, driving him towards the ground with a lack of elegance.

The drunk smile on the face of the almost deceased twisted as the light from the setting sun faded from his eyes, which rolled up with his last breath.

The bounty hunter holstered his gun and walked towards his horse, ready to head southwest.


Chapter 1


The sounds of the stream blended with the chirping of the birds near the creek in a competition to see which one could be louder than the other. The bounty hunter reached the place in a matter of days, but to him it felt like weeks instead.

As the water softly hit the sides of the stream, so did the hooves of his horse against the walked path that lead them both towards an old signpost with only one name and one direction:


--Bulliciosa-->


The bounty hunter looked at the plank of drenched wood and followed the direction of the sign with his eyes, reaching over yonder. In the distance, some specks of candlelight started to appear in what looked like a small town. Feeling his horse’s pouch light on provisions, he decided to continue following the path in order to restock.

The town that received the bounty hunter felt as soaked as the signpost that pointed towards its direction. The welcoming board on top of the main gate read ‘Barrizal’, and the gunslinger agreed with the name considering the state of the main road. The mud felt like quicksand under the horse’s steps, and the lower ends of the cluttered houses built surrounding the stream were covered in shining brown dirt. It was hard to tell at a glance where did the foundation of the buildings started and when the mud ended.

A thunder killed the curiosity of the traveler, and he sought shelter on an empty watering hole close to the other end of the town. Tears soon followed the tantrum of the sky. With a feeling of unease, the bounty hunter decided that it was best to leave the town and face the elements. Something about the place rubbed him the wrong way, and he didn’t want to stay longer to learn the reason about it.

Exiting Barrizal, he saw what looked like the wooden pole of a signpost. The sky began to ease its cries of pain as he got closer to the still guide, and completely dried out its outburst once it got close enough to it.

The sign, old and slightly burnt, read:


--Bulliciosa-→


Chapter 2


The horse’s stance began to wither after such a long time carrying his owner. Has it been hours, days, or even weeks since the last time they stopped? Nobody was there to be witness of the time they spend on the road, so it was anyone’s guess at this point. Supplies were gone for a while now, and the only natural resource at sight was the unforgiving sun watching over him, always present, always looking.

Civilization was not a reality, let alone a concept, in the lands traveled by the bounty hunter at that moment. Vast amounts of arid land as far as the eye could see were being ruled with the ruthless king in the sky, and no animal was brave enough to defy its realm with their presence.

It was hard to tell what drove the bounty hunter forward on his quest to seek Bulliciosa. The quantity offered by the poster was something that only meant that the target was someone who had made a lot of noise in its time. Yet for the love of him, the gunslinger couldn’t remember a single thing this Buck Conrad did to earn him that price over his head. Only thing that was clear on his mind was the last place it was seen at.

The bounty hunter kept on riding until his mustang started rearing, terrified at something. He tried to grasp the pommel of his saddle, but to no avail. The man fell on his side and hurt his elbow in the fall.

“You alright there mister?”

The voice behind the bounty hunter startled him, drawing his gun and pointing at the source of the question.

“Wow, easy there now, just wanted to check on you mister.”

“Where you came from?”

“We’s just travelers, me and my wife. She’s carrying.”

The gunslinger looked behind the man and saw a woman in a wagon, looking concerned about the fate of his husband.

“Where the closest town at?”

“That’d be Goldwell. Just a few days from here I reckon.”

The bounty hunter holstered his gun with a groan. The elbow hurt more than he thought at first.

“Mind if I join you and your wife till we reach this Goldwell place?”

The man nodded and waved at the wife, and the latter exhaled with relief to see his husband safe.

The bounty hunter woke up from his slumber on the back of the couple’s wagon. He couldn’t recall the last time he slept for so long, and he felt sore from it. Getting outside the shade of the vehicle’s roof, he witnessed what looked like a moderately busy town. Folks moving back and forth running their daily chores, not caring at all about the everlasting star shining above them.

