
This is a simple old school dungeon crawler. It's made completely by one person - me, who is a fan of dark fantasy games, adventures, dungeons and dragons! Gold Edition means the game is complete with all additional features and items. It also offers new in-game economy based on the gold you collect
Modeled estimate, not a reported figure. How we estimate →
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About
Ghoul Castle 3D is where the swords clash - it's a first person souls-like realtime dungeon crawler featuring some arcade mechanics. Explore and find a way out of the deep labyrinths of this forgotten place.
Fight vampires, skeletons, giant spiders and other creatures of the underworld in close melee combat. Defeat the evil Duke, who’s possessed by the ancient curse. Clean the castle from this heresy and free the lands from dark forces!
KEY FEATURES:
Atmospheric detailed environments
Vast labyrinths to explore
First person view real-time action
Intense melee head to head combat
Oldschool gameplay just like famous retro shooters
Upgrade your armour by progressing through levels
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Japanese*, Russian*, Thai**languages with full audio support
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h3]RANKING:[/h3] [table] [tr] [td] [h3][strike]AVOID | LACKING[/strike] | [b]MAYBE[/b] | [strike]WORTHWHILE | COMPELLING | UNMISSABLE [/strike] [/h3] [/td] [/tr] [/table] [h3]SYNOPSIS:[/h3] [table] [tr] [th][b]WHAT TO EXPECT:[/b][/th] [/tr] [tr] [td]Ghoul Castle 3D is a minimalistic, FPS dungeon crawler with a rogue-lite format, real-time combat and arcade mechanics. Players take a warrior on a linear journey, to fight a small menagerie of opponents using only melee weapons. Power-ups, health, keys, weapons and shields can be collected in order to prepare to face end-of-level bosses. Made in Unity by one person, the game has a recognisable asset-made aesthetic, retro feel and is single-player only [/td] [/tr] [/table] [table] [tr] [td][b]STATUS:[/b][/td] [td]Released. Support is promised by the dev in the comments [/td] [/tr] [tr] [td][b]AUDIENCE:[/b][/td] [td]For fans of casual, short, retro dungeon crawlers with a rogue-lite format [/td] [/tr] [tr] [td][b]VALUE FOR MONEY:[/b][/td] [td]The price reflects its passion project status, lack of content and limited mechanics. More than fair [/td] [/tr] [tr] [td][b]REVIEWED USING:[/b][/td] [td][b][/b]Intel i5 6600 3.3GHz, 8GB RAM, GTX970 @ 4GB 1920x1080 windowed, EVO850 SSD [/td] [/tr] [/table] [quote]Follow [url=https://store.steampowered.com/curator/32732116-IndieGems/]IndieGems[/url] for more reviews like this one.[/quote] [i]More info below....[/i] https://steamcommunity.com/sharedfiles/filedetails/?id=2859045806 [h3]BREAKDOWN:[/h3] [table] [tr] [td][b]THE GOOD:[/b] [/td] [td] + 9x multi-level maps, well-crafted from pre-fab environments which are atmospheric, but look identical + Fight a small number of different enemy classes that use some fine looking models (vampires, spiders, demons, knights, skeletons, shades and a few more) + Varied musical score that is a good fit for this level of game + Good language support (6x) [/td] [/tr] [tr] [td][b]THE BAD:[/b][/td] [td] - Can only play one pre-determined melee geared class - Only one type of melee action and associated blocking/parrying mechanics provide the same method of attack used in every encounter - Enemy behaviour is rudimentary with no parry, block, a lack of awareness and a lack of teamwork - The store, in-game economy and items are lite in composition - The tutorial is essentially an info screen for controls - Keys and gold are non-persistent between levels. Only the best shield and weapon carry forward to the next level. Health is also reset on a restart [/td] [/tr] [tr] [td][b]AND THE REST:[/b][/td] [td] * Combat actions are a mix of: charge