I enjoyed the graphics and ambience a lot, I got scared as fuck when I saw one of the little black enemies moving for the first time, that was pretty nice.
The controllers are pretty confusing to me, in my first run I didn't get why I wasn't able to move the camera in the Y axis, I thought it was the idea but then I saw I wasn't able to kill the enemies and knew I was doing something wrong, I didn't press shift at all during my first run of the game
After watching the video explanation I got the idea and actually, I think is pretty creative and cool, so I tried my second run made more sense but still I found the controller pretty confusing about the camera movement between the 2 game modes. I really liked the idea and aesthetics
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The Blessed Curse's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #573 | 2.688 | 2.688 |
Presentation | #642 | 2.500 | 2.500 |
Overall | #669 | 2.333 | 2.333 |
Gameplay | #735 | 1.813 | 1.813 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What do you like about your game?
How utterly weird and messed up it feels.
Comments
This was really cool! The idea is really creative, although I kinda wish it was expanded on a bit more (like, maybe you could change the height/position of your head?). The rooms were a bit dark (and I made the mistake of playing the webgl version), but I feel like this could be expanded upon in a neat way. The controls took a bit to get used to, but I got there in the end.
My one major complaint is around visuals - primarily that the enemies looked a bit too similar and their shields melded into the darkness a bit too much. It was hard to make them out in some areas due to a combination of lighting and dark materials on the models, so you basically had no clue where they were (which was more frustrating than scary honestly).
I also like it could've used a bit more variety in terms of enemies - maybe having some that followed your head instead of your body would be neat?
Thanks for playing! I actually had a mechanic where you could change the position and hight of your head but I didn't get it working in time :( I also wanted to put in more variety in enemies but I was too lazy. Anyways Im going to release a version with better lighting and distinction because of your feedback and other too. Thank you for the feedback :)
I figured out how it worked after a while, and wow its definitely a unique game!
Being able to see your body/feet by turning around was pretty cool! The controls felt so weird at first but if you can wrap your head around it, it's pretty good! XD
The rooms were somewhat dark, but hanging around the lit spots made it easier to re-orient yourself in the world.
Hi, just finished playing your game. As someone else mentioned, making all the mechanics clear from the beginning would've helped a lot, but it is a problem I also faced in my game at some point, so I can feel you, it's not easy. The rest of the game had a very liminal atmosphere, which I personally enjoy a lot! It has a few bugs and unrendered textures but overall it reflects the theme of the jam really well.
Good job and good luck! <333333
Thanks for the feedback! The controls are definitely something that could have been explained and executed better. The "unrendered" textures were actually a shader x_x I had lore worked out for why they were like this (basically your punishment for crimes in the future was is that you are forced to live in a simulation as a monster, but that simulation is old and being depreciated with you still inside .) I never finished exploring the theme however : (
i dont think i get this one? maybe more context would have been helpful,i like the lil dudes running around the level,more games need those
I really like the ambience! The controls were a little hard to use though, the mouse sensitivity was way too high, and it was a little confusing to play. I would suddenly move very erratically or not be able to move and I wouldn't know why, whether it was because the inverted controls monster took me or the enemies were moving me about or simply because of the high sensitivity. But it looks interesting!
I like the originality and uniqueness of the game idea, but the controls are too complicated to handle. Sometimes, I clip into walls while rotating in a certain way, which happens more often than not. I think this is because the distance between the head and the body is fixed, which puts me out of the map to maintain this distance. The art is minimalistic and good, but the lighting could use some improvement imo. Perhaps adding a brightness solution in the options menu could have solved this issue. However, I want to emphasize that the concept is very valid, and with some work on presentation and gameplay fluidity, the game could turn out to be a very nice creepy experience.
Thanks for the feedback! It dawned on me that my friends who playtested were in a call with me so I could explain how to play and where to go. I see that its pretty confusing without that. I was hoping learning the controls would be part of the games challenge but I should have made them less clunky. I posted a short video tutorial on the controls i the description but I know they are still super confusing. Thank you for playing : ]
It seems that I can't tilt my camera up or down. Shift also doesn't seem to work. I also have a hard time grasping the layout of my surroundings due to the low light and minimalistic design. I'm not sure how much of this is normal.
Yeah I didnt realize how many bugs webGL was going to have. It completely got rid of my tutorial and other parts of the game. : ( The download version actually makes sense if you would like to play the actual version. https://my-cholo.itch.io/blessed-curse-2
so while pressing shift and moving the mouse you rotate the monsters head. Moving the mouse normally will rotate its body. (You can hold shift and then look back at yourself if that helps grasping the concept) I really hope you'll try the download. Its kind of embracing I didn't play the actual webGL final build.
I actually wasn't able to on to put them on the same page. After I realized the web version was bugged I uploaded the downloadable version as a different game. I know the that means that the download isn't technically part of the jam but it is the exact SAME with no changes as the web version. Its just that webGL refuses to render my decals : (
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