This module is fantastic! Seriously, you checked all the boxes. The art looks good, the story is interesting, gameplay is frenetic, the stages are varied, and there's lots to do. Here's my quick review after messing around with it.
Crimsondeath, you've done a superlative job here, and I'm looking forward to seeing what you do next. Maybe build on what you've already done here to make it even better. Or create something totally new? Either way, cheers and congratulations!
DC
- Graphics: Overall things look great.The cut-scenes are a little jerky, and some sprites are grainy looking due to the higher resolution compared to their source games. Both of these things are nitpicks - overall the module looks fantastic. I love that you took advantage of layers to give stages depth. One thing I also like is that no matter how busy the action gets, it's never a problem distinguishing enemies from backgrounds. That's an overlooked but very important aspect of any game, especially a platformer like this.
- Gameplay: I was going to complain about too many action buttons, until I noticed that most of the single button actions also have classic commands mapped to them. Example: There's a Sub Weapon Button, but you can also use sub weapons with Up + Attack. That's a really nice touch and makes the game accessible to different types of players. The difficulty sometimes veers into cheap territory, but not totally unfair. Practice up, memorize the patterns and you'll get through, just like the old school Castlevania games. Platforms and collision are precise, so if you miss a jump it's your own fault! There's also tons of "hidden" moves and things to do. As an example, holding attack Attack will cause Ethan to spin his whip, a nice move for clearing out swarms of weaker enemies. There's interaction too - breaking walls, busting lamps, it's all here.
The only thing really missing is traversing stairs, and maybe smoother stage transitions (meaning actually walking into another environment instead of instantly appearing there once you reach a waypoint). The latter is understandable though, as it would require some extremely complex level design.
Crimsondeath, you've done a superlative job here, and I'm looking forward to seeing what you do next. Maybe build on what you've already done here to make it even better. Or create something totally new? Either way, cheers and congratulations!
DC