attack, backstabbing, bash/slash, block/parry/retreat, then regain stamina. Rinse and repeat * Other actions include: move, open doors, or use potion * Upgrades across the game include: current melee weapon and shield, and; attack, defence and health stats * Progress is only saved at the very start of a level, so players can jump to any level on a restart * Trader can be used to purchase 6x strategic items but there are only available from the main menu at the start of a session * Steam supports: achievements only * No problems were experienced with controls [/td] [/tr] [/table] https://steamcommunity.com/sharedfiles/filedetails/?id=2858257473 [h3]OBSERVATIONS:[/h3] [table] [tr] [td][b]HOW DOES IT PLAY?[/b][/td] [/tr] ːfssnipeː The game is short with only a few hours of play needed to complete its content. Some achievements demand replaying the game at least one more time, maybe more. ːfssnipeː It can be played from start to finish, but is not persistent when reloading/restarting from a checkpoint. Current weapons, health and gold carried are reset. ːfssnipeː Gameplay is rudimentary belying its passion project nature. Combat, enemy behaviour and mechanics are all very basic. There is only one attack type. ːfssnipeː With only melee combat implemented, encounters are shallow and a question of slashing / bashing, charging attacks, dodging or backing-off, blocking or parrying and recouping lost stamina. ːfssnipeː Levels look nice, but very much the same and possess a good amount of repetitiveness in their design. Only the last two maps stand-out in the slightest. ːfssnipeː The arcade mechanics of finding and picking up power-ups, allow for the augmenting of the characters and encourage exploration of the maps. [tr] [td][b]LEVEL OF CHALLENGE[/b][/td] [/tr] ːfssnipeː For a rogue-lite the game is pretty easy due to a lack of very limited enemy behaviour ːfssnipeː Enemies are only challenging to casual minded players. ːfssnipeː The achievements that require playing without a shield or not getting hit during a run seem like the only requisite for using items ːfssnipeː The bulk of achievements are completion related and also demand replaying the game ːfssnipeː There are more than enough power-up and health drops to keep a player alive for a level, unless too many mistakes are made. This will be difficult even for the most novice of players to achieve. [tr] [td][b]ENJOYMENT FACTOR[/b][/td] [/tr] ːfssnipeː The combat was too shallow for my tastes. Limited mechanics really hurt its gameplay. ːfssnipeː Finding power-ups to augment the character encourages effortless exploration of the dungeons. [tr] [td][b]QUALITY LEVEL[/b][/td] [/tr] ːfssnipeː The game uses assets from the Unity store, but there has been little or no attempt to customise them. ːfssnipeː The levels may not be very big but they are well designed and put together. ːfssnipeː The animations are solid, but given the game's limited mechanics not many in number. ːfssnipeː The shop and economy system seems to have been put in as an after-thought. Items to purchase are too few in number and virtually inconsequential when playing the game. Probably best used for achievements. ːfssnipeː The soundtrack was a highlight and one of its best features. A perfect fit for this game. [tr] [td][b]WHATS LACKING?[/b][/td] [/tr] ːfssnipeː What content is there is fine, but GC3D needs a lot more across the board to make it stand out in the crowd of other RLs. ːfssnipeː A few more basic melee attack types to vary combat are much needed. Shield bash or weapon stab could be done rather easily with existing functionality already there. ːfssnipeː Enabling better enemy coordination where multiple enemies are in the room would not go amiss. ːfssnipeː More and different weapons, especially ranged ones with limited ammo, would add another dimension to combat. ːfssnipeː Adding a few secret areas to maps would help prolong interest in playing the game. ːfssnipeː To increase the desire to replay it, it could do with a 'full' New game+ mode, that retains the player's stats and, randomises enemies and the location of power-ups. [tr] [td][b]IS THIS FOR ME?