“You finally woke up mister! My missus was worried sick about you and that nasty elbow pain of yours, but she sure patched you up well.”

“Mighty kind. Where she at? I’d like to thank her fore I leave.”

“She gone to relief herself, but don’t rush yerself mister, you can stay with us for a bit longer. Goldwell’s fine with folks in need of a hand.”

The bounty hunter looked at the town, and then directed his eyes towards the man that have saved him.

“Afraid I can’t stay, must head towards Bulliciosa as soon as I can.”

The look on the man resembled sadness for a brief moment.

“Bulliciosa, you said? Ain’t a good place, that town. Why you want go there?”

“There’s a bounty on a man last seen there, and I intend to collect it.”

The man clicked his tongue and looked towards the ground. His face was completely hidden by his hat.

“You still have time to go home, mister. Bulliciosa only welcomes dead folks.”

The bounty hunter looked at the man and thanked him for his kindness. After getting on his horse, he rode towards Goldwell’s exit. He turned one last time to wave goodbye to the man, and after doing so, he turned his head towards the main road of the town.

In front of him, the bloodied figure of the man’s wife clutched his face with the strength of ten men. The face of the woman began to slowly tear itself apart from side to side, as if it was an open book with flesh for pages. The bounty hunter couldn’t move, frozen in fear. The silent darkness left by the now completely empty skull of the woman was filled after a few minutes by an ascending noise coming from within the wife’s guts.

The woman slowly pinned down the bounty hunter towards the ground. The sound grew louder and louder, resembling a young calf mixed up with the cries of an infant child.

As the wailing intensified, a small hand came out of the woman’s hollowed face. The arm connected to it, riddled with fish-like eyes that twisted and spun around like flies over a corpse, followed soon.

The sight of the rest of the body of the creature could have driven the most rational of minds into a state of pure madness. Rows upon rows of tongues and teeth gnawing and clicking the air replaced what would have been the torso of the nightmare. The several arms that grew from the mouths didn’t describe a regular pattern, as if chaos was the only thing that ruled over its minuscule body.

The cries of the creature made the bounty hunter scream as well, letting the last fragment of sanity left in his body fly away to seek an explanation to what was happening in front of him. The townsfolk didn’t seem to react nor care about to the display happening at the rear end of Goldwell.

“That’s alright dear. He made up his mind.”

The man knelt down next to the bounty hunter and grabbed the creature with the sweetness of a father taking a look at his firstborn. The gunslinger was terrified to the core, and didn’t know what to do other than staring at the man and the creature between his arms.

“If ye want to reach Bulliciosa, just head south from here. Just follow the signs mister, ye cain’t miss it.”

And with that final sentence, the man left the carcass of her wife on the ground and carried himself and the creature towards the flow of people in the main road of the town, fading in plain sight amidst the crowd.

The bounty hunter followed the two strangers with his wide open eyes until he couldn’t see them no more. The crazed gunslinger blinked once and, by the time his eyelids rose again, there was no trace left of the busy town of Goldwell.

He started to turn his head around looking for an explanation, and the only answer he received was a distant sun that decided to yield the celestial throne to a new moon.

“This ain’t real, this is all a dream…”

The bounty hunter slapped his face, wishing to conclude this nightmare of a journey. Standing on the edge of insanity, he decided to try to truly wake up by reaching for his gun. The empty holster met a twitching set of fingers that tried really hard to grab something that was no longer there. The unarmed gunslinger sat down on the ground and broke into tears.

The thinnest thread of sane thoughts woke him up from his despair and told him to look forward.

Once he did it, swear words filled his lungs andmouth.

In the near distance, a wooden pole grew from the land with a single plank of oak attached to it. With no other available plans on his mind, the bounty hunter stood up and walked towards the signpost. On the plank, the painted letters simply read:


-Bulliciosa--


Chapter 3


The bounty hunter was at the verge of exhaustion when he reached his destiny. His horse was gone, and with it his gear. Day and night, his legs were moved by the goal of reaching Bulliciosa and nothing else. He cared not for the reward for that bastard’s head, as he even forgot what the bounty’s face looked like. But as his body began to give up on the struggle, his mind kept on leading the way towards the end of his journey.

