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Rosa's Curse's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #11 | 4.074 | 4.074 |
Graphics | #20 | 4.370 | 4.370 |
Game Design | #29 | 3.963 | 3.963 |
Overall | #33 | 3.809 | 3.809 |
Audio | #39 | 3.815 | 3.815 |
Innovation | #208 | 3.296 | 3.296 |
Theme | #299 | 3.333 | 3.333 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does you game fit the theme?
The player find themselves in a deserted place and trigger a curse that leads to daemons flooding the place. Also something with the ending
Did you write all the code and made all the assets from scratch?
I used premade music and font, everything else is by me.
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Comments
Thanks a lot !
and thank you for playing :D
Great game, I lost it with the Nick Cage reference π€£π€£
Nice graphics and audio design too.
Great work
Not the bees !!!! XD
Thank you for the kind words and thank you for playing ^^
Incredible! I get a huge amount of hollow knight vibes from this and I absolutely love hollow knight so this was a joy to play! Some small things to consider: Some more visual feedback when you attack enemies would be nice (maybe a small black particle effect). I feel like my attacks don't "feel" as strong without them. A jump SFX would be nice as well. Also some hitbox bugs that you mentioned in other comments. Otherwise, the game looks really good, the music is great, the amount of enemies you implemented is amazing, and was a really fun experience. Great job and good luck with the jam!
Edit: I don't wanna be that guy but do you think you could check out my game as well? I really looking for some more feedback for my game but I've only gotten a few comments of actual feedback haha. It'd mean a lot if someone of your caliber could give me some more bits of feedback!
Thanks a lot for the feedback !
Hollow Knight was indeed my main inspiration for the gameplay, the enemies and boss design. So far for hit feedback: there's a different swing VFX, a different sound effect, enemies and the player are pushed back from each other, enemy sprites are squashed and pushed and brought back and there's a directional camera shake. But I agree that what's missing is a more impactful VFX, the only thing there is for that is the different swing VFX, but it's not much, it could feel more impactful with a more dedicated VFX. As for the jump SFX, I tried something and it was.... annoying, you would hear it too much so I removed it and only kept a landing, but maybe I should've just tone it down in volume, or just look up for another sound sample.
Thank you for the feedback ! I'm glad you enjoyed and thank you for playing !
(I did play your game a couple of days ago, rated and commented, so you might have missed it, I enjoyed it a lot. Definitely one of the good ones from the jam so I didn't have much critics, but I can give it a second go to be more nit picky if you are looking for feedback)
Ah yeah I see now. Thanks though! SFX definitely annoying to implement haha took me a while to get a decent jump SFX. None of what I said hurt the rating I gave you just some things to think about!
No worries ! Feedback is much appreciated !
I always do post jam touch ups, so to have points of action is great !
Really enjoyed this game. The simple silhouette aesthetic breathed life into the mood and setting. I really liked how the character moved really smoothly, never felt like I was fighting my controls. I did find an odd bug where my strikes would hit every enemy vertically, except for the birds. Made the big dudes with hammer kinda funny to fight cause I'm just flying above their heads and swinging like a madman. Other than that Solid work.
Thank you for the feedback :D
I'm aware of the bug, I sadly couldnt find what the source of the problem was before the end of the jam and since it makes the game easier and not harder, I though player might forgive the issue haha π
Thank you for the kind words and thank you for playing π
Really strong entry! The simple graphical style is evocative and made me want to explore the game thoroughly, and the sound complimented these visuals as well. Nice job!
Thanks a lot !
and thank you for playing ^^
Awesome game! This is amazing! I thought I'd play this for a bit and it was so good that I kept playing for a long time! Good Job!
Hey thanks a lot XD
Thank you for playing !!
I am just speechless. This was done in 7 days. AND IN UNREAL! I have to ask, how long have you been making games?
Honestly what I like to do is give feedback and report bugs when I write these but I found nothing and there's not much to feedback. The game is just so well done.
The ONLY problem is that not enough people are playing and rating this game.
My only feedback is that for the final boss, it sometimes felt I should hit it when I couldn't(I was hitting it from above when it was crawling around. Sometimes I fell through it but felt as a player I should be hitting it.)
Overall amazing game!
Wow thank you for the kind words π
I've been a C++ programmer for years now and this is why I'm using Unreal even tho it's not the best for 2D. It does help me on the programmer side (also that moving grass was using an Unreal feature (procedural mesh) that I didnt see it other engines I tried so there's at least that). I'm not specially an artist, but I'm nostalgic of the SNES aera and pixelart, so a bit less than 2 years ago I started to learn pixelart and make online gamejams. I've done IRL gamejams in the past with a team, but that's when I started solo, but I've been programming games for longer than that.
I totally agree with the Boss hitbox, it's something that came back from playtesters and I couldnt tweak in time π The boss collision shrinks when they make the "crawling" attack so the player can jump over, but I didnt want the player to jump over at other times, so the collision is bit too big, while too small when doing the charge attack, I really should tweak those.
Thank you for your feedback and thank you for playing π
I didn't participate so I can't rate, but Holy heck dude, this game is wonderful! I absolutely love the pogo ability and how fast paced it makes the game. It's such a brisk experience with an epic final boss that wouldn't be out of place in Dark Souls. Excellent work!
Thank you so much Mightyjor !! π
Thank you for taking the time to play and comment. It is much appreciated !
Wow, This game is awesome
I really love it
the only thing I need to know is how did you do all of that in just one week
You're great
GO ON BRO!
