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Maledictus's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
VISUALS | #2 | 4.800 | 4.800 |
AUDIO | #5 | 4.429 | 4.429 |
FUN | #9 | 4.343 | 4.343 |
OVERALL | #10 | 4.343 | 4.343 |
THEME | #29 | 4.029 | 4.029 |
EASY TO GET INTO | #47 | 4.171 | 4.171 |
CREATIVE | #67 | 3.714 | 3.714 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Do you have any bullet or projectile in your game?
You added some projectile or bullet in your game
How does your game implement the theme? (If your game doesn't use the theme ignore this field)
Two ways.
Firstly, if the player ceases fire for ten seconds then they can unleash a devastating supersonic lazer attack.
Secondly, in CURSED mode the player can only withstand ten seconds of sustained fire before they die; unless they find a way to heal, of course.
What was the size of your team?
Three, my partner on art duties, and me on everything else except the voices, which was a friend.
Credit all team-members that worked on this project (you can link itch.io/twitter/youtube/twitch)
Jay X Trent
Harry CK Trent
Steve Vallance
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Comments
Top tier visuals and good level design.
Some areas for improvement:
Thanks for the comments. To answer your questions;
- Yes it does, doesn't it? Some mild balancing is planned here post-jam, we often found that getting hit once could lead way too easily to a cascade of failure that would lead to Game Over quicker than we'd like. So yeah, we'll address this at some point after the jam.
- Because it felt right to have the health loss be a bit more than CURSED mode's penalty for sustained fire. But, yeah, I suppose NORMAL mode should only sap one heart at a time as it doesn't have the penalty mechanic. Good catch, another thing to look into post-jam.
- That's actually the idea; if they player hadn't used the ten-second charge until then (and in NORMAL mode that's very possible), then they need to use it at least once to clear the game (that's right, with enough time remaining after the mini-boss it's possible to super-zap the boss once and then continue with regular firing; although I wouldn't advise that).
Again, thanks for the comments. :)
Easily at the top of the jam, pretty much everything about this game is impressive and polished.
I've got a bit of feedback though, some design decisions I would've done a different way:
Thank you so much for the comments! As I've said in responses, we're aware of a fair few tweaks this game could do with; we just flat-out ran out of time for additional tweaking and balance. After the jam rating period is over, we will definitely revisit Maledictus to make it the game we wanted to make. But nonetheless, comments such as yours make my day. Again, thanks so much. :)
Very impressive for a jam game, incredible visuals and audio. The stage construction and patterns are really solid as well.
So difficult I couldn't manage to beat the boss on either mode, but it was frustrating/addicting enough that I tried for well over 10 (20?) times. Feel like I'm missing something in the relationship between the mechanics even though I'm pretty sure I understood all of them, including the healing.
Like they've said before, the swords coming from below and the tiny bullets feel very unfair and unpredictable. I have no idea what to do with the boss pattern that uses these bullets. A slow button would've been nice.
Thank you for the comments! It may interest you to know that we are taking note of feedback (especially re: the small bullets and swords, stuff like that) and plan to tweak and improve this game after the jam rating period is over.
Again, thank you! <3
Really nice visuals, audio is great and shoot 'em up style is really satisfying. I really like how theme was incorporated in cursed mode. Overall, very polished game and I had a lot of fun playing it. Great job!
Thank you! That means a lot to us! <3
Quite well done traditional shmup! Love the presentation & ghastly theme. The normal mode's 10 second "hyper charge" implementation was pretty lackluster since it takes forever and goes against the caravan-y mechanics, but CURSED mode is a lot more interesting and should have probably been the main feature despite how strict and punishing it is. The only complaints I have are pretty small like the very slow movement speed, those tiny green bullets that are needlessly difficult to see/track and the nasty swords coming from behind with no warning. Very impressive & fun overall
Funfact: CURSED mode was planned as the default mode, consider 'normal' to be an easy mode of sorts -- apparently people don't like to play 'easy' modes though, so I hear, so it was renamed. CURSED is definitely the game as was intended. ;)
Noted about those swords. Would've given those a better telegraph if (and I keep saying this) we didn't run out of time. Glad you enjoyed the rest though. :)
It's a shame since I imagine lots of players will see CURSED as some bonus and judge it solely on normal mode's very simplistic implementation of the 10 sec gimmick, hell I almost did that
It's a tough call, yeah. Ratings don't matter too much to me though, my partner and I have been wanting to make a game together for years and this jam happened to be at the right time when neither of us were too-deep in our own projects, so we finally did it. :)
We are, however, making a list of improvements for after the jam's rating period, to improve the game; with basically everything we should've done had we more time. Among these, I think I may rename 'normal' mode to 'novice' because, yeah, it basically is. ;)
You could just name it something like "simple", "orthodox" or even "traditional" and default to cursed mode. Getting players to play the modes you want without making other modes feel illegitimate is definitely a very tricky balance
Super polished presentation and sound i gotta say, and i like the little castlevania inspired loading which is fitting for a game where you play as a bat XD
pretty interesting mechanic to have made a super shot on a 10 sec charge when you stop shooting altogether that's a clever use of the theme
Solid overall and i don't know what more i could add, had a fun time.
