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Soulcursed: Miz Jam Edition's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall polish | #108 | 3.690 | 4.125 |
Overall | #144 | 3.503 | 3.917 |
Engagement | #187 | 3.466 | 3.875 |
Creative use of art assets | #196 | 3.354 | 3.750 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
As someone who has worked in RPG Maker MV and is loosely familiar with SMILE, this was great work and getting the assets to cooperate in only 8 hours is even more impressive! Never underestimate the power of Event driven systems in the hands of someone who knows how to get the most of out of them! I think people sometimes give RPG Maker style engines the cold shoulder, but you can accomplish some really really amazing things with them. :)
Thanks, I agree with the capabilities of these engines! Loading these assets was much easier than I expected since building materials are composed of 3 sprites on top of one another and ground assets are just 48x48 sprites that you can load at a single go, so creating the 2-frame animations for characters turned out to be the time consuming part; however, I also have some experience with using the engine. This was my first attempt at a 2.5D game with SMILE, and I definitely think the engine works well for this purpose.
Wow!! how you could do this in 48hrs! is insane! really nice game, super polished! i really love how you can turn the camera is a nice touch
What the hell man, this game is awesome. I'll keep playing it until I have explored the whole world. Great job!
This game is great! Highly polished, fast paced and well balanced. I'm really impressed you were able to get so much done in 48 hours.
I was overwhelmed by how many different pieces of equipment there were, and all the dialog.
I didn't finish the game, but I managed to kill the vampire knight in the underground dungeon and a ghost after. The vampire knight had me sweating, I barely scraped by, letting Orange revive me pretty much every other turn.
My only complaints are nitpicks, really. The pear's item description has a typo, and the keyboard bindings of the camera controls were confusing to me. Definitely not something that would alter the score at all.
Great job and I'm excited to see future development of the project!
Um... Wow. Dark Souls meets Final Fantasy. I don't know how you implemented all of this in 48 hours. It looks and plays great. There is lore and save/load functionality. It really feels like a complete game.
Thanks a lot for your kind words! A lot of the low-level functionality like saves and the camera system is provided by the engine I've used and I am familiar with it, so the majority of the time went to preparing the assets and content creation (the breakdown was ~8 hours for loading assets, ~24 hours for the content, and the rest for polish).