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A jam submission

Cursed DashView game page

A Blend of Metroidvania and Auto-Runner Elements
Submitted by gerald (@geraldsaccount), vocane (@vocaneaudio) — 1 day, 6 hours before the deadline
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Cursed Dash's itch.io page

Results

CriteriaRankScore*Raw Score
Sensory#113.7783.778
Execution#133.5563.556
Overall#173.3893.389
Enjoyment#293.1113.111
Metroidvania#313.1113.111

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unity

Team/Developer
geraldsaccount & vocane

External assets
Music, Fonts, Sprites as stated in Game Page

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Comments

Submitted (1 edit)

Very interesting idea for metroidvania and i need to point out how good it looks when it comes to graphics. You used very simple sprites but adding lights and post proces you manage to make really good original looking game, which i really appreciate, well done! I wasn't able to get very far, because there wasn't any checkpoints on the way and when i was dying and starting over again and the run went even worse than before I could not make it :D Its natural in this game type that you need to start from the begining, but maybe thare are some ways: respawn at respawn points and if you want to start from beginig hold "R" for example. I also noticed little flags on the way, so maybe you wanted to do checpoints but do not have time for impementing.

Submitted

A sleek and polished feeling game with a fresh spin on the endless runner genre. I did find the controls a bit puzzling, especially when my character would bypass certain flags or signs, and the wall jump mechanic was a tad elusive. Incorporating a controls guide might enhance the experience. Kudos for ensuring the sound effects were pleasant and not grating. Great work!

Submitted (1 edit)

It has a nice atmosphere, and the concept of a Metroidvania that incorporates endless runner mechanics is an idea that has legs (hardy har)!

Unfortunately I didn't get very far.  The game doesn't seem to be registering the checkpoints, and in some sections, it stops registering jump reliably.

I thought it might be my reaction time or hardware, but it happened a lot in the section after getting the respawn power.  (Which BTW, didn't insert a control prompt in the ability description.)

Other than that, maybe the flowery dialogue is a little too long.  I enjoy a bit of old-timey prose to set the mood as much as the next guy.  Just maybe compress it down to a third of the duration, so it doesn't interrupt the endless runner flow.

As a suggestion for if you develop the game, obviously you could have stopping points and save points to teleport two and throw, but maybe some kind of device that allows you to switch direction, so you can explore different paths without stopping.

Say like, a dreary street-lamp that the character can grab and swivel around id the player's holding a certain button that sends them down a split path.

Though if they miss the opportunity and have to take a long route around it could be frustrating... but I reckon it's worth playing around with.

I got some gameplay recorded.  I'll post it when it's up.
EDIT: MM21 Cursed Dash by gerald

Submitted

I don't understand how the wall jump works. Till then was very fun I liked the abilities and the atmosphere

Submitted

Very nice project, the game was fun and fluid, I got stuck at a point, but then I read the comments and I manged to pass, overall very good entry.

Submitted

Cannot get the wall jump to work. I tried many way but still I cant get past the tight wall with a spike at the start. Seems that the wall jump is necessary there

Submitted (1 edit)

There appears to be a walljump or something required after the third scroll or so.

I cannot do that walljump for the life of me and also I don't know how to turn around--if there are instructions here that aren't in the game or that were in the game and I impatiently clicked past them please remind me. If there is no further information, I may be able to give a score, but I figured I should check before making a judgment.

Developer

Thanks for playing!

You haven’t missed many instructions by skipping the texts. They are mostly flavourtext. The instructions are given above the ghost that appears when you pick up an upgrade. Also in this game, like in most auto runner games, there is no turning around.

You are right in the assumption that the passage you are dying at requires a walljump, which will be unlocked later on.

The climbing upgrade unlocks the path at the second scroll where you pick up the manual respawn upgrade and cannot get out of the pit by jumping only. You are not the only one to have this issue, maybe I should have telegraphed more that there is a way there by putting up a sign next to the wall you have to climb or something.

Submitted

Very atmospheric and such a cool idea to mix in the endless runner style. I enjoyed playing it!

Submitted

A very interesting and beautiful project.

Submitted

Was a really cool twist on metroidvania forcing you to move froward but also giving you different paths to go down as you get abilities. I did get stuck not knowing where to go after I got the wall climb but still a really fun game!

Submitted

Loved the vibe and atmosphere of this! I've also never played a runner-metroidvania before, so top marks for inventiveness. There's also lots of VERY lovecraftian lore which I really enjoyed. I couldn't make it past the wall of falling spikes after getting the climbing upgrade - I assume I'm missing something! But yeah had a really fun time with this, great job!

Developer

Thanks for playing :)

Climbing let's you get past the wall that is too high to jump where you picked up the respawn upgrade.

Submitted

This is great! Simple but clean and very atmospheric. I thought the white flags might be checkpoints, but it made me respawn at the beginning each time I died? Which was for research purposes, you understand

Developer (1 edit)

Sorry for the confusion. The checkpoints can be activated by stopping near them once you have unlocked the stopping ability.

Maybe we could have added a charging bar above the flag or a cancel buzzer once the runner leaves the range without activating the checkpoint.