Good job to you guys :)
Well, we love a bit of CastleVania... ;)
Thank you so much for the comments, glad you enjoyed our game. <3
Haha well the inspiration shows and thats good, and like i said considering you play a bat that felt spot on :)
Pretty fun shmup with interesting incentives to not shoot the entire time. Presentation is also excellent. Only complaints are that the green diamond bullets used by the sword enemies are really small and hard to see, and the playerβs non-shooting speed feels a tad bit sluggish considering you are already forced to slow down while shooting.
Thank you for your comments. The team agree on those particular bullets, I was going to revisit them and make them better but we plain just ran out of game jam time. Glad you enjoyed the game and, again, thank you! <3
Love it! I really liked the implementation of the 10 seconds theme in this one, I wished that I could turn down the sfx volume in addition to music volume, because the bat was screeching pretty loud :P
Really nice job, I very much enjoyed it
Fair point on the sound volumes, might be a post-jam fix (I didn't normalise the effects to make a volume slider work because of time constraints, y'know how it is). Really glad you enjoyed the rest though, thank you. <3
Loved it! the 2min counter makes it really addictive, we always want to go further haha. The music is really good too, and the sfx are ICONIC. I love every one of them (the voice of the big bat at the end made me smile hard haha). Congratulations, you have my heart ^^ (also I saw that it's your first BH game, so congrats with that, what a great way to start)
Thank you, so much!
And yeah, I've been meaning to make a BH for a while now because I have a great passion for the genre but am usually busy with larger projects; my partner (this game's artist) and I basically leapt at the chance this jam offered to finally make one, and hopefully my passion shows. <3
It DOES! I know I'm stuck on repeat but... congrats! it's so good! The art is great! and I lack word to say how much I liked this lol
Awesome game! I played quite a lot of rounds, trying to lift the curse. Unfortunately I just couldn't get past the big bat :(
The 10 second mechanic feels really great, as others said the risk-reward of it is cool. But additionally it also provides replayability: When I failed, I tried to figure out at what times it makes sense to charge the special attack. Leveling up feels very satisfying. Great job!
Thank you! Comments like this really make my day, where you just get what I've gone for, totally. <3
I'm so impressed by the quality and polish of everything on your game! It looks and feels great, and I really like the ten second ceasefire mechanic; it's risk-reward to such a high degree.
Amazing job! I loved the game.
Thanks for the comment! Always really good when someone appreciates what we were going for in that risk/reward thing. This means a lot to us, again, thank you. <3
Really great work on this game! Art and audio are amazing. The 10 second mechanic is quite difficult to use but very rewarding. Starts getting especially fun once the levels start building up and you shoot more bullets. Very fun to play!
Thank you so much! Really glad you had fun with it. <3
Amazing graphics. Fairly by the book in terms of bullet hells from a gameplay standpoint but the patterns are good. I would love if some of the bullets had better visibility but beyond that a strong game.
Really AMAZING Game. The art and animation is some of the best I've ever seen in a jam game. The gameplay is difficult, yet a masterpiece. I really enjoyed shooting everything down, then seeing the whole screen wipe as i use the special ability. Jay, Harry, Steve. All of you outdone yourselves with everything you done. Great, GREAT Job
Thanks! This means a lot. <3
gameplay is solid. top shelf visuals & audio
very solid and beautiful game, really a great job!
wow! this is such a solid implementation... almost loved everything about it (except only for the super tiny bullets) great job!
superb artstyle and gothic theme, loved every inch of this game... its like playing a classic arcade box
Great work, challenging, but not unfair, clear to understand (apart from that 10 second rule, which I noticed, but never got to wait out :D). Everything is on point, a classic style of game with great visuals and audio!
Wow! Thank you so much for the comment! That means a lot to us, it really does. <3
No, thanks for taking the time to make this game, it's really fun to play, and I will go back to it for sure ^^
Very easy to get into and stick with (I played a few rounds). Visually clean despite the chaos on screen, as well. The implementation of the theme is is a good idea but there were rarely any times I could survive long enough to build up a charge. Maybe a smaller, less effective secondary attack would be useful while building up the big charge? Pretty good overall, though!
Thanks for the comments!
You're right about that charge time, ten seconds is an incredibly-long time to dodge entire curtains of bullets for; but I was adamant in sticking to the theme. There are, however, a few 'quieter' periods in the enemy placement design where a charge can be gained with some careful planning -- absolutely essential for beating the game on CURSED (which I have, while testing). :)