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A jam submission

Curse CrusadeView game page

This is a card based 2d Action platformer made for the Game Dev Field Guide Monthly Game Jam #17
Submitted by Zackavelli (@_Zackavelli_), npcEdward, SethG1 — 13 hours, 23 minutes before the deadline
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Curse Crusade's itch.io page

Results

CriteriaRankScore*Raw Score
Art#23.9003.900
Narrative/Mood#43.2003.200
Game Design#43.3003.300
Audio#52.6002.600
Overall#53.2003.200
Polish#52.7002.700

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted (1 edit)

Very nice art.

I had some issue with the controls that you could only shot fireballs forward and not backward. if i press left the character will auto look right again and moving left and fire still shoot the fireball right.

In one place i fell down and hit the wall on my way down. then i got stuck in a loop spawning on the wall and falling. took some time to jump back up on the wall again and got plenty of cure cards.

Also i had a bit of hard time figure out what card to use as most of the focus in a platformer is on the level itself. 

I liked the idea of having cards to cast spells but it didn't really feel impactful to not want to use the curses. It felt like there was no drawback from just using the curse immediately and waiting for a few seconds.  I also got bugged with falling a couple of times where I would get stuck in an infinite loop of falling and being placed back on the platform at a spot where there was no control.  Jumping and trying to fireball the bats was fun and I like the idea of having a limited hand of spells instead of being able to spam buttons. 

Submitted(+1)

I really love this concept. I've played games like Dominion and also the action-card game Kingdom Hearts: Chain of Memories and Megaman Battle Nework and I love how you've brought that here to platforming. I love the idea of using Curse cards to track health - I think that's really innovative. Giving players the option of "packs" to add to their decks is a great way to let players choose a playstyle that fits them - love that. While I don't think I liked the platforming elements of the game a whole lot (I felt like they distracted from the "actual" game), the "wall of bats" in that one level was a fun little twist that forced the player to act and not have time to think about their hand. That was interesting.

I really like the idea so I have a lot of thoughts on ways it could be expanded:

  • Would love to see more types of cards. Cards that let you draw more, discard your entire hand, search your deck...so many possibilities!
  • I think there are exploration elements that could be added to the game, where if you explore enough you can find rare cards, or maybe by defeating hidden, optional bosses or something.
  • Having an option at certain points to "edit" your deck? Like maybe instead of getting a new pack, you could opt to remove 3 cards from the deck.
  • Being able to rearrange the cards in your hand might be a nice little player experience enhancement, so they can prep before a big battle.
  • It could change the dynamics of the game a bit if drawing was based on collecting an item or getting to some checkpoint rather than time-based. I felt like I could sit there and use up cards that I didn't want at that point so I could have a hand that I preferred, so I feel like that could encourage the player to work with what they have rather than slowing the pace of the game.

A few pieces of feedback:

  • When I fell of a ledge, I'd keep respawning over the pit and was unable to get out of the loop. I'd have to restart the game at this point, and this prevented me from playing a whole lot.
  • Arrows for the fireballs being bigger would be helpful.

This really inspires me to think about making my own action/card game...awesome stuff!

Submitted(+1)

Very nice interpretation of the topic. I really liked the controls. It was spot on and you could always blame yourself for mistakes. The only thing I wished for was Coyote Time.


Graphically it's done very well. The graphics palette was chosen wisely and suited the overall environment. In my opinion, the arrows on the cards and the damage information were much too small. Maybe you could have used different layouts.

Oh, and an issue which I found... Sometimes I'd respawn at a position where I'd die right away...
Kind of a death loop

All in all a nice entry!

Submitted(+1)

Interesting blend between platformer and card game. Its an interesting positive feedback loop where taking damage compounds the difficulty, thus, gives lasting consequences to being hit or missing a jump making it more difficult to progress. The art is very pleasing, really liked the run animation for the character and the overall design and mostly grayscale palette. I also really liked the way the Holy Rain card looked, super cool affect

I do think that the camera is a bit too high up. Jumping down to a platform below you is a leap of faith and makes it frustrating to get hit by enemies you couldn't have seen. I think the curse's effects turning off after a set time dilutes the utility of having potion cards; the player can simply wait out the curse.

Had a lot of fun with this! I would love to see this concept pushed further with more enemy types more card abilities and maybe a way to build your deck.  Great job on this!

Submitted (1 edit) (+1)

I think this game loop ahs a lot of potential, it blends some of my favorite genres and it scratched all of the deck-builder itches I would want to see in a game like this, so great job!  A few small enhancements I would have liked is a deck/discard counter, and the ability to pause the game. I got stuck a few times in the side or bottom of platforms, and I also found that I could just stand in a safe spot and cycle out all of my curse cards, which made them feel unimportant and like I couldn't actually lose (alternatively, I could just not use spells in most levels and be perfectly okay). I hope this game keeps being worked on, but either way, nice job all!

Submitted(+1)

Cool idea for a game! Would really like to see it fleshed out a little more. Controls felt a little floaty and I got stuck on the side of a couple platforms and kept spawn dying.

Submitted(+1)

Loved the blend of cards with platformer! I just couldn't understand why the fireballs would go in random directions. That seemed strange.  I think music would have helped polish it a bit. Let me know if there's a way to aim the fireball because I feel that makes the game a bit more fun. Well done!

Submitted

Heard that there were arrows so I played it again and finished it. It was a lot of fun. Only critiques I had were:

  • Sometimes it felt that cards took up some of what the player could see. 
  • I agree with MurphysDad that the wall of bats would force the player to use a card, which I think you kinda need to do.

Thanks!

(+1)

Gg. Nice blend of Genres.