[/b][/td] [/tr] ːfssnipeː If you are after some quickly forgotten real-time combat for a budget price, this could be a good match. ːfssnipeː It is a game that can be completed in a few hours and where 100% achievement completion will take maybe double that. [/table] [table][tr] [td]For more [b]BREAKDOWN & OBSERVATIONS[/b] check out this link:[/td] [td][h1][url=https://steamcommunity.com/groups/TheIrregularGamer/discussions/0/3432327323078475386/]Full Review[/url][/h1][/td] [/tr][/table] https://steamcommunity.com/sharedfiles/filedetails/?id=2858257652 [h3]VERDICT:[/h3] Ghoul Castle 3D could be the platform for what might become a really involving rogue-lite. Despite its use of assets and unvaried combat, it has a charming ambience, is well-made and demonstrates the shoots of potential that hint at what it could become. Yet it needs a lot more work and is missing the amount of content and the additional functionality to take it to the next step. Given the price and lack of issues I would 'just about' suggest it as [b]MAYBE[/b] something to consider. [quote=]Thank you for reading. | Follow my curator[url=https://store.steampowered.com/curator/40556040-The-Irregular-Gamer/] here[/url].[/quote]
[h1] "НУ ВОТ КАКОЙ ИЗ ТЕБЯ ВАМПИР? ТЫ СЕБЯ ХОТЬ В ЗЕРКАЛО-ТО ВИДЕЛ?" (С) [/h1] https://steamcommunity.com/sharedfiles/filedetails/?id=3753882745 [u] [b] ๑۩۩๑ СЮЖЕТ И РАЗРАБОТЧИКИ ๑۩۩๑ [/b] [/u] Знаете, уже не раз замечаю - когда игру делает один разработчик, и много пишет о том, что "я делал игру один", "это мой passion-project", и блаблабла в таком же духе, зачастую этим хотят либо набить себе цену, либо, что куда чаще - подстелить соломку. И ладно бы еще такие сыроватые пробы пера публиковались на игровых площадках бесплатно - так нет, мы же еще и денег за это хотим! В таком случае, думаю, стоит быть готовым, что раз проект продается как полноценная игра, то и судить её стоит соответственно. Вот что-то подобное имеет место и в данной игре, разработанной, как понятно из страницы в Steam, неким Степаном Вахтиным. По сложившейся традиции, хотелось бы начать с разбора сюжета. Так вот - его тут нет. Всё что тебе нужно знать - ты рыцарь, который невесть как оказался в непонятном замке-небоскребе с кучей этажей. Этажей, каждый из которых тебе придется методично зачищать от совершенно разнородной нечисти - от рыцарей-отступников и летучих мышей до скелетов и ящеролюдов. Вампиры, собственно, тоже будут, но лично мне показалось весьма странным, что главным боссом в Ghoul Castle мы в итоге побеждаем громадного жирного демона. Ну да ладно, какие ассеты были в бесплатном наличии, то мы и вставили, что Вы придираетесь-то? Одним словом, по части истории игрока ждет безжалостный привет от игр 90-ых в стиле "Что положили, то и жри". И на том спасибо. [u] [b] ๑۩۩๑ ГЕЙМПЛЕЙ ๑۩۩๑ [/b] [/u] По словам разработчика, игрока ждет самый настоящий dungeon-crawler в стиле souls-like. Безбожно кривя душой, мы, конечно, сделаем вид что согласились с этим утверждением, однако по факту перед нами типичный action-слэшер. Управляя героем-рыцарем от первого лица, мы перемещаемся по "коридорным коридорам" (уж простите, я по-другому не могу назвать то, что здесь зовется "уровнями"), изничтожая местную фауну. И вроде бы на первом уровне, когда ты только оказываешься в начале пути, у тебя еще теплится надежда что не все так плохо. "Ой, ну локация вроде ничего так. И противник, вроде бы, живой, сложный...". Но чем дольше играешь, тем сильнее замечаешь косяки - локации от одной к другой абсолютно одинаковые с минимальными различиями в дизайне комнат. Противники максимально примитивны, то и дело норовят где-нибудь застрять, запутаться и затупить, оружие и щиты