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A jam submission

MaledictusView game page

Break the curse, if you can!
Submitted by Pens_n_Pixels (@Pens_n_Pixels) — 1 hour, 12 minutes before the deadline
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Maledictus's itch.io page

Results

CriteriaRankScore*Raw Score
VISUALS#24.8004.800
AUDIO#54.4294.429
FUN#94.3434.343
OVERALL#104.3434.343
THEME#294.0294.029
EASY TO GET INTO#474.1714.171
CREATIVE#673.7143.714

Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Do you have any bullet or projectile in your game?

Yes

You added some projectile or bullet in your game

How does your game implement the theme? (If your game doesn't use the theme ignore this field)
Two ways.

Firstly, if the player ceases fire for ten seconds then they can unleash a devastating supersonic lazer attack.

Secondly, in CURSED mode the player can only withstand ten seconds of sustained fire before they die; unless they find a way to heal, of course.

What was the size of your team?
Three, my partner on art duties, and me on everything else except the voices, which was a friend.

Credit all team-members that worked on this project (you can link itch.io/twitter/youtube/twitch)
Jay X Trent
Harry CK Trent
Steve Vallance

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Comments

Viewing comments 25 to 21 of 25 · Next page · Last page
Submitted(+2)

Extremely polished game! Loved theme, graphics and music. The patterns were cool too. Overall an extremely solid entry for the JAM, one of my favourites I should say!

I only have a single issue that has irritated me quite a lot. I’m not sure if I’m missing something, but I keep getting game over’d for no apparent reason in the middle of the boss fight, even though I have lots of hearts left. I’m playing on Normal Mode so I don’t think it’s the “10 seconds shooting and you die” mechanic. I also tried stopping shooting every 10 seconds anyway just in case, but I was still getting killed without anything hitting me. So I’m quite clueless what is the cause.

Developer

Ah, that would be the time over for not completing in the two minute time limit. I could've made that clearer, yeah, it's been mentioned. Waiting til the jam's over to roll out some improvements in an update though.

Thanks for the comment anyway, glad you enjoyed it! <3 

Submitted (1 edit) (+2)

Oh wow, I completely missed that. Just realised it says “2 minute game” in the start menu, haha! Maybe including it in the description more explicitly would have been nice for blind people like me :P

P.S.: Congrats for 2nd place in Visuals! Really deserved!

Developer(+1)

Thank you! #10 overall is pretty good too, I'd played most of those above my game and that's some damn fine company to share.

This whole jam has had some excellent entries on the whole, definitely a better average than most jams I've been in. Good stuff from everyone involved. <3 

(+2)

Really awesome game! It takes the bullet hell theme and changes it into a fun, fast paces dodge the enemies game. I love it! The art is super nice, it reminds me of a game I played on a ps2 a while back. MediEvil - Wikipedia

One thing I can say is that when you die, there should be a reset button instead of it taking you back to the main menu.

Awesome entry though!

Developer

Thank you! Yeah, MediEvil had a great atmosphere, I love spooky games like that.

As for the menu thing, missing polish elements like that are just casualties of having ran out of development time due to the jam. Perhaps the post-jam tweak rollout will address this... :)

Submitted(+1)

I love the spooky theme of this game, really fits well in every aspect!

The gameplay is also no joke - The player hitbox is super clear, the firing rate is really tasteful, the hit feedback of enemies and their death animations are amazingly satisfying and the enemy patterns are really inventive and full of personality. The death animation is also really well invented. But who can forget the "IMMA FIRING MAH LASER" moment when you stop firing for 10 seconds? SUPER satisfying, and amazing use of theme!

The only complaint I have is with the first warning of the game about gamepad controls. First of all, this is a jam, which you should consider that most people are probably using a keyboard, so saying that the game is gamepad only may scare them away (which by the way supports other controls either way). In addition, there is too much text in that warning to read in such a short period it stays, had to reset the game 2 times to read it properly, also the font does not help much for clear understanding...

One thing you could do to prevent that, is to do it like the Yakuza games do for their ports on PC, on Yakuza 0 for example, the game starts with a screen with a gamepad image and below it is written: "Real Yakuza use a gamepad", which it implies that other controls could be used but the best experience is achieved using a gamepad, it is simple and short but conveys the message well.

Developer(+1)

Thanks for the comments! Glad you like and appreciate the work that went into this game, that means a lot.

Sorry you didn't like the "warning" screen, in itself it's less an actual proper warning but more a reference to seminal bullet hell game Dodonpachi's questionable 'Engrish' warning screen:

 

Might be a little obscure a reference, but I thought it was a nice little nod to the genre and its roots. Perhaps this could be re-worded a little? My bad, either way.

Again, thank you for the comments. <3 

Submitted(+2)

No problem!

Submitted(+2)

I've been looking forward to playing this one as soon as I saw the spooky art theme (which i love the art in this!)  This is a very, very impressive entry and especially amazing considering the short amount of time.  Gameplay was very polished and very fun!  The music was awesome too!  Overall amazing work! :D

Developer(+1)

Thank you for your comments, it means a lot considering that I played your own game just now and got that same feeling of "wait, this was done in a WEEK?!?". Glad to see Maledictus didn't disappoint; again, thank you so much. <3 

Submitted (4 edits) (+2)

Everything in this game is extremely polished. Very impressive! It was very fun trying to figure CURSED mode out. A few personal impressions about the stage design:

- Making the mini-boss completely immune to the 10s beam is a bit counterintuitive given that the actual boss is extremely vulnerable to it. Makes the boss fight feel anticlimactic, and also felt like a cheap way to take ~8 hearts away from the player. I don't know how to fix this within the framework, though -- perhaps the boss fight can be reworked to involve more regular enemies for healing?

- It could be made more obvious when the player dies to the 2min timer. The first few times I died to it (see immunity to beam above), I was completely oblivious why.

- The player shouldn't be able to gain as much life as they do right now from using the beam, as it renders the early sections completely irrelevant for survival -- simply beam the enemies before the mini-boss and you're back to full.

- I never really understood how scoring worked. I see that there is a multiplier but there is no indication what made the number go up or down. This should probably be explained somewhere. In the end, I got 125m (or was it 129?), which I assume is a pretty low number, but I have no idea how should I go about to improve it. Ah, I figured it out! It's just the level of your weapon. Up to 170 now. Regardless, I feel like this could be explained in the game description.

Those are just my personal feelings, and by no means criticism. This is a wonderful game for a jam regardless of all the points above. Great work!

Developer(+1)

Thanks for the comments! I'm never expecting a full-on analysis of a game that took just a week to make, but it's always a good sign to me; shows the game was at least good enough for someone to care about enough to share their thoughts -- which is very  welcome.

And I don't disagree with most of them. I'd have loved to have fine-tuned the mechanics to address some of the (excellent) points made, and I definitely intend to after the jam period is finished, but a week is a week and all that.

Again, thank you for your thoughts. As with everyone else's comments, we are taking note for the tweaked post-jam version. :)

Submitted (1 edit) (+1)

Again, I played it many times because I liked this a lot! Those did not have any effect on the ratings :) Anyway, I guess I'll call it a day at 178m. Looking forward to a post-jam version!

Developer(+1)

FWIW 178m is pretty damn good. Playing on CURSED, I take it? (The boss gives double points on CURSED)

And again, I'm glad you liked it enough to give such an analysis. I can tell from your own game that you have a passion for this genre that I share, so I know your comments come from a good place indeed. Thank you, once more. :)

Submitted(+1)

Yes, on CURSED. Thanks for a good game!

Viewing comments 25 to 21 of 25 · Next page · Last page