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The Cursed Marksman's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Quirkiness | #64 | 3.333 | 3.333 |
| Gameplay | #65 | 3.143 | 3.143 |
| Soundtrack/SFX | #68 | 3.238 | 3.238 |
| Overall | #75 | 3.230 | 3.230 |
| Secondary Theme Interpretation | #77 | 3.000 | 3.000 |
| Gameboy Soul | #91 | 3.381 | 3.381 |
| Graphics | #93 | 3.286 | 3.286 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game meet GBJam's theme?
The main character, a respected marksman, has been cursed by a witch, and now he can't hold a steady aim - no more lucky shots!
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Comments
That was fun! Quite rough, but the concept is inventive, and the art is charming.
Several objects, including the camera, don't align with the pixel grid.
All-in-all, great work!
thanks for the feedback!
I liked the range of different environments and the colour scheme. I thought both weapons were useful, cause the whip really made beating the gun enemies and witch easier. I am also not sure if this was intended but I beat the witch boss by getting them next to the tree so they couldn't walk any more and the spamming the whip.
thanks for the feedback! The pentagram should damage you if you step on it, I didn't know it was possible to beat the which this way π the "intended" way was to wait her lower her shield every ~15 seconds, and then shoot your gun - but gamers always find different ways π
I lost the witch battle, could not figure out what to do. Did not wanted to play again from the start so I did the same I would do with gameboy game - trun it off! The gameboy soul for sure is strong in this one! I liked overall style. I am not a fan of beat-em-up's but the game was well done! Nice work!
nice! π€£π€£ thanks for playing!
Music and vibe are nice. End boss is a little difficult, I might also be missing a mechanic. Overall very nice!
thanks for playing! :D
I liked the gameplay and different level settings. I had fun and I really enjoyed the final battle, it was a very nice surprise. Sometimes the shooting angle was too fast and sometimes slow, but it's a minor thing. Good job!
hey! Thank you so much for playing it! The angle thing was part of the game mechanics: it gets slower and narrower as you break the voodoo dolls
Ah cool! Now that makes sense :)
Very cool concept, but getting better accuracy over time resulted in an inverse difficulty curve. Since there's no limited ammo / reloading, I could just mash the fire button and line up the starting angles of every other shot.
Lovely presentation, a solid entry overall. Congrats!
thanks for the feedback! I totally agree with you, and we are going to work on it after the jam to try to fix this
Interesting concept for the curse! The graphics are pretty cool and feels GB, maybe slightly too advanced for the GB but it plays well! Audio is pretty good too
Good work!!
I really liked the concept of the curse and how it prevents you from aiming, especially for the final battle where you can aim properly, connecting narrative and gameplay. As general feedback, the melee weapon should do more damage than the ranged weapon almost all the time (unless there are special bullets or something), and you should block the path on screens when there are enemies, as most beat-em-ups do.
Thanks for the feedback! I see your point about the damage of melee vs ranged weapons, but in this case our idea is that it's harder to get a hit with the gun compared to the whip (or at least it should be π ), so you should be rewarded for it; that being said, I know the balancing isn't right, and we are definitely working on it after the jam. About the blocking, you are totally right, but I left it like this on purpose so everyone could check out all levels, even who sucks on beat'em ups (like me).
Once I got used to how aiming the gun worked never really used the whip the gun just was better in my opinion. Also I like that you had a final boss in this game too. Also thank you for having a lives system so I didn't have to start the whole game all over if I died one time. Good game.
thanks for playing! Yeah, you can kite your way with the gun and never use the whip... I still don't know whether it's a design flaw or a feature ππ
A great game, somehow it reminds me of Turtles in Time, but I donβt know why ;-D
Thanks for playing! I've never played Turtles in Time, but I will definitely check it out :P
It's a nice beat-em-up with an interesting mechanic for the ranged attack that uses the theme pretty well.
The whip would honestly be practical to use if it did about 2X or 3X the current damage. I can miss about 4 shots with the gun and still kill an enemy faster right now, lol. I got a little frustrated with the enemy marksmen since they always shot me before they came on screen so I would take damage from them every time.
The witch is pretty cool, but I'd recommend just nullifying the player's shots when they bounce off. Right now I can just keep shooting her and the ricochet of the shots ends up killing all the crows every time so it mostly defeats her attacks to just sit still and shoot her.
Overall good stuff that has potential as others have mentioned with some polish.
Thanks so much for the feedback!
Yeah, we still haven't figure out the balancing of the attacks, and you are totally right about the range enemy - stuff to be made in the post jam math. About the witch, "absorbing" the attack was an idea, maybe using it to damage the shield or something.
i like the aiming style for the gun, it makes for a nice balance
Thanks for the feedback!
I like the idea, but it needs to be 'tightened up' a bit. the whip is useless because if you are close enough to hit the target with the whip then random bullets will work better. Also I have no idea how to get the witch to lower her shield.
This game has potential! It just needs some polish (but most jam games do)
Thanks for the feedback!
Yeah, it does need some balancing, it's more like a proof of concept than anything. About the witch's shield, it's timed - which was the best we could accomplish, given our time π