CASTLE OF RAGE
They took the princess up through the castle in the night and shut ten rooms of it behind her. You are going up after her. Every one of those rooms is lying to you: the stone is not always stone, the doors are not always doors, and the floor is under no obligation to stay where you left it. You will die a great deal. That is not the game going wrong; that is the game.
How it is meant to go
Nothing in a room is random. The same tile does the same thing on your first attempt and on your fortieth, so every room can be learned — and the game will not learn it for you. Spring something and it is marked for that attempt only; restart and the room is telling the same lies it told the first time. The only map of this castle is the one in your head.
Five hearts to start. Death costs one and puts you back at the top of the room. Run out and it is back to the first room, and back to the bottom of the climb — and the counter in the top right keeps count of how many times that has happened to you.
Controls
| Arrows / WASD | move |
|---|---|
| Space / Up | jump — hold it longer to go higher. While UPENDED has the room over, Up is what holds you down and space is the only jump. |
| R | restart the room |
| P | pause |
| M | mute |
| I | this page |
Chests
The one gamble you actually choose to take. Every chest rolls fresh from the same table — outcomes, of them kind — so the same chest can save a run or end it. Whatever it gives you lasts until you clear the room, restart it or die in it, and the chest re-rolls with the room. Opening it again and hoping is a real strategy. It is not usually a good one.
What it might give you
What it might do to you
Traps
No.
A trapped castle that hands out a list of its traps is a museum. You will find out where the spikes are the same way everybody else does, and you will remember it. That is the game.
Esc or I to close