не блещут разнообразием, при этом приходя в негодность по совершенно непонятным причинам. И, как будто этого мало, нас ждут стандартные вылеты, провалы в текстурах и прочие типичные косяки начинающих геймдизайнеров. Местная боевая система максимально проста, примитивна и сводится к банальному закликиванию врагов. Какие уж тут сравнения с Dark Souls?! Отдельно хотелось бы остановиться на совершенно бестолковой "экономической" составляющей игры - в ходе прохождения мы собираем деньги, однако потратить их во время игры с толком не получается. Зачем оно вообще было нужно - а леший его разбери. https://steamcommunity.com/sharedfiles/filedetails/?id=3753883306 [u] [b] ๑۩۩๑ ГРАФИКА, МУЗЫКА, ПРОЧЕЕ ๑۩۩๑ [/b] [/u] Графически Ghoul Castle 3D выглядит как набор бесплатных ассетов. Вернее, одного и того же ассета замка, который с минимальными отличиями перекручивается в разных вариациях с дюжину раз. Разработчик заявляет об "атмосферном детализированном окружении" , но на деле мы видим низкополигональные модели и убогие текстуры. Это скорее "ретро", но не как стилизация, а как следствие технической отсталости. Музыка в игре, по сути, отсутствует как таковая или настолько невыразительна, что не запоминается. Звуковые эффекты плоские и однообразные. Имеется набор достижений, большая часть которых задротна, однообразна и совершенно не вызывает интереса. Игра локализована на русском, но текста как такового особо нет. [u] [b] ๑۩۩๑ ПЛЮСЫ И МИНУСЫ ๑۩۩๑ [/b] [/u] - Убогий и шаблонный сюжет (или его отсутствие) - Примитивный и скучный геймплей, который выдает себя за "соулс-лайк". - Графика уровня 20-летней давности, однообразный дизайн уровней. - Короткая продолжительность (около 3-х часов) при отсутствии реиграбельности . - Отсутствие какой-либо интриги, головоломок или интересных механик. - Застревания в текстурах, вылеты, "тупящие" противники - Невыразительное музыкальное сопровождение - Задротные достижения - Завышенный ценник + Поддержка русского языка (ищу плюсы как могу) [u] [b] ๑۩۩๑ СТОИТ ЛИ ИГРАТЬ? ๑۩۩๑ [/b] [/u] Ghoul Castle 3D: Gold Edition — это пример того, как можно выпустить сырой, архаичный и скучный продукт, прикрываясь ярлыками "oldschool" и "souls-like". Проект "одного человека" можно было бы считать забавной пробой пера, если бы нечто подобное было выпущено бесплатно, однако как полноценная коммерческая игра сие поделие выглядит максимально несостоятельно. Ghoul Castle не подарит ни удовольствия от боя, ни интереса к исследованию, ни эмоций от сюжета. Только чувство зря потраченного времени. [code] Ищете интересные игры, но боитесь выбрать то, что не понравится? Вступайте в [url=https://steamcommunity.com/groups/bythefireplace] Таверну "У камина" [/url] и подписывайтесь на [url=https://store.steampowered.com/curator/39473538/] страничку куратора. [/url] Выберем правильные игры вместе! [/code] https://steamcommunity.com/sharedfiles/filedetails/?id=3753883707
Honestly it's hard to go wrong for $3. It's not a perfect game, but if you're looking for a breezy first-person dungeon crawler you can get through in few hours Ghoul Castle is a nice hit of 3D nostalgia. I like the somewhat arcade-like design and the combat has a little nuance to it, but I do wish there were more puzzle elements and ways/reasons to spend gold during gameplay. I didn't even realize until after completing the whole game that I needed to go to the menu to spend gold. Overall I was craving some good ol' skeleton-bashing fun and this game delivered for a budget price.
Only played a bit, but it reminds me of the original King's Field game for the playstation that came out in 1995 ( https://en.wikipedia.org/wiki/King%27s_Field_II ) which I have always been nostalgic for. I really wish more games like this would come out that were a little more nuanced. Regardless the fact this game was made by one person really impresses me. I would love to learn how he made it.
