Kingdom shell is a pixel art metroidvania. It's a cold fairytale of injusice, betrayal and retribution. Help half-demon Elias stop the threat looming over the Kingdom and atone for his sins.
The shell that protected the Kingdom was broken. Sovereigns succumbed to the temptation of filth, poured from the nightmare realm and lead the Kingdom to decline. Nightmare creauteres terrorize the civilians.
The Brotherhood, which has stood guard the Kingdom for centuries, does not cope with the threat. They are compelled to ask for help from the criminal. Elias the half-blood, in whose veins the blood of the demon flows, may be the only hope of the Kingdom.Kingdom shell is a game I'm working on alone. My goal is to make a metroidvania with an interesting story.
When creating the game, I was inspired by the games Rygar and Castlevania on NES and Momodora on PC, but my game will be independent.
The game features:
Original fantasy story
Late 80's style graphics
Metroidvania elements: various secondary weapons, equipable items, power ups
Hey! I love the 80's graphics and had a great time playing the game! keep it up !
Have you considered participating in our Game Developers World Championship ? The competition is totally free and with winning prizes ! Our mission is to support and reward the Indie game developer community.
If you are interested in joining in please check out our website for more details:
You're familiar with Rygar and Metroid ^_^ Still makes me wish we called these types of games Rytroids or Metgars instead of 'Metroidvanias'. I remember when people were thinking of the name and they also thought of 'Castleroid' but it sounded weird.
I downloaded and tested the demo, I was waiting for a long time, I love the graphical section and the story goes well, the number of enemies is great there are many different enemies, I hate snakes are very fast, what I did not like anything is the attack since I think it is very slow, there should be a knockback with the enemies because they are thrown at you and you can not do anything, there could be a way to dodge (like rolling or doing a dash), the interface of the life could be bigger, just as it is difficult to see. this is my opinion after trying the game I hope you serve to improve, greetings. I will be attentive to the next updates
Thank you for the review. I've understood my mistakes and now I'm remaking attack movement. Next I'll make control with analog sticks(ahahaha, that was funny moments in room with health bonus)) And, ofcourse, I'll reduce the game difficulty.
Great start! The art, animations and enemy variety are fantastic to start out with! I had some issues with the feel of the controls though. Some of the platforming is extremely tight and doesn't feel great with digital input, as opposed to analogue, and the sight delay on the default attack led me to get hit when it really felt like I shouldn't have. Paired with a limited healing system and some long walks back from checkpoints it managed to dis-incentivize the combat and platforming pretty quickly. Despite my criticisms, I think this is gonna be a good one, keep up the good work!
Thank you so much for your feedback especially for the video review. Thanks for healthy criticism! This opens eyes to problems especially when you makes game alone and there is no way to hear another opinion. I'll polish the movements and, most likely, add a dodge, add some more hints abount control.