Kartal Castle Levels

  • Rating: 8.3

Reviews and comments

    abgrenv 5 Apr 2026, 08:57

    9Recommended:

    Like the description says, these were made in a similar style to the original levels. I really like these type of maps. They are simple, to the point, and fun.
    I'd say these 2 levels feel a bit more twisty and windy, but that is more of a positive, since it encourages you to explore the levels.
    The first level mostly relies on trigger scenery to block and open passages. It has quite a few secrets which were fun to look for, since most of them were well telegraphed. The levels are mostly on the easier side, with some occasional tricky enemy placement. The levels also look pretty cool thanks to the layout with no real tile glitches, or if there are, they weren't noticeable enough for me to find. The rope section in the 2nd level is the only one that looked slightly off. One criticism I have with the first level, though, is that the coin warp is placed right at the end of the level, though since this is a 2 level pack, and this only happens in level 1, it is less of an issue, than it would normally be.

    The second level is a bit more warp heavy, with a bunch of the secrets also relying on them. Some of the warp points felt a bit random, where I found them by complete accident. Some of the secrets require bouncer or 2-way rocket ammo to access, one even has speedblocks. These luckily are always in areas where you can tell there is a map section on the other side of the wall. Like I said, the non warp related secrets are well telegraphed. Also, towards the last third of the level, the open door background textures represent warp points, which can teleport you away prematurely if you don't know about them and accidentally run into them before looking around properly. It happened to me. No boss at the end of the map pack, but I didn't really expect one. Pickups are relatively frequent, but you won't feel overloaded with them, maybe they slightly lack variety, none of the rarely used stuff shows up, like shields, invincibility or fly carrots, though there are some fast fire pickups hidden in secrets, which is nice. But overall there is enough to motivate you to look around the map and collect everything.

    Now I'll fully admit, that I have a positive bias towards these type of levels, which try to scratch that nostalgia itch. So while these 2 levels don't reinvent the wheel or try anything outlandish or unique, they were not intended to do so. What they promised were levels with the style of the original game, and in that they succeed. The levels are well designed, competently created and executed perfectly for the goals that were set out for them.

    So yeah, my score might seem too generous, but I'd say for anyone that loves the original levels, they will feel right at home with these 2. And I think even the people who do like more spice added to their maps can appreciate this upload for how well designed it is.

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    Violet CLM 6 Apr 2026, 20:37

    7.5Recommended:

    Visually, the first level doesn't do itself many favors… it spends a lot of time in flat corridors, filling the screen with two different shades of brown and no chance for the parallax layers to shine through. Rarely do you have more than four tiles, horizontally or vertically, to move around in. The gameplay is tightly controlled that way, but so are you, you just don't get to play around very much. Things open up a bit toward the end, but the overall impression is cramped, and the level isn't very long if you're not collecting all the secrets.

    On the other hand, there are a whole lot of secrets (sometimes so many it's not clear what the real path forwards actually is), and that's always fun. I think I found a lot of secrets, but then I look at the level map and realize how many I missed. Trigger crates do cute things, there's good work with springs, and ammo is placed somewhat frugally in a way that makes you appreciate its utility and not just see numbers go up with no chance of ever using all those bouncer bullets. For all that this level isn't the prettiest, the events are good and there's stuff to do and explore.

    The second level starts off much better, with a big open area and a lot of vine events. The background walls aren't just bordered with straight lines, looking more like the official levels and showing off more of the parallax layers. The level does dip back into the cramped brown corridors from time to time, but on the whole it's much more visually diverse than the first one, and there are cool set pieces and other memorable gameplay moments. There are definitely a lot of warp events in the back half, but they help to define different gameplay sequences, like okay, now you'll do this thing for a while, then there's a warp, then you'll do some other thing. A dedicated area for letting the headbutt bird kill the inconveniently placed dragons feels really satisfying. There are probably fewer secrets compared to the first level, but they're bigger. More weapon and more enemy types. Just a great time, well executed.

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