Kickstarter Watch: Retro-Pixel Castles

In Retro-Pixel Castles, the goal isn’t to win, but simply to try.

Retro-Pixel Castles has a lot going for it graphically, with the kind of retro style that I know tickles ‘yall in all the right places. Vibrant color and a solid lighting system are certainly some of the prevailing forces behind the trailer above, so what say we hop right over those and get right into what really counts. What kind of game is Retro-Pixel Castles?

The thing is, Retro-Pixel Castles is not a game to be won. It’s a game to be survived. The game takes a village simulation foundation and adds survival and tactics to the mix, creating an end result that’s somewhat akin to a roguelike. RTS and tower defense concepts even find their way into the experience, creating an end product that’s all about building, protecting, and surviving for as long as you can.

To stick with that roguelike comparison, something that sets Retro-Pixel Castles apart from a lot of others within that realm of comparison is the way it handles its own difficulty. Many roguelikes are only as difficult as the player is unfamiliar. Once you begin to memorize how everything works, the once-insurmountable challenge can begin to lessen. This game works around that by being infinite in length, continuously getting harder by the day until it finally burns your town to the ground. Turning the heat up to 11? Screw that. We turned the heat up all the way, then lit the heater on fire, then went to the power company you use and lit THAT on fire.

Retro-Pixel Castles

Look at all this pretty stuff that’s gonna get completely destroyed. How quaint.

So you’re building this village, as you do. Planning your village properly requires thinking several days in advance, especially since you can’t assign tasks to specific people. You can decide how things will get built, sure, but the specifics are up to the game itself. Expanding your village and finding the resources you need will send you across a huge map. The worlds in Retro-Pixel Castles cover a span of 512×512, and where you’re placed on whatever map you find yourself in is completely up to chance. Learning what kinds of environments will yield what kinds of challenges will become the key to your prolonged survival.

Also notable for those who like to create their own challenges, a map editor mode is in the works for the game. This tech is the exact same that was used to make the ingame maps, giving you every bit of the power the developer himself had. Players will be able to share their custom maps over Steam Greenlight, should the game see success there.

The team behind Retro-Pixel Castles is a small one. There’s a guy. His name is Raymond Doerr. He likes video games! Imagine that! Doerr isn’t completely alone though, joined by musician José Ramón “Bibiki” García to create the game’s original soundtrack. Being as small in operation as they are, the pair is only asking for $5,000 to complete the game. They have some cool stretch goals though, including additional maps and tilesets, a random map generator, an automatic sharing system for custom maps, and the possibility of even more in the far-off future. There are also enough perks to build the things their own castle. These go from standard-issue free copies of the game and soundtrack to having a villager named after you, creating your own enemy mob, or being added by Doerr on Steam, to be given early access and input on future ideas. Sometimes we all need a friend, and if you’re not great at making them on your own, now you can buy one.

Check out Retro-Pixel Castles on Kickstarter and Steam Greenlight, to give your support to the assembly of retro ramparts and pixelated palisades. You can also check out the game’s official website for more. Get building! You’ll die a few times, but we all do. At least you know that your blood will look pretty good, as proven by the blood graphics-specific section in the Kickstarter video.

[author] [author_image timthumb=’on’][/author_image] [author_info]If danger had a face…oh, if danger had a face. Jay Petrequin started writing at HeyPoorPlayer in the summer of 2012, but has always been a writer, be it in the form of articles and reviews here at HPP or in that of fiction and articles written over at Jay has been a gamer from a young age, first finding his legs on a GBA and a copy of Pokemon Sapphire. He enjoys a game with a strong narrative and art design, but also appreciates the retro stuff from before his time. Jay also has a passion for comics, movies and anime. He likes to yell a lot on his Twitter @extremesalsaing, which is only the coolest twitter in town.[/author_info] [/author]

Jay Petrequin started writing at HeyPoorPlayer in the summer of 2012, but first got his start writing for It's Super Effective, a Pokemon podcast that happened to be a reflection of two of his biggest interests: pocket monsters, and making people listen to him say things.

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