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A jam submission

King's CurseView game page

A game created for the Gamedev TV GameJam 2021 "All that glistens is not gold."
Submitted by Guilded Hut Studio, Warlikefury — 2 hours, 28 minutes before the deadline
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King's Curse's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#273.5323.532
Gameplay#303.1703.170
Overall#323.1863.186
Mood#373.1493.149
Audio#452.8942.894

Ranked from 47 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine

Unity

URL
https://drive.google.com/file/d/1e1GozIIHMy6EvrCAGsx8xdqk22mJbJke/view?usp=sharing

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Comments

Viewing comments 13 to 1 of 33 · Previous page · First page
Submitted(+2)

I liked it even if I lost myself for a good 30 minutes so I couldn't really finish it :( I liked the combat, was not really easy to master it but after some time I bacame good at running :D The fact that the music changes depending of your life is also cool ! Good game :)

(+1)

Very challenging. Almost a 2D Dark Souls? I had fun but I got demolish :P. I think I need to adopt a Bloodborne style with the dash. Was fun, love the art, bonus point for the awesome trailer!

Developer

Thanks so much for the Feedback Jonatlas!

Stick and Move and victory will be yours!  

If you manage to solve the 2 small mazes and see the ending, please let us know which one you like best!

Submitted(+2)

Great art! the movement is sometimes clunky if you use dash, but overall it's a good game!

Submitted(+1)

I love the drawings and the player anims are also cool! It is really cool how you have the music change tone with your life changing!
As others also said before: for me the combat feels a bit off, I tried really hard to master it, but the anims and the damages are off somehow making it sort of impossible to figure out.

Regardless the things still need to be polished, having this scope working and playable in two weeks is a great achievement! Well done! I hope you will keep working on it! :)

Developer(+1)

Thanks. Yeah, we scoped too big on this and should have looked at getting a few others to playtest some more (and setting up how to achieve that).  I just used hit and run tactics. Dash in, hit, dash out. Rinse and repeat :P. Well, until you get to the nightmares in the inner city area. Definitely my first time programming the tactics and creating my own sprites. Took my animation expertise in there, but I'm still a noob in the programming side. Next time I do combat that is somewhat like this, I have learned a lot (like events in animation to call on functions. I figured that out the day before it was due...AHAHAHAHA!

Submitted(+2)

Nice one Brohmyr. I think I've semi-mastered the combat / apple munching mechanic. The dialogue was great, liked it - in fact I wanted to add some in my game but unfortunately I lost the day I had it planned for in trying to get WebGL to work.

I accidentally quit game when I just wanted to pause but will give it another go tomorrow cos I want to see the ending screens :)

Developer

Thanks! Glad to hear that you are enjoying it!

Developer(+1)

I hope people can get to the ending to this game, well, either ending. I did a special drawing for each of them. We managed to speedrun our game to get through in under 4 min and 30 seconds. I think 4 min 10 sec is the record that I've heard so far. Though I also took my time and spent easily an hour going through it. 

Regardless, I am ever so grateful for everyone trying it out and providing feedback to help me grow as a game developer :D. Thanks.

(+1)

Really liked what you were going for, but felt the execution could have been better. I found the music to be grating on my ears, more of an annoyance, but really ambitious what you tried to do here! Keep at it. :)

Developer

Thanks for the feedback. We stretched too far out for our first jam. It was a great learning experience for our first time and I am super appreciative of everyone's feedback. We are going to be taking it to heart this coming weekend with the GMTK jam. Thanks :D

Submitted(+1)

Looks great! I agree with the other comments about the combat feel - I think there just needs to be more feedback as to what's going on. Some floating damage numbers at a minimum maybe.

Developer(+1)

Thanks for that. That was something I was considering and had on my todo list but timeran out. I definitely wanted a bit more feedback like that. Thanks for the feedback and great suggestion.  First time jamming. Now I know to focus on one mechanic first and just get it solid isntead of scoping too big....AHAHAH!

Submitted(+1)

The overall mood is cool. The increasing pitch of the music does seem to change a bit fast. Also the attacks don't seem to hit at the right frame of animation (been there). Overall well crafted.

