The deepest curse by Bobafett89
You have been cursed by the curse of the void. The curse has been terrorizing people for centuries. Now you go to the cave where the Void rune lies.
| Link | https://github.com/Bobafett89/TheDeepestCurse |
| Link | https://boba89.itch.io/the-deepest-curse |
| Original URL | https://ldjam.com/events/ludum-dare/48/the-deepest-curse |
Ratings
| Overall | 625th | 3.205⭐ | 41🧑⚖️ |
| Fun | 561th | 3.154⭐ | 41🧑⚖️ |
| Innovation | 787th | 2.551⭐ | 41🧑⚖️ |
| Theme | 746th | 2.987⭐ | 41🧑⚖️ |
| Graphics | 807th | 2.564⭐ | 41🧑⚖️ |
| Audio | 548th | 2.897⭐ | 41🧑⚖️ |
| Mood | 666th | 2.885⭐ | 41🧑⚖️ |
| Given | 52🗳️ | 64🗨️ |
After a while though, the controls started to cramp up my left hand. This is a rather minor grievance though, because customizable keyboard bindings or gamepad support would completely remove this issue if you carry on developing this game.
- I like the rope, I haven't seen a mechanic like that before. I didn’t know what button the rope was on (so I pressed escaped to check which also reset the game...).
- I wish there could be more types of hazards other than spikes.
- Good with a lot of checkpoints.
My reviews are usually centered around the things I believe could improve your game:
The double jump "tutorial" was too brutal in my opinion. Took me a while to do that.
I always first try a controller (xbox) because I don't usually like wasd controls.
Would have been nice if you supported controllers. I would have probably ran through
5x as fast as I did with a controller :P
The hitboxes around the spikes seem to be a bit unfair in my opinion. I understand that you want to make them as big as the sprite. But often it is a good idea to make them a bit smaller.
The player should feel like it's their mistake when they hit them.
The controls were very tight, although maybe a little TOO tight, so as to feel sharp. A TINY bit of acceleration might be worth experimenting, here is a good article describing the approach I think feels the very best: https://www.gamasutra.com/blogs/MarkVenturelli/20140821/223866/Game_Feel_Tips_II_Speed_Gravity_Friction.php
But these controls are good. Much better to be too tight than too loose! I appreciated the expressive jump that cared how long I held the button, and also the generous air control. The dash felt really good, too, and you did a great job with the interaction of dashing, jumping, and falling. It fit together nicely. Wall climbing felt slightly jarring at first but I adjusted pretty quickly, and I'd say it was well implemented.
On top of this nice control scheme, you built appropriate challenges that tested my skills. This drew me in.
It was a shame the game trolled me so hard. Sending me all the way back to the very start and stripping my abilities made me howl with rage, and after it happened twice I decided I was done. Instead of playing fair, I did this to your game: https://imgur.com/MalqFxD
If you didn't brutalize me with having to repeat the game over and over, I would have probably played the whole thing. It's a nice touch that you offered the ability to customize difficulty, but by the time I knew I needed them it was too late, so they didn't save me.
Ragequitting at restart aside, I enjoyed the game a lot. Star was the high-quality controls with variety of mechanics. Graphics, although simple, were crisp and functional. Sound was also functional, and the music was a nice bonus. The whole progression thing and the bonus timepieces was a nice feature set that took the game up a notch, and showed you really got a lot done.
Overall nice work, although I would have happily spent more time with the game if it wasn't so punishing.
Had some issues figuring out how to use the items I got. Text rendering didn't work for me, so I might have lost out on some good hints, though.
Nice job, this game is definitely more than meets the eye!
Overall well done :)
I wavered quite a bit at the start between "normal mode" and "easy mode" and finally decided that I would rather experience everything this game had to offer rather than be beaten down by difficulty if it was too hard, but ironically I found "easy mode" to be quite a challenge on its own. The healing runes are few and far between, and I struggled a lot with the control scheme (especially the confusion of having "move up" and "jump" be the same button - I kept trying to use "W" to move up in a pinch, but maybe you were avoiding it to better support AZERTY layouts?
Overall, this is a nice entry that really jumps past its first impressions.
I didn't encounter too many glitches, just minor stuff like the jumping sound getting spammed when you hold space in a one block high tunnel. The one thing I actually disliked was the main menu, it's just a pure information overload. Maybe have main menu buttons for Play and Play Custom, leading to either a difficulty select or the parameter setup for custom games.
Seriously though, real criticism. The graphics are really rough and the music is too repetitive. As well, it's tough to tell where hitting the spikes will actually count, I feel like I always have to be overly careful about them. The controls are a bit odd, they seem to be scrambled pretty higgeldy piggeldy around the keyboard, and I keep forgetting that 'W' doesn't do anything, especially while climbing. The overall effect is that I feel too perpetually confused to really get into the flow of things.
The actual mechanics are great, you built an excellent metroidvania structure and you filled it with all kinds of really interesting, challenging, and fun movement puzzles that take full advantage of the movement mechanics that are introduced. As well, your movement puzzles do a great job of gradually introducing the depth in the system that comes from combining all of these simple little mechanics. It's all really pretty elegant, and I can tell you had fun designing them. The only thing I don't like about the movement is the jerky response to input, but honestly the levels are designed around that well enough that I don't mind.
If that is true, than let me first say - congrats, you did it! You submitted your first game, be proud of yourself!
Looking back at it, my first game also was a cute platform, and compared to yours, mine had horrible issues when it came to the player controller. Sure, there are things where you can improve (as we can all do), but you will get there with practice! Keep at it and looking forward to playing your next game!
I think I kept pressing "W" to jump, or wished I could've used arrow keys for something like this, but once we had the Pickaxe/Hook on the right side, it made more sense why you used WASD - but it really started to hurt my hand to constantly be spamming SPACE A D SHIFT to jump around corners and such.
A bit of fluidity in the motion would go a long way, but it was overall really fun!
I too hit the bug where the dash would fly me backwards to the nearest "checkpoint".
Once I got the HOOK grabber, I couldn't remember the hotkey for it, so I pressed escape to check it out, only to find that I lost all my progress :(
Either way, I played through it a number of times, it was really fun.