Ghoul Castle is an admirable one-person effort in the style of classic first-person, free-movement dungeon crawlers like King's Field, as others reviewers have commented. There's a lot here to appreciate - overall, the presentation is solid, art style is cohesive and pleasant, sound design and music are agreeable, and core mechanics are enjoyable as well. If you're familiar with the core tenants of roguelike/roguelite mechanics, you'll be able to jump right in. However, there are a few areas in which the game could be improved: 1. Enemy patterns could be more distinct and varied - it seems that all enemies only have a single attack pattern, which is easy to predict and avoid 2. Dungeons require a fair bit of backtracking to unlock all doors and acquire all items, which feeds into an issue with the progression mechanic (more on this momentarily) 3. Movement and attack/defense mechanics are quite limited, resulting in gameplay that's a bit one-note - coupled with the simple enemy patterns and the fact that enemies in later levels become quite bullet-spongey, battles can become a test of patience more than anything The biggest issue here is that the core progression is a bit stilted and strange - it seems that attack and defense upgrades aren't preserved across levels, even if you successfully complete a level. Additionally, you often backtrack to receive these bonuses after effectively having cleared an entire dungeon, leaving you with a bunch of bonuses that aren't really useful and will be lost the instant you move to a new level. I think if the developer could go back and address these things, creating more varied gameplay with a more consistent sense of progression across runs, there's a genuinely great game to be had here. As it is, I'd still recommend it, but just understand that the game has limitations and is mostly enjoyable for a well-presented trip down memory lane, rekindling nostalgia for similar games from the past. Find more reviews and recommendations on my Steam Curator page, Indie Infinitesimal: https://store.steampowered.com/curator/41769714/
[h1]Review zu Ghoul Castle 3D: Gold Edition[/h1] Ghoul Castle zeigt wie ein Dark Souls aus der Egoperspektive aussehen [i]könnte[/i]. Es könnte so aussehen, sollte es aber nicht. Gleich zu Anfang hatte ich einen Gedanken während des Spielens von Ghoul Castle. Das Spiel erinnerte mich von der Komplexität her an ein Mobile Game für Smartphones. Und ich hatte Recht behalten. Ein schneller Blick in den Google Play Store und schon wurde klar: Das hier ist ein Mobile Port. Ich persönlich bin jemand der Hack and Slash in der Egoperspektive liebe und ich bin eigentlich immer auf der Suche nach einem Spiel dieser Art, ins Besondere nach einem Roguelike, ähnlich wie City of Brass, das ich sowieso sehr gesuchtet habe. So wurde ich letztendlich auf Ghoul Castle aufmerksam. Doch kommen wir wieder zurück zu meiner erwähnten Parallele zu Dark Souls, denn tatsächlich lassen sich zwei Gemeinsamkeiten zu dieser Spielereihe hier in Ghoul Castle entdecken: nämlich im ausdauerbasiertem Kampfsystem und der [i]back stab attack[/i], also einem gekonnten Angriff von hinten. Ins Besondere dieser Angriff ist immens nützlich in Ghoul Castle, so kann man schließlich - bei jedem Gegner und egal mit welcher Waffe - die HÄLFTE der Lebensleiste seines Gegners schnell erledigen. Besonders bei Gegnern, die zu viele Lebenspunkte hatten, war dies quasi vonnöten. Nicht, weil das Spiel schwer ist, lediglich die Bosse in Level 8 sind schwer, weil diese halt im Duo kämpfen, worauf das Kampfsystem in dem Spiel übrigens überhaupt nicht ausgelegt ist, oder der finale Endgegner, weil dieser halt viel Schaden macht. Ansonsten ist das Spiel ziemlich leicht, auch weil das Kampfsystem recht plump ist: Gegner greift an, Schild hoch, abwehren, angreifen, zurückziehen, sodass die Ausdauer regeneriert, Gegner kommt auf dich zu, Wiederholung. Und. So. Besiegst. Du. Jeden. Einzelnen. Gegner. Selbst Endgegner... Spielerisch lässt Ghoul Castle also ziemlich zu wünschen übrig, auch weil es so recht repetitiv ist. Es ist diese Sorte von Spiel, dass man einmal spielt und danach wohl nie wieder spielen wird, WÄHRENDDESSEN jedoch hat es mir - ehrlich gesagt - Spaß gemacht. Mehr