Fantasy Platformers Medium Left / Right move, Up jump, Space staff

Magic Castle

Magic Castle is a staged platformer: five hand-shaped rooms of Ravenhold Keep, each with its own layout and its own objective. The objective in every room is the same shape - collect the magical objects, then reach the door - and the door tells you how many you still need, so there is never a moment of wondering whether you have missed something or simply cannot find the exit.

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About Magic Castle

Designed rooms, not generated ones

The five rooms are authored layouts rather than procedural ones, because this is a short game and a designed room is worth more than a generated one when the player will only see it for ninety seconds. The Entrance Hall, The Long Gallery, The Rune Vault, The Broken Stair and The Astral Roof each have their own platform arrangement and their own character.

What varies between runs is where the objects and enemies sit inside those layouts. A room is therefore familiar without ever being memorised, and a second attempt at The Broken Stair is a better attempt rather than a replayed one.

The rooms also change realm as you climb: the first two are lit castle interiors, the middle two are dungeon, and the last opens onto the night sky.

The door is the objective, and it says so

Each room's door is sealed until its quota of magical objects is collected, and the number still outstanding is drawn on the door itself. That is a deliberate interface decision: the objective is displayed where the player is looking when they wonder about it, rather than in a corner of the HUD.

Objects are runes, orbs and crystals; the coins scattered alongside them are pure score and do not count towards the quota. Collecting the last object opens the door with an audible cue and a line of text at the door itself.

Clearing a room banks a bonus that includes a time component, so a room solved quickly is worth meaningfully more than a room survived slowly.

Goblins patrol; they do not chase

Every goblin in the castle walks a fixed path between two points and never changes it. Their patrol line is drawn faintly on the floor, which means the timing puzzle can be read rather than learned by dying to it.

That is a deliberate design choice. This is a platformer, and a patrol you can read is a timing puzzle, while a patrol that chases you is a completely different game - one that Monster Escape and Goblin Escape already are.

You can swing the staff at them for points, and doing so is often faster than waiting for a cycle. But nothing forces it, and a careful player can clear all five rooms without defeating a single goblin.

What happens when you lose a life

Touching a goblin or landing on spikes costs a life and returns you to the room's entrance - not to the start of the game. Objects you have already collected stay collected.

That makes a life a real cost in time rather than a catastrophe, which suits a game with designed rooms: the punishment for a mistake should be having to solve that section again, not having to replay the three rooms before it.

Three lives are shared across all five rooms, so the game as a whole still has a budget.

How to play

  1. Press Space, Enter or tap to start in The Entrance Hall.
  2. Press Left/Right or A/D to move, Up or W to jump.
  3. Collect the room's runes, orbs and crystals. Coins are score only.
  4. The number on the door is how many objects you still need.
  5. Press Space to swing the staff at a goblin, or wait for its patrol and walk past.
  6. Walk into the door once it reads OPEN to clear the room.
  7. Three lives are shared across all five rooms.

Controls

Controls for Magic Castle on desktop and mobile
WhereWhat to do
Keyboard - moveLeft/Right arrows or A/D
Keyboard - jumpUp arrow or W
Keyboard - staff swingSpace
Keyboard - pauseEscape or P
Touch - move / jumpTap the sides to move, the top to jump
Touch - swingTap near the wizard, or the Strike button

Scoring

These are the point values this game awards, before the combo multiplier is applied where it uses one. Hit quality changes the figure: a strike at the centre of the correct moment is worth substantially more than one at the edge of it.

Room clearedPlus a time bonus of up to 720400 pts
Goblin defeatedOptional - the staff is never required90 pts
Magic crystalCounts towards the room's quota50 pts
RuneCounts towards the room's quota100 pts
Magic orbCounts towards the room's quota75 pts
Gold coinScore only - does not count towards the quota10 pts

Tips

  • Watch a goblin for one full patrol before crossing. The window is nearly always there.
  • The number on the door is the objective. Check it before hunting for something you already have.
  • Coins do not count towards the quota. Do not take a risk for one.
  • Clearing a room quickly pays a time bonus worth more than most of the treasure in it.
  • Losing a life returns you to the room entrance with your collected objects intact.
  • The Broken Stair is the hardest jumping in the game. Slow down for it rather than rushing.

Common mistakes

  • Trying to outrun a patrol instead of waiting the two seconds for its window.
  • Counting coins towards the quota and wondering why the door is still sealed.
  • Swinging at goblins on narrow ledges, where the recovery frames put you off the edge.
  • Rushing The Astral Roof, which has the largest gaps and the least floor.
  • Treating a lost life as a lost run - it costs the room, not the game.

Features

  • Five hand-designed rooms with their own layouts and realms.
  • A door that displays how many objects are still needed, on the door itself.
  • Goblin patrols with their paths drawn, so timing is readable rather than memorised.
  • An optional staff swing - the whole game can be cleared without using it.
  • Time bonuses that reward solving a room rather than surviving it.
  • Room checkpoints: a lost life costs the room, not the run.

Related fantasy games

Chosen by shared category, mechanics, theme and difficulty.

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Wizard Tower

A climb with a deadline. The shadow below never stops, and blink only refills from crystals.

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Magic Castle - questions

How do I open the door in Magic Castle?

Collect the room's quota of magical objects - runes, orbs and crystals. The number still outstanding is drawn on the door itself, and coins do not count.

Do I have to fight the goblins?

No. Every goblin walks a fixed patrol with its path drawn on the floor, so they can all be timed and walked past. The staff is an option, not a requirement.

What happens when I lose a life?

You return to the entrance of the current room with everything you have already collected. Three lives are shared across all five rooms.

Are the rooms the same every time?

The layouts are, but the placement of objects and goblins within them changes each run, so a room stays familiar without becoming memorised.

How long does a full run take?

Around six to eight minutes for all five rooms, less if you clear them quickly - room time bonuses are a significant part of the score.

Guides for this game

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