Over yonder, he spotted the silhouette of a town.

It had to be Bulliciosa.

Gathering the last remains of energy left on his frame, he ran towards the vision. Not paying attention to the road, he tripped and hit his right temple against a sharp rock. Blinded by his own blood, he crawled like a soul trying to flee from hell, growling and repeating to himself time and time again that he was going to make it.

And so, once he reach the entrance of the town, he was too blinded by the dirt and the blood to be able to read the name of the place.

Before passing out, he saw a couple of boots walking towards him.


The gunslinger woke up on a mattress made out of straw. He had been placed in a room poorly lit by a single candle. The source of light didn’t have more life on it than a couple of minutes.

The bounty hunter tried to stand up from the bed, but something felt wrong about his lower torso. He tried to move his legs, but there was no reaction. He started to punch and hit them, and the dread and horror grew with each strike. He couldn’t feel his legs at all.

The last glimmer of hope left his upper body at the same time as the wick of the candle decided to give up on his duty.

The darkness consumed the room, and an almost complete silence rode along. There was nothing else for the bounty hunter to do but to throw himself at the hands of fate.

A sound broke the quietus of the place soon after, a noise that could have easily been made by a large beast. The bounty hunter felt the air of the room growing denser.

“What are you doing here?”

The sentence almost made the bounty hunter’s ears burst, as the tone of the voice was so deep and grave that the foundations of the room began to shake.

“I… I just want to reach…”

“Bulliciosa, I know. Every damn fool always wants to reach that town.”

“Is… Is this Bulliciosa?”

“No, it is not. This is Caridad.”

For each word pronounced by the voice, the inner organs of the bounty hunter felt like they were about to explode due to the pressure.

“What have you done to me? Why can’t I move?”

“I am not the one you should aim your anger at. I just wanted to talk with someone for a change.”

“Are you… Buck Conrad?”

The voice didn’t answer.

“Are you going to kill me?”

There was no reply to the answer.

“Why don’t you answer you son of a bitch?!”

“Because I don’t owe you answers.”

“Damn you to hell, you hear? DAMN YOU!”

The man hit the floor with his closed fist twice and began to cry.

“I told you, I am not the one you should be angry at. How many times are you going to do this?”

The bounty hunter kept his tears on the ready, but his despair slowly turned into anger.

“What are you talking about? I ain’t been here before til now!”

“You were told to follow the signs, this is all your fault.”

“I followed the goddamn signs, I followed them all!”

“And time and time again you will try to follow them, but you will keep on reaching the same point.”

“I told you, I ain’t been here before!”

“I am not talking to you, boy.”

The bounty hunter’s mind began to crumble into pieces. He couldn’t hear anyone else in the room with him aside from the breathing of whatever was addressing him.

“You did this to him. And time and time again you’ll do the same mistake. Just learn when to quit, will you?”

With these finals words, the breathing that filled the air of the room ceased, and the only thing left next to the darkness was the cries of pain of the bounty hunter.


Epilogue


It was a hot afternoon at the saloon that day. The swinging doors barely moved, as nobody wanted to face the unforgiving sun that was shining hard outside. It was easier to hide under a bottle of whiskey.

The old bartender was looking at the main street of town with tired eyes. The cup he was holding was clear as the sky that morning, yet he kept cleaning it just to keep his mind busy with something to do.

The drunk man on the corner and his half-emptied bottle of rum were the only sights of life at that hour of the day, and it was at times like these that the barkeep wished to be somewhere else.

“You keep on looking you gon break them windows with yer sight old timer.”

“Was that?”

“I says you gon get your eyes all tired if ye keep looking like that. Maybe nothing won’t come round this time.”

