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Cursed Village's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Execution | #43 | 2.588 | 2.588 |
Metroidvania | #60 | 2.118 | 2.118 |
Overall | #63 | 2.118 | 2.118 |
Enjoyment | #71 | 2.000 | 2.000 |
Sensory | #74 | 1.765 | 1.765 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Assembly Language for NES
Team/Developer
Kamaleon70 and Kingdompots
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Comments
gameplay feels a little bit heavy and not responsive at all BUT the esthetic is fantastic, looks like a real NES game!!
Thanks for trying our game. The time was limited for the jam but we will improve the game in the next future. Also it is an actual NES game. I was playing it on my NES coming from the 80’s. :)
WOOOOOW THAT'S AMAZING!!!! good job ;p
Here ya go!
I wrote my game from scratch in c++, so i admire you for writing yours in assembly. Well done.
This is really cool. Great retro feel. All i can really say is that the controls felt awkward to me so i ended up using my other hand to press x to jump and also it seems like you fall through the little blocks youre meant to jump on. Overall Nicely done!
Well its had a cool retro early Nintendo vibe. I like simple games that are to the point, but I found this taking me back to when I have like 5 or 8 years old. Overall it was okay. The platforms were a little difficult to distinguish. Overall a solid 3.5 for effort.
I did like that it had gamepad and keyboard. that gets you the extra half a star!
Thanks check out Chick-Magnet if you have a chance.... very unfinished for the idea, but it was fun to try.
Thanks for trying our game. The game worked with my "snes" gamepad on PC and of course it works on the original gamepad on the real NES. It is an actual NES game so the web emulator is limited. But the real experience is on a real Nintendo Entertainment System.
The game is quite short and simple. The pixel art is nice. Tho the platform on the building is really hard to tell. Some parts looks like stair but its just the background. And its only have jump sound. Still, nice game.
Thanks for trying our game. Yes the game is very small and unfinished. The time was limited but we are planning to extend the game and fix the issues. The feedback is really appreciated and we will remember it while doing the updates.
Kudos on the cool game using an ancient assembly language! The creepy vibe is unique, but navigating the map is a bit tricky—hard to distinguish platforms.
Thanks for trying our game. Yes assembly was a little difficult but not too much. We have tools to simplify the work now that they did not have in the 80's.
I like the old school limited palette look and feel but also found it a little hard to work out the areas where the player could jump. I wasn't sure if I could kill the skeletons or whether I just had to avoid them. I look forward to seeing future updates.
Thanks for trying our game. Yes the time was limited and programming in assembly is a little hard so we had to limit the functionalities for now. No you can't kill the skeletons in this version, just avoid them. About the areas where the player could jump, we are already thinking to make them more evident so we will have this fixed in the next updates to the game.
For me it was hard to distinguish the parts of the building where I could jump on and on which I could not but I love that you also offered a nes file download. Really cool touch!
Thanks for trying our game. Yes the color choice in NES is limited but we could have handled it better. We are looking for the future to improve the game and the choice of better colors is for sure something we have to consider. Thanks.
Looking forward to seeing future updates :)
I also feel like it could have used some more sensory details like... Well... Literally any noise other than the jump SFX. Otherwise, pretty cool game!
Thanks for reviewing my game. Yes we had not a lot of time to work on the game and I know that is limited. We have already planned to add more features (and probably more sounds :) as well) in the next future.
Sweet!
I liked it. Although the pixel art style for building kinda makes it confusing on which blocks have collisions and which don't.
Assembly Language is very hard and you made the game with it, wow
and the cover art is very good I like it :D
I don't know if it's hard or not to add some features. here my feedback
- the platform sometimes hard to tell can the player stand on it or not
- jumping is a bit too floaty
- need some camera transition or fade black when entering the new area
Thanks for reviewing our game. The time to work on this jam was limited but we will work to improve the game after the jam review period.
choosing to make a game in assembly for a game jam is wild but it's awesome you were able to come up with something! i hope you keep at it
Thanks for testing our game. Yes assembly is not easy, also it was the first NES game (I did other assembly games but for Atari 2600). Anyway this jam was 30 days long so there was some time. :)
Need to say, doing a game for NES was unexpected, and it's certainly an impressive feat for me, so nice job!
Altought sincerely, the game itself is way too simple as is, and since it has only 2 screens it barely feels like a Metroidvania (It feels very incomplete overall tbh). I was also pretty sad you couldn't stomp the enemies, specially since you used the Mario sound effect for jumping x3
The art is also kinda messy, basically every platform gets mixed togheter with the background deco so it's hard to tell where you can step or not at first. I know NES has a limited pallete but even then that usually isn't an issue for real NES games.
And I guess that's it, there's not much else to comment about. I still appreciate the bravery of going for assembly, and the cover art is pretty awesome too
Thanks for testing the game. Just a note: there is a door at the right end of the second screen that teleports to another set of two screens where is the potion to reach the portal in the first two screens. This is as far I can get as metroidvania from an assembly programming standpoint in 1 month. The plan is to add more stuff and improve it in the next future.
Oh, I didn't see that other door :o
I managed to get to the portal with only the potion on the second screen. Granted, I did take damage from the spikes that are on the way to the potion, but I assumed I just missed the jump there
(That if we have the same concept of what a "screen" is. I call a "screen" whatever needs an actual transition to reach, big rooms where the camera scrolls with me would be a single screen on my view)
Speaking of camera, I forgot to mention but the camera scroll do need to be improved, since the way it is now the player needs to get way too close to the edge for it to start following you. This wasn't an issue for what the game has for now, but if you add more stuff this could become a nuisance on the future.
Thanks for the feedback. I'll try to improve the scroll and the camera movement when I will work on updating the game with better and new functionalities. :)