Developer(+1)

Yeah. First time programming a game outside of course lessons and I didn't get that far yet. It wasn't until the final day when I saw that you can add events to trigger methods AHAHAHAHA! Huge thanks for the feedback.

Submitted(+2)

Dashing for the win!!

I like the combat, you have to be mobile and time when to dash into the enemy.

It took me some time getting used to but l liked it none the less.

I like the effort that went into the dialogue with the branching dialogue options.

The music was maybe a little to overwhelming for my taste.

In the end i liked the game.

Developer(+1)

Thank you very much. I'll look into bringing the volume down of the music. That might help with the music feeling less aggressive. Much appreciated :D

Developer(+1)

I'm glad you enjoyed it!  The stick and move combat doesn't appeal to everyone but get through the maze and the Endings are pretty great!

Submitted (1 edit) (+2)

Cooldown system seems a little unbalanced to me. Player can hit once per second and human enemies can hit 5-6 times per second. 

Good dialogue and battle system you built in this short amount of time. I would love to see this game further developed.

Good job!

Developer

The animation happens faster but the enemies still damage once a second (aside from bats). I think they are 2. I had issues with their animation triggering more than how often they damage. Thanks for the feedback :D.

Submitted(+2)

Yeah, that creates the illusion of enemies as OP. No problem at all.

King's Curse gives me a "Souls" game 2D  feeling.  Thats cool :)

Developer(+1)

Aww. That warms my heart some. You should have seen my list of things I wanted in there that I just furiously cut along the way. If I had a day, I wanted to get some power ups for health, damage, and crit chance so you felt like you improved, and rewarded for exploring, floating numbers to give more feedback on how much damage was done, etc.  I learned a TON with this project that I plan to carry forward. I love the feedback from everyone :D.

Submitted(+1)

This game looks really nice. That player animation feels great and twitchy (in a great way) and matches the wackiness of the music. However, the combat just doesn't feel good. The dash feels a little useless since it pushes enemies with you if you try to dash past and don't line it up correctly. The music speeding up with health was a cool idea, but the music was too short and stressed me out too much. Great job making this in two weeks! There are a lot of cool ideas and clean implementations. Just needs a bit more polish! 

Developer(+1)

Thanks for the feedback. Yeah, I didn't even intend that with the dash. I played it with using the dash to get out of the way fast before the enemy swung. Awesome feedback :D. Thanks. I'll keep that in mind on the next project.

Submitted(+2)

Ah! There's the problem. I'm a "dash around obstacles" instead of a "dash away from obstacles" kind of player. I let the soulslike part of my brain assume dashes are an offensive tool lol. 

Developer(+1)

I don't see it as a problem. Just wish I had someone with that mentality able to playtest to tweak the combat more like that. I think it's awesome feedback. So thank you overall :D.

Submitted(+1)

The combat feels random. The amount of damage that I do to the enemies, and that I receive from them is completely unbalanced.

The scenario feels to repeatable. It is not  problem of the assets, the problem is their placement. I think a smaller map with more differences can help. But I like a lot the character designs.

I don't like the music. It repeats too much, it is too short. But I like the idea of changing the speed of it based on your amount of life.

At the end, I'm disapointed cause it looks incredible interesting, but it have some serious flaws, based on the screenshoots. I am sure some few corrections will make to feel it better. Keep the good work. And please forgive my harsh words. I'm sure you can make it to feel better.

Developer

I'm sorry you felt that way. Thank you for your feedback. I tried to add some randomness in the combat to feel less "bats take 2 hits, bandits takes 3 hits" mentality. Though I wish I had more time to solidify the damage chart a bit better. I set up a crit chance on the stats script that was adjustable to everyone, even the player. When doing damage, get a random number between 1-100. If that value was under the crit chance, double max damage. Otherwise do that percentage of max damage (min of 1). If I scaled it down (the concept and the game map, etc, I could have adjust that more to maybe chunks like 20% max damage, 40%, 60%, 80%, 100% instead of the spread. Or whatnot. Live and learn. 

Viewing comments 13 to 1 of 33 · Previous page · First page