“It ain’t no fighting against that, it’s going to happen no matter what.”

“Well, I raise the glass for it to be swift if it does happen.”

The drunk man raised the shot of rum and spilled half of it on its way to his mouth.

Giving a look of concern to the poor fellow, the bartender returned the windows of his soul towards the ones in the saloon. In the distance, the figure of a man riding a horse approached towards the place. The owner put the glass away with little to no joy in his demeanor.

The doors of the saloon were opened by a young man. He had the eyes of someone driven by a clear goal.

“What’ll it be, mister?”

“Whiskey. You know this area well?”

The bartender poured a glass and offered it to the young man.

“Sure I do mister. Looking for any place in particular?”

“I’m looking for a man named Buck Conrad. I’m here to bring him to justice.”

He drank the content of the glass in one quick motion.

“Conrad? Heard about him, but he’s not from around.”

“He was last seen in a town called Bulliciosa. You know where it is?”


* * *

Word count: 3159

Prompt used: Showdown

Thanks for reading!


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1

Posted by TheGorondorf - June 9th, 2024


Door!


Transition :D


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Doors,


Transition


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2

Posted by TheGorondorf - June 8th, 2024


Summer is here and I hate the heat, let's just get this done shall we? Good.


(This is part 2 of a 6 part in-depth analysis of all the levels of the original Castlevania. You are encouraged to read Part 1 if you haven't already).


Level 2-1

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Level 2, Castlevania, Castlevania Crypt


If Level 1 was a superb introduction to this wonderful game, Level 2 is like the middle brother on a family of 3 siblings: it's just fine. With this layout, the reaction intended for the player is as straightforward as it gets: get up. However, one mechanic is introduced yet again in order to see how attentive the player is: breakable walls. But what's this? There's nothing here! Well that was odd, I'll just keep going up then.


And here's where breakable walls show that theses are just some Nintendo Power secrets, and the player is not really encouraged in any way shape or form to discover it by themselves, as there's NOTHING that tells them "if you stand for a bit on the empty space left by the broken blocks you'll make a crown rise from the floor". Some people like playing with guides, others prefer to try for themselves. But old school sure as hell enjoyed keeping things written on magazines.


Level 2-2

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Level 2, Castlevania, Castlevania Crypt


I love the Spear Knights. They are so useless. Now don't get me wrong, they try their best being a small damage sponge to showcase that not everything goes down with one single crack of the whip, but they really don't shine that much until their Axe Knight cousin appears and steal their thunder. But let's focus on the layout, which is bringing back that lovely aspect of Watch, Learn, Adapt, Repeat WLAR (from now on). We start from the bottom only to have to WHAT'S THIS?! GOING LEFT IN A GAME FROM THE 80s?!


Yup, not a lot of people talk about it but Castlevania was one of the first 2D platformer titles that encouraged the player to sometimes go left instead of right. Oh, how the times have changed... But indeed, we need to move towards the left and we see some new jumping challenges, using that term as friendly as I can since the game's not pushing you really hard to failure in this stage. Jump to avoid getting hit by the Spear Knight, avoid the lovely bat, and jump two more times to reach the end. I wonder if that moving platform will make players rage to no end in the next stages... Oh well!


Level 2-3

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Level 2, Castlevania, Castlevania Crypt


Welcome to hell kid, you got a front row seat to watch the Medusa Head torture your soul for years and years to come! This infamous evil-doer's sine movement (going up and down creating a wave-like pattern) has been the bane of many people's childhoods and adulthoods throughout the franchise's history. In its first installment I'd have to say that it's not as bad as people make them, but one main reason that the game is teaching the player here is that you don't have to kill every enemy you have in front of you.


Medusa Heads work like the Ghouls from Level 1, as both have hidden spawning triggers that get deactivated once you reach a certain area of the level. That's why you can waste time and sanity trying to hit them, and you'd be better served getting inside their sine pattern in order to avoid confronting them (or try playing bold instead and do a jump attack towards them once you figure out the pattern, both ways work).