Hey thanks for the kind words ^^
The answer is sadly: not much sleep π
I had the mechanics done by Tuesday, then level design took longer than I though and it took me till Thursday night to get a complete playable game with mostly placeholder art (I had the Boss and the flying enemies done, because they were the last one I made, so there was no time for placeholder art anymore haha) then I slapped together menus and asked for playtesters who gave me good feedback.
Then the clock was ticking so friday I pretty much spent it all on the parallax background and the grass, I was trying to make the grass affected by the wind be part of the background and have the player, the enemies and the boss make the grass move when they attack, but it kind of didnt work and I lost like 4 hours on it so I dropped it and just made a normal parallax background and kept the grass just for the foreground since that part was working.
Then Saturday I went into panic mode haha and focused on the music, the audio and the story elements in the level and worked on the end of the game, with the "win screen" and all of that. At this point is was already late, so I pretty much spent the last night doing the final animations for the player, the walk, the jump/fall, the attack upward, downward and the 2 variations of the forward attack, the "hammer" enemy, the basic walking enemy and finally the charger. It was A LOT of animations, but the silhouette art style was part of the plan, making animation with silhouette makes the process a lot faster. Then I tried to plug in more audio that I though was missing but couldnt find much and tried to bug fix stuff that were not important so I just stopped there to not break anything since it was like 3am and I was tired, uploaded that build and worked on making the page pretty.
Woh, that's a lot of text haha.
Anyway thank you for showing interest and thank you for playing π
Don't Worry
I read all the textπ
that's great effort bro
I think we found the winnerπ
I hope that you have time to take a look on our game too
we need expert man like you to advise usπ
Will do for sure :D
I actually loved that were bosses and minibosses! Very solid game! Only downside is the length, it's too short :)
Hey thank you for your kind words π
Yeah the right length of gamejam games is always hard to judge π
Some people want to play a lot of games and don't want to play your game for too long, a couple of people never saw the Boss because of it π’
Level design did take a bigger chunk of my time that I expected, but I first made all the enemies and the Boss fight, so my though with the level design was to have a good introduction to all new enemy type and sprinkle the story through those levels. So apart from the the second to last level that is mostly a narrative build up to the Boss fight, all other levels introduce a new enemy type. So I assumed it would be the best minimum viable product.
Again thank you for the comment and thank you for playing π
Wow! This game is simply amazing!
Played through it all and its honestly better than most of the big companies games.
5/5 game in my opinion!
Woh ! Thank you for the kind words ^^
Art style is nice, it does make this kind of bland to look at. I'm assuming the game is meant for controller because I found the keyboard controls a little awkward.
Thanks for the feedback ! I'm curious, what are the keyboard controls you didnt like ? Was it to use W and S to attack up and down ? or was it "Enter" to attack ? Or something else ? I did base the controls mostly on how Hollow Knight works, it's pretty much the exact same controls for the gamepad, but I did base the keyboard controls on more PC focused games who usually use AWSD and spacebar to jump, Enter felt right to be used with the right hand, but you did make me double check Hollow Knight on keyboard and apparently the controls are the arrows, still up and down to aim the attack, but they made Z and X the jump and the attack, for me having movement on the right hand and action on the left hand is a bit weird since I'm used to the opposite, but I'm open to hear your take on it.
Thank you for the feedback ! and thank you for playing :D
It was the W and S to attack up and down. (And kind of enter to attack) I personally struggle with combinations like that, it's doesn't quite click in my brain. I actually struggled with Hollow Knight's controls as well and changed attack to left click as I found that easier. So probably just an issue with me then.
It's good to know, I'll keep that in mind for futur games.
It's always interesting to hear different perspective to make more accessible games, maybe I could try having different control schemes in the futur π€
Thanks for the feedback !
one of the solid yet fun game i played in this game jam. very nice :D
Hey that's nice ^^ thank you !
and thank you for playing :D
Nice action platformer game with good technical design put into it. The game will probably need some tuning for example regarding the final boss difficulty. Graphic wise I really loved it well done!
Thank you for the feedback ! I did make a feature where every time you die on the Boss, the boss has a little bit less HP, cause I know that for a gamejam game, people will give up quickly if the game is too hard, meanwhile other people found the Boss too easy, so I felt it would make a good balance. But I think my values were not extreme enough (I didnt want the player to find out and feel like they didnt heard the win). Right now the Boss has 39 HP, meaning requires 39 hits and every time the player dies, the Boss has 2 HP less, to a minimum of 12 HP if dying again and again, which is probably not quick enough to give hope to people how thinks the boss is too hard, probably losing 4 or 5 HP would've been a better balance.
Thanks for the feedback and thank you for playing !
This is a fun action platformer game with good combat and controls. It's actually a pretty big game for a 1 week jam so good job on finishing the game. The boss at the end has too much HP I didn't bother beating it :p
Well at least it was the end of the game after that haha
Thank you for playing ! :D
Bosses or Mini-bosses don't fit the game's playstyle and tbh level design is kinda bland aside from that I enjoy the game I love the silhouette art style and Soundtrack is awesome
Thank you for playing :D
This game is so sweet LOVE the art style and graphics and combat and bosses awesome! Oh and the swinging sound mmmm Anyway good job!
Hey thank you for the kind words π
and thank you for playing π
Awesome graphics and animations and pretty fun gameplay too!
Thanks a lot :D
and thank you for playing ^^
really awesome game, it gave me Hollow Knight vibes. It's incredible that you managed to do all of that in such a short time. Good work!
Thank you for the kind words π
Hollow Knight was indeed my main inspiration for the gameplay, I'm glad it was apparent π
I did work a lot on that jam, my sleep schedule was the real victim in all of this haha
Thank you for playing :D
Enjoyed the game! I think it's that down-thrusting, floating motion that gives the game its unique fun factor.
Thank you for playing :D