Here is one zip file containing two builds of Castlevania: Ballad of Autumn.
Castlevania_Ballad-of-Autumn_2008_Demo.zip - The demo build I posted online in 2008. It automatically boots in to full screen and was designed for 4:3. Sorry! There's a video for this over here.
Castlevania_Ballad-of-Autumn_2015_Alpha.zip - The most recent build I've been fiddling with on and off for the last six years. It boots straight in to the first level and defaults to gamepad controls. Use CTRL+Y to modify control settings (if you don't have a gamepad plugged in, it should automatically switch to keyboard, but you never know...) Because of how Clickteam Fusion works, the improvements only apply to the first sub-stage for now. There's new enemies, new mechanics, a new HUD, the controls have been enhanced, there's new visual effects, new status effects... I mean, look:
FULL CHANGELOG:
- For the purposes of the build you have, the game automatically boots up in 3x Windowed Mode.
- There's a brand new HUD! It's much closer to classic Castlevania.
- Square blocks are now non-solid from the bottom. You can jump through them! There's also support for moving platforms, but you don't see them here.
- There are also breakable blocks, now, too! There's one that's hiding a key power-up... hm, I wonder what that does?
- Richter's controls have been tightened up. He's a little bit slower now, but this was by request, and it feels a lot nicer once you get used to it. The backflip has also been improved considerably to feel more like Castlevania.
- Every single enemy (including ones you don't get to see here) has been brought to a higher gameplay standard, and brought closer to real Castlevania standards. For example, Skeleton Apes can now lumber toward you or throw barrels if they are given one to throw.
- Zombies now spawn indefinitely instead of having a set number of spawns.
- Richter can now be poisoned by zombies wearing purple outfits. Poison very briefly prevents Richter from using special moves (running, back flips, slides, uppercuts) and doubles the damage he recieves from enemies.
- The code for Richter taking damage and dying has been completely re-written to be less buggy and more predictable.
- Enemies have hitsparks when you damage them! It's a bit finicky, though.
- All subweapons have been given a once-over to improve how they feel and how they look. The most recent one I was working on was the stopwatch, which is provided as soon as you start the level. It could still use some work, however.
- There's a new lens flare for the setting sun! Looks quite nice, if you ask me, but it can cause weird visual glitches every now and then.
- Sub-weapon pick-ups also have new visual effects associated with them.
- The smoke when Richter runs looks better, too.
- There's also other new game mechanics that you can't currently see right now, like a hook you can swing from, sort of like in Super Castlevania IV!
- Plus, like, I dunno! A bunch of stuff I'm forgetting! It's been six years!
Have fun! I don't know if I'll ever continue working on this game. I'd like to, but I could also work on my Pumpkin game, too...