Quoting talented pixel artist and former mentor of mine Thomas Mc Closkey: "games are better when they are a straight line!", and as per usual he's right. In this case, we have a complete stretch with barely no incentive to release the left button other than halfway through to just do a small jump with little-to-no risk involved. Overall, a solid introduction to an iconic enemy.


Level 2-4

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Level 2, Castlevania, Castlevania Crypt


I've seen people complain a lot about this section of Level 2 and I have to ask why. No, seriously, why? Sure, you have to deal with some Medusa Heads at first, but as long as you don't stop you can just breeze through them, which is what the game is encouraging the player to do. Don't stop, remember? And by now you should also be used to the stiff movement of Simon, as well as his fixed jump arc. Take your time, get some wall chicken (placed in kind of a smart way, as the location of the blocks might trigger your curiosity and want you to hit them, but it's ok if you also think this is a stretch), and keep moving forward towards the moving platforms by ignoring the candles.


See one thing I also like about the candles is that they are a wonderful way to act as both traps and rewards for the player. Here they are located in places that will risk the player's life if they try to hit them, making them second guess next time they see them. What an iconic element, you can't just not love them!


And speaking of candles and traps...


Level 2-5

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Level 2, Castlevania, Castlevania Crypt


Fun fact: did you know subitems are the best feature in a game since the invention of the jump button? Exhibit A: the spike traps can be stopped with the stopwatch present in the previous level. But ah, careful with those candles again, because that Holy Water might end up forcing you to be more patient in your approach. But as with most bosses in this game, the choices might end up giving you and extra advantage against the level's boss.


Past the spike traps, we are going to meet two enemies that can become either really easy or a pain to deal with depending of the player's skill and whip level. The tiny Specter will follow the player slowly but surely, forcing the player to stop and destroy it before it can become a huge nuisance. Going upstairs we meet the second new enemy: the Bone Pillar. Static, solid as a stone wall and always placed in the most dreadful locations, these enemies are better dealt with by not only hitting them but their projectiles at the same time. The timing might be hard to get used to, but once mastered the player will once again return to WLAR and focus on moving forward. Very very solid stage this one, small in size but lots of things to learn and take into consideration for future levels!


Level 2-6

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Level 2, Castlevania, Castlevania Crypt


Medusa Heads and a straight line heading towards the final boss. Keep this layout fresh in your mind, it will become important later. Since I don't want to spoil anything, I'll just say that this path towards Medusa herself is teaching the player something that they won't notice until later in the game. And regarding the Queen of Stares, I've been abusing the Holy Water trick for so long that there's not a lot I can say about her battle (Holy Water in the original Castlevania is broken against almost everything). I mean, you can even humiliate her even more if you have the Stopwatch, as she's the other boss affected by it, first one being the Giant Bat.


And thus, we reach another part of Dissecting Castlevania. Overall, Level 2 gets a lot of hate from some players for honestly not very well justified reasons in my opinion. Fingers crossed Level 3 manages to ramp up the challenge a bit more!


Have a great weekend,


-Ray


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2

Posted by TheGorondorf - June 1st, 2024


Small weekend update to announce that I've finished drawing the entirety of Level 1! Next week I'll start testing the full level to see if I need to tweak things here and there in terms of design. Small peek:


iu_1213854_4097402.png


What? I said small.


If you are interested in supporting both Baldomero's Ballad and my wallet make sure to support me on KoFi or ask for a commission! I have 3 slots available, so now's your chance to get a pixelated piece of your favorite thing.

Enjoy the weekend!


-Ray


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4

Posted by TheGorondorf - May 30th, 2024


Hi there folks!


Here's the first of the last series of updates and blog posts I'll write about Baldomero's Ballad before releasing the game (don't want to spoil the fun by showcasing the entire game secrets before I finish it).


