Interesting question. The title actually comes from combination of a French word C'ast le, Chinese Woo and Klingon Dw'arrr F which translates: I don't know what I am talking about I just made this up.
For those of you getting the loading error (Loading... [16] Setup has failed: Loader bypassed), try a different browser. I kept getting it when I was using Safari, so I tried Firefox and it worked fine.
Thank you, Rusty lake, for breathing new life into the "point and click" genre! I love the narrative, the visual style, the puzzles... All of it! And I'm super excited about the way you're linking things (say, a secret code, for instance) across games and even breaching the bounds of the game world (I hope to be among the 100!). I can't wait to see what you'll do next!
Fun game! I feel like the upgrade system is generous (no grinding necessary) and that it adds actual value and novelty that keeps the game entertaining. I appreciate the simplicity of play. It took me back to some old favorites (Ikari Warriors, Jackal, Commando...).
One consideration I'd like to suggest is a "mouse out" event, in which the team just sticks to the edge, or drops to the bottom (or some variation) when the mouse leaves the play window. As it is, every time my cursor accidentally popped out of the window my team charged forward into whatever chaos was happening at the top. Generally, this would be at the worst possible moments, when there a bunch of enemies emerging and I'm trying to back up for some room to maneuver, so it's pretty frustrating.
I'm surprised nobody has mentioned that a good portion of this game requires random jumping around in a black area trying to find a platform or passage out of the room. Maybe it's just my screen (it's on maximum brightness), but I couldn't see anything in the whole "secret basement", aside from a few points of light, a glint from the character's eye and some kind of pulsing organ in one room. Same thing throughout the "silver chute" area. I had no idea there was a "boat" until I read it in the comments below. Makes me wonder what else I missed.
Aside from that, I liked the art style and atmosphere. Not a bad little diversion for a Sunday afternoon.
Really fun. I like the "tactical RPG lite without the fluff" concept. I've read through the comments and would like to add a couple more to the list of things to consider in a future iteration of the game type (which I hope to see and play some day).
Some kind of display of where/how far the enemy units can move/shoot, would be helpful. It's hard to move and setup tactically when you don't know what enemy striking distance is.
The only thing besides that was the forced (randomized?) turn order of the characters. Sometimes it would have been nice to be able to move/attack with a certain character first and then decide what to do with another character based on the results.
Thanks for the game!
Is there something wrong with #7? I tried to make sense of it, and eventually looked at a walkthrough and found people saying that the answer (line two, field two, "THEN") is an option that doesn't appear in the drop-down when I'm playing.
Am I doing something wrong? This game seems stupidly hard. I thought I'd played it before and enjoyed it, but now I can't get past the 3rd level. How can it take 10 rounds to the head to take one zombie down?
Interesting question. The title actually comes from combination of a French word C'ast le, Chinese Woo and Klingon Dw'arrr F which translates: I don't know what I am talking about I just made this up.