
Castle Smasher is a new flash game by Donut Games where your goal is to destroy a castle using nothing more than a catapult. Choose your trajectory by moving the cursor, then hold the left mouse button to start the power meter. Release, watch the catapult fling stones, then grin maniacally as the enemy fort crumbles to the ground. Think of it as a simplified and reversed version of BowMaster Prelude.
Castle Smasher is short and simple but it offers a nice incentive to continue playing: upgrades. After you raze a castle you get to choose one of three bonuses for the upcoming stage: more guards, bouncier stones, or an additional stone at the beginning of the level. Guards help fend off enemy soldiers who come your way after you break open the gate, while bouncier stones can help you get more destruction per toss.
The challenge level is just about right for a casual flash game, so expect to fall flat on your face a few times before getting the hang of the gameplay. For some reason the ball bouncing physics seem to favor right-bounces, so keep that in mind when planning your next stone fling. A good strategy is to take out the far parts of the castle first and save the closer stuff for the end. Aim for the towers and try to get several good smashes out of each stone toss.
Pull out your best knight-related jokes (Why did every castle have a bank with an automatic teller? For making knight deposits.), it's time to do some castle smashing. Click.
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Comments (may contain spoilers)
Meh, it was nice... But not worth, say, more than 15 minutes of play. I'm not sure I like the physics... Or, rather, the physics didn't like me.
:p
Posted by: eli | February 1, 2007 9:22 PM
I can't......stop.....playing. Must....beat...level...five.
Posted by: Jared | February 1, 2007 9:53 PM
good fun for short amount of time, limited play though.
Posted by: theprogram00 | February 2, 2007 2:28 AM
this would definatly benifit from a free play mode and some nice big castles to smash that you can baerly miss
the fun of smashing is kinda out wieghed by the worry of running out of ammo mabye if you had to worry more about forces attacking you and survial in stead of will i have enogh rocks to throw
i like these style of grafics i dont know why lol
Posted by: motzo | February 2, 2007 3:04 AM
If you've played any of the Worms games before, you'll recognize similarities to the Bazooka. However, the good folks at Team17 realized that such weapons are more enjoyable with unlimited ammo. :/
Posted by: SiamJai
|
February 2, 2007 7:42 AM
Agreed. Not a fan of these cute little games that lure you in with the kitchy graphics and colorful sound only to have you realize that it's not a quick blasting game but a game where every shot counts and you have to figure how to get these shots to hit 15 bits of castle in order to advance.
:(
Posted by: xadrian
|
February 2, 2007 11:44 AM
i don't like this game. i especially hate that you cannot scroll right to see your target.
Posted by: ken | February 2, 2007 5:09 PM
argh! fun, but i hate hate not havin enough ammo. sometimes im just sooo close and i game over after passing so many levels.
Posted by: rae | February 2, 2007 6:09 PM
It's increadibly frustrating that you seem to lose EVERY TIME due to limmited ammo. Get rid of that and this game would be great.
Posted by: Shinyo | February 2, 2007 11:58 PM
Here's how I won ....
Posted by: ColinGreen | February 3, 2007 7:57 AM
The game would be fun if the upgrades stacked.
Posted by: Sylocat | April 4, 2007 5:28 PM
Okay, I just realized that the upgrades DO, in fact, stack, but they make so little difference that it's very hard to notice. As is, the stones control horribly, and the increase in bounciness does pretty much zilch.
Here's a tip for the game's designers: Try putting in a REAL challenge instead of artificially boosting the difficulty by reducing the effectiveness of the upgrades. If this game were an automobile it would be the 1958 MGA Twin Cam.
In an effort to offer constructive criticism, here are a couple suggestions for how to make a really good version of this game:
1. Put in more ammo. Yes, it might reduce the challenge, but if the only real challenge in the game comes from the heavy stone budget, that's a problem.
2. Make the "bouncier stones" upgrade have a more significant difference.
3. To compensate for the reduction of artificial challenges, try putting in a real challenge by including more variety in the castles and obstacles.
4. You might also want to toss in a level editor, but that's not a must.
Posted by: Sylocat | December 2, 2007 6:58 PM
finally, lvl 5 is history
here's how I beat it, I even had 2 spare shots in the end (and this happened twice)
Posted by: Kutai | December 16, 2007 11:06 PM
This is one of the hardest games I've ever beat. Yes, the challenge ramps up a bit too quick, and I love the idea of the bouncing stones, and the arcing shots, the little knight battles. I'd love to see this developed into a larger game, maybe with different weapons and a store/purchase thing between levels. It brings RTS to the "storm the house" genre.
Posted by: jrizos | January 17, 2008 11:13 AM