Introduction


When it comes to making games, you can just go grab a simple concept and make it fun and loopy so as to engage the player to keep them, well, playing. Good examples of this approach are roguelites and roguelikes like Binding of Isaac, Enter the Gungeon, Hades, Dead Cells... But the biggest two detractors I find in this genre are repetitive layouts and gameplay focused on luck rather than skill. Mind you, I'm NOT saying these are fully negative points, they work for the genre well since it makes you have that good old "ok one more run".


You also have games that are more focused on making tight and precisely handcrafted levels for the player. You have your metroidvanias (or Exploraction games as I will start calling them from now on, "search action" is too boring sorry), your platformers and many many other genres. Guacamelee STCE, Prince of Persia The Lost Crown, Castlevania, you know the ones by now.


But no matter what type of genre you want to aim your game towards, one thing has to always come to mind if you want your game to stand out: a solid level design! And since today is the last post, I will talk and analyze every single level of the original Castlevania for the NES. Why, you ask? Well, people tend to praise the franchise a lot yet not a lot of folks out there actually talk in depth about one of its most important aspects: the level design. And hey, if people enjoy this enough I'll be glad.


Level 1-1

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Level 1, Castlevania, Castlevania Crypt


What we have here is a very solid introduction to the game. A quiet, completely free of enemies area that allows you to get used to the controls. Simon is stiff as a stick, and you better understand how he moves around in the safest way possible. We also find some key elements that will continue throughout the entire game.


Hearts showcase that they don't provide health (we start with full HP, so there's no way the player will make that mistake) but ammo, but the player doesn't have anything that consumes it. And boy, that whip sure is short. If only there was OH HEY, LOOK. An upgrade to the whip! But this just changed the sprite, size feels almost the same. Oh well, the player continues breaking the next fire pot thingy and look again, another whip upgrade! Oh wow, now THIS is what I call useful! The player understands that there are power ups for their main weapon, and the immediate feedback of seeing the whip extend that much will make the player feel untouchable at a reasonable range now.


Now, I'd say that the last candle position is not placed in a very nice place to experiment with. Since it's the closest one to the door, a player might run into the risk of venturing forward to the right, triggering the switch that locks Simon into his walking animation in order to enter the castle. But regardless of that, it gives us the worst of the sub weapons: the knife. The knife was design for you to AVOID IT. It's rate of fire is slower than just using the whip, it deals the lowest amount of damage and it's just there for you to pay attention. Speaking of which...


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Level 1, Castlevania, Castlevania Crypt


Foes?! already?! But I just entered the castle! And THIS is the moment in which Castlevania showcases its most important lesson:


Watch, learn, adapt, repeat


We have three ghouls coming towards the player, and the reason is going to tell them to use the whip. And wow, almost obliterated all three of them since they are walking so close to each other, that's great! The player can't stay still though, as they constantly spawn after a few seconds. But ah, here's one thing not a lot of people know about the enemies in the original Castlevania: not all of them do this!


Enemies in this game appear as long as the player resides within a spawning area. Once the player leaves said area, you can take a break and breath for a while. But Castlevania doesn't want you to stop for a long time, and that's what you have the timer constantly ticking on the HUD, telling you to hurry up. Will you ever run out of time on a stage? Highly doubtful considering the length of the levels, but it's another way to add pressure into the player. If we continue, we see our greatest enemy in the entire game: stairs! Now, stairs will be better introduced in future entries, but for now it works fine enough. We can take a higher or lower path, having ghouls on the floor and panthers on the upper story. Don't worry about the panthers though, you'll never see them again after this. And as we continue, we are forced to take the stairs to reach the door. Close to it and spawned from a candle, we have a Rosary, which works as a screen nuke. Useful for sure and present in almost all the Classicvania games, but not really something the player will beg for it as long as they have confidence in their skills.


