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A jam submission

The Cult of the Great GearView game page

A simple turn-based Metroidvania game in which you try to escape from underground full of cultists.
Submitted by Bernard Doleśniak — 4 days, 14 hours before the deadline
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The Cult of the Great Gear's itch.io page

Results

CriteriaRankScore*Raw Score
Execution#14.4554.455
Enjoyment#33.7273.727
Sensory#33.9093.909
Overall#33.9323.932
Metroidvania#43.6363.636

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team/Developer
Bernard Doleśniak (Code, Art, Music, etc.), Kalina Doleśniak (Toster), Znajomy Informatyk (Also Toster)

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Comments

Submitted

Okay, I press X first. I love this sort of joke.
and finally escaped !

Maybe this is my favour entry, I love both Music, Gameplay, Art Style and the Game Page Design. Great work !!
But I don't know should I categorize this inside Metroidvania.

I have Three point:
- I can move around but I don't know where the character is while opening the map, maybe block movement control or add a mini map on corner or direct on the map ?
- Can I cancel after pressed C ? I accidentally pressed C 2, 3 times during the section ( well, I want to place bomb by X ) and can't find any key to cancel
- I can't get some box, is that bug ? one is right-up-right of jasio room, another is before the end.

Submitted

This is a really polished entry! The art style stands out, especially the animations (the Mad Prisoner cartwheeling around was a great touch). The music is also good but very loud and repetitive, so I had to turn the volume way down and ended up muting it altogether (though I loved how the different bosses had different themes). I also enjoyed the mood and the little snippets of conversations as you follow your cellmates around.

My biggest gripe is that I found some symbols confusing. It took a room or two for me to even recognize the spikes as such. Also, it seems you can't avoid taking damage in some instances which led to me being stuck forever in the first few rooms because the first time I tried to bump into the star-shaped thingy, it killed me outright. Assuming it was an enemy I couldn't dispatch yet, I let it alone when the solution was to purposefully get hurt. This was made worse by the chest in the room right before it because I thought I was supposed to open it but couldn't and didn't know why. It's only later that I managed to open some, though I'm still not 100% certain it was thanks to the keys I collected. It's really missing feedback on that front.

I didn't get too far because that's not really my kind of game (it's not an action-adventure game, so I don't really consider it a metroidvania, but I know the jam's pretty flexible on that front), but it was definitely interesting if a bit opaque and frustrating. With improved feedback it could lead to something really special. Good job! ;)

Submitted

really nice entry. looks stunning and manages to take a mechanic not usually associated with Metroidvanias but adds enough ability gating and exploration to still be a valid entry... occasionally (for me at least) got close to being more frustrating compared to fun... (those damn knight) - But  a really great game, as I still after a big "ARGGGH those *flippin* Knights" went back to play some more

Submitted

I just found my favorite entry. Clean graphics with just enough detail, beautiful animations (the character bobbing, the way the map slides up and down). I liked that on death you would reset in the same room, reduced the usual frustration I have with metroidvanias. The level layout is top notch, and the puzzles are difficult enough without being obtuse. The boss battles were a highlight. It's amazing how you managed to make a turn based grid combat system so exciting and strategic. And the music only complimented an already great game.

If I'm gonna nitpick, I'd say the Knights should have been the final boss, because those mf-ers kicked my ass hard until I finally managed to beat them.

This should become a full game.

Developer(+1)

Thank you for your kind words! With knights, the situation is more complicated than it seems, because if they were easier (for example, if they simply had less HP), it would be incredibly easy to cheese them (due to their fairly systematic movements). But I agree that they are not very balanced, and seriously, they were supposed to be additional opponents during the final boss fight, but they were quite difficult on their own, so mixing them with others didn't make sense. And narratively, they didn't make sense as the final boss, so they ended up where they are. Thanks again for playing! 

Submitted

Thank you for making this. I enjoyed a lot.
I wish there was an option to adjust the colours, my eyes started feeling some strain by the end of my play session. Also, when I tried moving fast across a screen by pressing buttons very rapidly, some of the inputs did not register.

Submitted

This. was. excellent. I wish it had gamepad support but fortunately antimicrox saved me. I think I agree with every choice, with each room resetting health, it made it exploration and experimentation stay priorities. The writing was fun, art was solid. I liked the music but by the end it was getting a little harsh. The clarity was great with everything literally black and white.

Submitted

Music and artstyle is very nice. I especially like the loading screen and welcome menu, as well as the website background and font choices. Very polished and well thought out!

But the gameplay itself is a bit confusing. Like how some traps are unavoidable so you have to lose health in order  to get through to the next room. If this is intentional it should be better explained that it's part of the puzzle.

Submitted

Great visual and gameplay.
Not sure how I think about this, cus I don't know if some room you are suppose to lose health. And I don't like losing health.

Submitted

Love the gameplay mechanics and the distinct art style 💚.