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A jam submission

The Cursed CavernsView game page

Dive into the Cursed Caverns to fight back against an unknowable evil...
Submitted by JD Nation (@JDNationGameDev) — 14 minutes, 44 seconds before the deadline
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The Cursed Caverns's itch.io page

Results

CriteriaRankScore*Raw Score
Audio - Does the game have nice sfx and music?#413.6503.650
Gameplay - How fun is it to play?#513.4503.450
Overall#1212.9602.960
Graphics - Is the game aesthetically pleasing?#1263.2003.200
Completeness - Is it an unfinished tech-demo, prototype or a complete game?#1322.7002.700
Theme - How well does it incorporate the theme?#1521.8001.800

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted (2 edits)

You did good. Best parts are combat, music and that it's actually 2D game (saw from a comment). It looks so much like 3D =)

I try to find bugs too. The graphical one is that the jail bars aren't rendered if you look them from sides and not directly facing those. Another one happened when I tried to use the smiley item. On first use nothing seemed to happen. Then I tried to use it again and got this error.

Bug

Submitted (2 edits) (+1)

The slime is a hero. Waiting all that time for an adventurer to show up, with a sword in its stomach, to give the hero the final item it needs to defeat the evil skeleton. :D

It was a nice short game. The music is nice and the general gameplay feels good. The guys behind bars are creepy, but fortunatly I only had to face a giant floating skull. I managed to defeat the skull in my first try, but it was quite tricky and super close. I was also trying to find the "secret area" on the map, but I guess its not accessible, haha. :D

In general good work and it was fun to play through it. :)

Developer

Thanks for playing. :D
Sorry about the misleading area.  That was last second cut-content.

Submitted(+1)

I really liked the music in your game, it gave it a really nice feel, but it was too short :) Adding some numbers in a combat will benifit the game, as well as making it longer too :)

Submitted(+1)

Time sure does fly by sometimes doesn't it?  

I had fun with it and the humor made me smile.  Good work!

Submitted(+1)

This deserves 10/10.

The combat has some more mechanics to it, I like it. I did find a bug where if you counter the skeleton and its health goes negative, you need to hit one more time. I got him to -650.

Developer

Thanks for playing!
And yeah, I accidentally sectioned off the kill code in the attack results bracket.

Submitted (1 edit) (+1)

Hahaha! I wasn't expecting what I found when I launched the game!

I thought about some sort of procedural maze with complex key hunt and dangerous enemies, and I found a perfect small dungeon full of humor. From the sign apologising for their design, the derp slime yelling "we don't have time" and the sudden end right behind the first enemy, I just bursted out of laughs!

This is just brillant!

On a more serious note, all mechanics and features shown did worked very well, so I would definitely desire for a post-jam update with more contents as in this short game with tutorial included, we have the prove all the keys are there to make a full crawler :)

Developer (1 edit) (+1)

Thankyou very much.  Glad you got a kick out of it.  :D
I do wanna at least finish what I originally planned for the Jam.
This version I cobbled together in the final hour from the bits I got working in time.
There's actually a vestigial Inventory that can still be accessed in battle and with the Tab key, and the remnants of an extended tutorial left on the map (where Z, X, and the Inventory were meant to be explained.)

Submitted(+1)

All the stars.

So, I like it when the tutorial is on the same level as the final boss.

I liked the dudes in the cages.

That skull had a LOT of hit points.

I enjoyed the derpslime.

Rest well, derpslime, rest well.

Submitted(+1)

The combat system was very good, so good in fact that we used the same system in our game too! We think we finished the game in less than 5 minutes, is that right or did we just die and not realize it? Well done for producing a complete and playable game. Best of luck in the jam.


Developer(+1)

Thanks for playing!
And yeah, five minutes sounds about right.
I uh... ran into some problems.

Submitted(+1)

hey, nice game, fun to play but the wall designs are quite repetitive. Overall great job!

Developer

That's true.  I should probably draw more than one wall next time. >.>

Submitted(+1)

Solid base, you could expand it more post-jam since everything is nice: graphics, movement, gameplay.

Submitted(+1)

Art and music are fabulous!

I’d love to see the combat system expanded in a larger game.

Overall, it was short and sweet! Nice work!

Submitted(+1)

Argh, that was anticlimatic, I restarted like 10 times to manage to kill the skeleton with only countering but it seems that when its HP go below 0 this way then it's not immediately dead and you have to attack it so it dies. ;)

There's not a lot of game but the gfx and the musics are nice, the movement feels good and the combat system would definitely work in a bigger game. The map looks good too.

Developer (1 edit)

Thanks man!
Sorry about the countering thing.  That was supposed to work. >.>
What's worse is I tweaked a bunch of stats last second to make the Skeleton tougher, but didn't update the flat attack values.
So I think failing the Defend reflex deals way more damage than just not Defending.

Submitted(+1)

I beat it! This is a solid foundation for a bigger project, and impressive considering it's all 2D. I had fun, great job!

Submitted(+1)

This one was really short, but it's really fun too!

The movement is very snappy tho, it can be confusing.

Submitted (1 edit) (+1)

Good to see a fellow gamemaker enthusiast, there's not many of us around

Simple entry, I had some trouble navigating it but I got to the end anyway. The corridors feels pretty samy so it was hard to know where I was going, having the map open at all time was a huge help.

Did you use gamemaker's 3D functions or was it all 2D ? 

Developer (2 edits)

It was all 2D.  I created a 2D layout (which double for drawing the map), and the player object checks each square in it's cone of vision, then draws everything background to foreground.

I did consider using 3D, and there's still some tests achieved in the build, but I couldn't quite absorb the information quickly enough.

The transition between squares is a trick done by quickly zooming in and out between cuts.

It could certainly use more variety.  At least some more land marks and stuff.

Submitted(+1)

Honestly the simple fact that you managed to implement that during this timeframe is impressive, nice job

Submitted(+1)

Great engine core. Sadly I wasn't able to get past the slime, his popup dialog wouldn't go away. I tried pressing every key on the keyboard. Looks like the engine has potential though.

Developer (2 edits) (+1)

Thanks. man  Though it should be Z ...  actually I just realized I sectioned off the signpost that explained that. (You can see it on the right side of the map.)
That's what I get for rushing. >.>

Submitted(+1)

I gave it another go. Z did the trick! I like the combat, it has a skill mechanic which I really enjoyed. I was so close to clicking the red so many times!