As you've seen, we have tested the most important lesson multiple times already: the player has witnessed the stairs, learned about how to use the stairs, adapted to its usage and then repeated the action in the end to confirm that the player knows indeed how to operate the most infuriating thing to code on a game ever. FUN!


Level 1-2

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Level 1, Castlevania, Castlevania Crypt


Well cover me in green paint and call me Shrek because this one has layers, just look at this beauty! We are now introducing the player to a lot of things, so I'll go slow with this one. Starting with the obvious: pitfalls.


Up until now our jumping skills have not been tested in a risky situation. Enemies send you backwards once you touch them, so you tend to attack first rather than try to jump them (remember, the ghouls appear in groups of 3, so you can't jump over them. The panther placement is not that well made since it blends with the background but, again, nobody cares about the panther for a reason). But here? Here we HAVE to jump if we want to keep moving. But ah, not so fast bold player! For you have in front of you the dreaded Fishman, a creature that jumps in front of you from the depths and shots fireballs if you don't end its life fast enough. But here's the key word: in front of you. Fishmen will never spawn close enough for you to get hit by them, and you can react with enough spare time here.


We are also presented here with a new subweapon: the stopwatch. This one acts more like an extra help for the player that might feel overwhelmed by the enemies, as it allows them to freeze them in place for a few seconds. Not the best since it doesn't really work against bosses with some exceptions, but helpful nonetheless.


Now, we have two hidden things in this stage, and the one I know was intentional for a fact it's actually taught worse than the one that was probably a happy accident. Let me show you:

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In this ledge right here, there's no invisible boundary, so the player can jump over it and continue towards the door to the right. But the ledge's too far for the player to reach it, and too high as well. Addressing the intentional feature, you could say that the placement of the tiles here might strike (pun intended) odd for the player, but that really doesn't showcase that it can be destroyed. Again, future titles do this better by putting either a candle next to the wall or an enemy, but considering these are really valuable items to acquire (health is the most important thing in a Castlevania game after all) I won't really bash it that much. But now, to the happy accident.


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If you stay on the left side of the platform above the hole in the wall, you will find out that the bat spawning boundary will make it so as the bat will spawn from the left side of the screen if Simon sprite is looking into that direction. And then, if you use the knockback of the bat into account and touch it while its flying where the candle over the staircase is located, the knockback will send you to the upper area of the ledge, making you skip the Fishmen area completely.


Speedrunning techniques are sometimes not taken into account while making a game (and let's be honest, I love this game to death but I doubt this was planned), but a good level design allows them to be pulled off even if it wasn't part of the main path. That's the beauty of making games after all: doing something only for people to find different approaches to it. Anyway, almost at the end of Level 1!


Level 1-3

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Level 1, Castlevania, Castlevania Crypt


Final stretch towards the first boss of the game: the Giant Bat! Here we are introduced to one of the most useful subweapons: the axe. Its arch is best tested against the boss of the first level, as its air movement makes it hitting it with the whip quite cumbersome. Also the Gold Potion, which is so forgettable that I completely forgot about it.


The Giant Bat it's probably the easiest boss in the entire franchise, and one of the most iconic ones for sure. Sure, it doesn't have fancy moves or really dangerous moves other than fly towards the player and perhaps throw a fireball if you linger for a long, long time without dealing damage to it, but a nice boss nonetheless. Also quite the smart use of a fake door in order to make the player think it leads to another stage.


And with that, you slay the Giant Bat and obtain the Red Orb, which heals the player to full HP and exchanges your hearts and time left into the score counter.


And that was the very first level of Castlevania. Overall, a very solid introduction to the mechanics and gameplay for the player, and a good example of what happens when you spend time and effort into creating well crafted areas and enemies.


Tune in next time for Level 2!


Have a great week,

-Ray


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Posted by TheGorondorf - May 23rd, 2024


Hey there folks!


