 As the gameplay designs were being implemented , Brown switched focus to the game 's aesthetics . Scenes from the game were sketched on storyboards to aid development . Cauldron II 's game world , the witch 's castle , was designed to resemble Palace Software 's logo as an advertising tactic . Brown photographed separate screens of the game and assembled them into a complete map , showing the shape of his company 's logo , for video game magazines . Enemy designs were similar to those in the previous game , based on the Halloween holiday . Brown envisioned a graphical effect for the game 's narration , showing a book whose pages turned as the story is read . However , technical limitations at the time prohibited the implementation of such a visual effect . Brown also wanted the game 's visuals to scroll seamlessly as the character moved through the game world , but flick @-@ screening ( showing one section of the world at a time ) was more feasible . As with the previous game , Brown created a Plasticine model of the witch character as a reference for a painting that was used for the game 's box art . The group tested the game prior to release and deemed it too challenging . They reduced the difficulty level so that more players could complete the game . 
