This was a lot of fun. The constant movement, the feeling of being chased by the curse, it was tense and kept my mind racing the whole time. I'd like to see a bigger version of this one, I would definitely pay a little bit of $ for that.
If I could see any sort of changes, I'd like to maybe have a more fleshed out environment. Multiple paths to do things, an explanation of the curse and the red mist that damages you, making the cathedral feel more "lived in". Excellent job overall and I hope you keep on making games!
Thank you for playing our game and for your feedback. We're glad you liked it.
Answering most of your points will come down to the fact that it's a ludum dare jam game, made in 3 days, so we weren't able to finish everything to our liking. That's our excuse :)
Seeing how it's a jam game, I don't think we're going to update it, other than bug fixes and quality of life improvements. In our heads, it's a finished product displaying what we're capable of making in a short amount of time. But, I do have plans on making a game based around similar mechanics.
Unfortunately, we weren't able to put in a tutorial in the game resulting in a lot of players not figuring out mechanics that are core to fully enjoying it.
The slide mechanic that you found and were confused about is our substitute for sprinting, as you can slide jump, gaining momentum this way. You also can wall jump and chain wall jumps and slide jumps one after another to traverse the space. It's required for obtaining some of the treasures and stamina bonus potions.
That's about it, thanks again, seeing people even outside of jam space enjoying our work is an amazing feeling.
Glad to hear there's plans around the core concept here, it has a ton of potential with a little polish and some player training. I wondered if the slide mechanic was that or if it was just a game you felt was fast enough to not need a sprint. I'll go back and play around with this a little bit, see if I can find some more stuff and try to max out the game.
Good luck with future projects and I'll be checking out anything else you end up making!
This is so much fun! It took me a long time to find the last lever, and I got killed about 3 seconds afterward just before escaping. I love the feel of the movement; it would be really fun to be able to to the platforming without the pesky curse. The game actually reminds me a lot of City of Brass, an excellent FPP roguelike that also has a sweet sliding crouch and lots of loot to grab.
Thank you! You actually can check the level out mostly without encountering the curse if you never pick up any items. Red curse in left and right wings will always be there though
Cool, I'll have to try that! It's a true credit to the level design and the agility of the PC that I had fun with this, because normally I am not a big fan of "run away from the thing" games. But here, I felt like I could keep one step ahead, and when I couldn't, it was because of poor planning and faulty mental mapping, not because the enemy is BS or the levels or controls are crap. No one-hit-kill plus a limited recovery options is a big plus as well.
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This was a cool horror game about looking for loot and running away from the curse. I didn't know that I actually had to collect a lot of loot to get a high score for the game so I just ended up focusing on flipping all the levers and getting out of the place XD. (I did take some loot but not a lot XD) Something that I noticed about the curse is that it actually moves exactly the same way as the main character moves so I was actually quite surprised by that. Other than that, it would be cool if there was a counter somewhere to tell the players that they need to collect more loot to get more points.
Thank you for reading my comment and I wish you good luck in your future.
Thank you! We did a poor job explaining all the mechanics so you actually never discovered all the movement we implemented. There are a lot more options for going around the level than just running around, so outrunning the curse shouldn't be much of a challenge. Finding treasures should. Thank you for playing and making a video out of our game!
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This was a lot of fun. The constant movement, the feeling of being chased by the curse, it was tense and kept my mind racing the whole time. I'd like to see a bigger version of this one, I would definitely pay a little bit of $ for that.
If I could see any sort of changes, I'd like to maybe have a more fleshed out environment. Multiple paths to do things, an explanation of the curse and the red mist that damages you, making the cathedral feel more "lived in".
Excellent job overall and I hope you keep on making games!
Thank you for playing our game and for your feedback. We're glad you liked it.
Answering most of your points will come down to the fact that it's a ludum dare jam game, made in 3 days, so we weren't able to finish everything to our liking. That's our excuse :)
Seeing how it's a jam game, I don't think we're going to update it, other than bug fixes and quality of life improvements. In our heads, it's a finished product displaying what we're capable of making in a short amount of time. But, I do have plans on making a game based around similar mechanics.
Unfortunately, we weren't able to put in a tutorial in the game resulting in a lot of players not figuring out mechanics that are core to fully enjoying it.
The slide mechanic that you found and were confused about is our substitute for sprinting, as you can slide jump, gaining momentum this way. You also can wall jump and chain wall jumps and slide jumps one after another to traverse the space. It's required for obtaining some of the treasures and stamina bonus potions.
That's about it, thanks again, seeing people even outside of jam space enjoying our work is an amazing feeling.
Thanks for taking the time to reply out!
Glad to hear there's plans around the core concept here, it has a ton of potential with a little polish and some player training. I wondered if the slide mechanic was that or if it was just a game you felt was fast enough to not need a sprint. I'll go back and play around with this a little bit, see if I can find some more stuff and try to max out the game.
Good luck with future projects and I'll be checking out anything else you end up making!
This is so much fun! It took me a long time to find the last lever, and I got killed about 3 seconds afterward just before escaping. I love the feel of the movement; it would be really fun to be able to to the platforming without the pesky curse. The game actually reminds me a lot of City of Brass, an excellent FPP roguelike that also has a sweet sliding crouch and lots of loot to grab.
Thank you! You actually can check the level out mostly without encountering the curse if you never pick up any items. Red curse in left and right wings will always be there though
Cool, I'll have to try that! It's a true credit to the level design and the agility of the PC that I had fun with this, because normally I am not a big fan of "run away from the thing" games. But here, I felt like I could keep one step ahead, and when I couldn't, it was because of poor planning and faulty mental mapping, not because the enemy is BS or the levels or controls are crap. No one-hit-kill plus a limited recovery options is a big plus as well.
This was a cool horror game about looking for loot and running away from the curse. I didn't know that I actually had to collect a lot of loot to get a high score for the game so I just ended up focusing on flipping all the levers and getting out of the place XD. (I did take some loot but not a lot XD) Something that I noticed about the curse is that it actually moves exactly the same way as the main character moves so I was actually quite surprised by that. Other than that, it would be cool if there was a counter somewhere to tell the players that they need to collect more loot to get more points.
Thank you for reading my comment and I wish you good luck in your future.
Thank you! We did a poor job explaining all the mechanics so you actually never discovered all the movement we implemented. There are a lot more options for going around the level than just running around, so outrunning the curse shouldn't be much of a challenge. Finding treasures should. Thank you for playing and making a video out of our game!