The Baldomero train is going hard and fast once again. Here's just a tiny peek at the very first thing you'll see in the game:

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As I said previously (I think I did at least), I'm going to keep things as old school as possible, and that comes with the sprites and tilesets too. Sure, I could take the path of every indie retro game ever nowadays and make an old school game with ultra highly detailed pixel art but I honestly couldn't care less about that. I'll take my palettes ugly as sin and my squares chunky and gamey thank you.


Small update this week, but an update nonetheless.


Stay cool and enjoy the weather before the Sun remembers it needs to return hard this summer,


-Ray


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Posted by TheGorondorf - May 19th, 2024


Hi,


I want to divert your eyes towards these 2 small icons for a second:


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You played the OG Castlevania, you know what those are. If you haven't, that's just a power up featured in the original game, Dracula's Curse and Super Castlevania IV (and Chronicles but come on that's a remake of the first game don't be one of those people). This basically allows you to use an equipped subweapon in your prosession (it's been a long day let me make outdated jokes) more than once before you have to wait for it to stop being on-screen. Are we all now in the same boat? Yeah? Great! Now please stare at this set of events:


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That's the sequence of events for the Fire Bomb subweapon. And it's because of this wonderful, WONDERFUL sequence of events that I'm going to remove the Double and Triple Shot from the game. Why, you might be wondering?


BECAUSE I SPENT 3 DAYS TRYING TO UNDERSTAND WHY IT'S NOT WORKING AS INTENDED THAT'S WHY.


You see, sometimes when people enjoy rummaging around game files they find stuff that makes them wonder "hmm, I wonder why this was not included in the final game?" and then they start making their own conspiracy theories about it. Well, not with this dev trust me. If I remove or discard something from any of the projects I'm working on, I want to be as clear as possible with the people that will be playing my games. I think it also helps folks understand that making certain features in a video game is not as "simple" as they believe. Again, see any of my posts regarding stairs.


Small update just to give you a heads up about how sometimes you think you have everything figured out only to say "hey, I wonder why I didn't try this before?" and then have to scrap everything in order to make things work. You can always learn from mistakes though, so try to keep it positive if you ever have to deal with something like this.


RIP Double and Triple Shot, I won't miss you that much (but the players will, I guess?)


-Ray


PS nevermind I fixed it yay :D


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Posted by TheGorondorf - May 17th, 2024


Hi there folks!


First things first, I really appreciate the feedback and support that PLOMO is getting out of nowhere recently. Feel free to share the game around whether you liked it or not, I always enjoy reading people's opinion about it.


In regards of Baldomero's Ballad, development is going slower than I thought and I have to say that there's nothing or nobody else to blame but myself for that. Seeking a job that pays decently and doesn't turn me into a blob of anguish is harder than I thought, but procrastination it's all on me and I'm definitely not going to allow it to take control. So yeah, sorry for taking so long to make the game, no excuses about it. I'm getting my stuff together.


In other news, the lovely and chill spring leaves my hometown to lead summer and its warmth inside. Now, I don't know if you are familiar with summer in Southern Spain, so let me write a short song about it:


I hate summer in here.


The heat gets quite unbearable around these parts, and that means PCs and hardware in general go into nuclear ballistic missile being fired mode. People too, but that's not as enjoyable to witness. Regardless of it, I will continue working on BsB, Terroke animations are finished and ready to be added and I just need to tweak some mechanics a bit more (because as you should know in the lovely work of game development, when you add 1 thing that works, 150 previously working things will break for no apparent reason at first until you find out the conflictive event).


Oh, and happy Pico Day! I'm REALLY mad that I can't go to this year's meetup but if everything goes swell I'll be able to start attending stuff in the US with more frequency next year. Make sure you enjoy the lovely time with amazing folks from Newgrounds and to spread the love always present in the website.


And that's pretty much it! I'm still working in the game, still looking for a job, and still bald. The cosmos maintains its natural order.


Have a great weekend and stay cool,


-Ray


PS here's the best thing you'll ever witness in your life and my sad pup Eevee. No reason for it, I just like sharing them around.


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