werde ich allerdings nicht machen. Ich werde mir nicht alle Achievements holen, oder genügend Gold ansparen für die Gegenstände im Shop. Es gibt nämlich 2 Gegenstände, die man wohl dauerhaft aus dem Shop erwerben kann, also keine Verbrauchsgegenstände sind, allerdings hat man selbst nachdem ich die Kampagne zu Ende gespielt habe und ALLE Gegner und jedes Stückchen Gold eingesammelt habe, nicht genügend Gold aufbringen können, um nur einen Gegenstand davon kaufen zu können, was mich persönlich recht stutzig gemacht hat. Kommen wir für die Schnellen unter uns einfach mal zur Pro-Contra-Liste: [u][b]Pro:[/b][/u] + Die Musik war überraschend gut. Hätte ich diesem Spiel tatsächlich nicht zugetraut + Viele Assets im Spiel sind relativ detailliert. Ich habe mich häufiger selbst dabei beobachtet, wie ich mir Schränke und Ähnliches angesehen habe + Generell sehen Umgebungen von der Ästhetik nett aus + Recht viele Waffen, auch wenn diese sich alle gleich spielen [u][b]Contra:[/b][/u] - Die Steuerung ist nicht veränderbar. Nicht das es dafür einen Grund geben würde, die Standardsteuerung ist in Ordnung, dennoch ist das ein No-Go - Das Kampfsystem ist ziemlich simpel. Generell ist das Gameplay recht repetitiv - Die nutzbare Karte hat immense Probleme jegliche Vertikalität in der Burg vernünftig und nachvollziehbar aufzuzeigen [u][b]Prontra:[/b][/u] +- Die Grafik hat hier und da seine schönen Stellen, aber auch seine hässlichen. Ins Besondere Texturen sind recht unscharf und könnten schöner sein. Ist halt ein Mobile Port. Das sieht man deutlich +- Teilweise gab es Probleme Gegenstände in der Spielwelt einzusammeln. Die "Einsammel-Hitbox", wenn man das so nennen kann, ist ziemlich eng gezogen, sodass man teilweise wirklich schlecht abschätzen konnte, wann man mal etwas eingesammelt hat und wann nicht. Ich habe mich STÄNDIG umschauen müssen, um mein Gewissen zu beruhigen, ob ich den Gegenstand, den ich einsammeln wollte, tatsächlich auch eingesammelt habe +- Ich finde es merkwürdig, dass nicht ausgerüstete Gegenstände aus dem Inventar ohne meine Einwilligung beim Antritt in den nächsten Level einfach verschwinden. Ich würde empfehlen, dass man immer mit der neuen Waffe spielt, die man so findet, dann hat man mal mit allem gespielt +- Es gibt bezüglich der Waffen auch keinerlei Statistiken, welche nun besser ist, oder nicht. Ich wusste so nie wirklich welche Waffe ich mir da "ins Haus hole". Manche scheinen schneller und langsamer zu schwingen, aber machen dennoch eine ähnliche Anzahl von Schaden. Generell ist es auch merkwürdig gehandhabt worden, dass Schaden/Verteidigung mittels addierbarer Items funktioniert und nicht mit der Ausrüstung selbst +- Bosse sind meistens nur [i]reskins[/i] normaler Gegner. D.h. sie haben das gleiche Grundgerüst, aber oftmals lediglich eine andere Farbe und das soll die dann unterscheiden zu normalen Gegnern... Das Spiel war okay. Ganz ehrlich, aber ich kann auch sehr gut verstehen, wenn man das Spiel nach 10 Minuten aufgibt und wieder in seiner Steambibliothek vergräbt. Ich danke fürs Lesen und wünsche sehr viel Spaß beim Spielen! ;-) [code]Hast du noch mehr Interesse an Reviews wie diese? Dann besuche doch meine [url=https://store.steampowered.com/curator/34784076/]Steamkuratorseite![/url] ;-)[/code] https://store.steampowered.com/app/1804130/Ghoul_Castle_3D_Gold_Edit
1時間~2時間ほどでクリアできる、サクッと遊べる一人称視点のアクションゲームです! 難しい仕様ではないので、ワンコインで手軽に遊べるシンプルゲームですね。 慣れると単調な作業ゲーと化しますが、安くて遊べるゲームです。
A sorry excuse for a game that seems to be cobbled from whatever assets that were on sale on Unity store at the time. On first glance it looks decent enough that it might make you want to try it out, but if you value your time, don't. The gameplay is so primitive that I've played more intricate and engaging games on my phone on a toilet while taking a number 2. Refunded.
good visuals, clunking combat.
Um jogo feito por um dev solo, extremamente competente, focado em fãs de combate em primeira pessoa, inspirado por clássicos do gênero, a versão Gold já possui todo o conteúdo do jogo, que pode ser destravado mediante coleta de moedas de ouro, recomendado para fãs do estilo. Confira uma espiadinha no jogo: https://youtu.be/lGc2mntWZq8
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