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A jam submission

CurseOfCourses(JAM VERSION)View game page

The senior magician's course did not go according to plan
Submitted by malyok99 (@malyok99) — 1 day, 4 hours before the deadline
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CurseOfCourses(JAM VERSION)'s itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#73.8573.857
Overall#113.3753.375
Design#133.2863.286
Metroidvania#153.3573.357
Enjoyment#173.0003.000

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unity

Team/Developer
Lime Creator

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Comments

Submitted

So, came back to this a second time, and I think I have some more concrete feedback now.

The first thing that I’d say is that the music being about 25 seconds long and written with a dominant style started to get a little old? There’s good stuff there, but it’s all Main Theme Song, and repeats a lot, which gets a bit old to listen to.

The other thing I’d say is that it feels like this game is always forcing the player to play at the edge of the ability of the character controller. Over half of of the jumps in the game require you to bounce off a wall, at least up to the second teleporter, and having to go back to the start on death got a bit old. I think having a bit more variety in the jumps would be nice, IMO.

The art style is executed well, though!

Submitted

The character felt really fun to play, but I wish that spikes did not instantly send the player back to the start.

Submitted

Game looks and feels great but I think the level design needs work. I could get past an early room (the one screenshotted by Lockstedt).

Submitted

The game mechanics & art style was very great!

It was a little hard tough 

Submitted(+1)

Looks very cool and the controls work well! The dash however didn't work at all and the save points were questionable since you didn't start at them after death and teleporting between them also didn't work. 

This section was way too difficult too, you have to be so precise with the wall jumps to not die here. Good start for a game however.


Submitted

This is where I stopped playing. Could not get past it. 

Submitted

What a brilliant combination of genres. 

Submitted (1 edit)

Just want to note the character controller. He's probably the best I've ever seen at this jam. You can adjust the height of the jump, there is a coyote time, a wall jump and many more details that make it feel good.

There are also some points with the level design. I just didn’t understand a couple of times how to get out of some hole and go further. Probably needs more intuition in design

But anyway game feels amazing. Great job!

Submitted

I think you really nailed the presentation and metroidvania aspects of this for sure. I loved the graphics and for the most part felt like the design really lent to the feeling of exploring a large area. 

As someone else mentioned, the health system seemed a bit confusing, and in general I think you could pass along more information to your player with things like UI, popup messages, or even the sort of "play-to-learn" style of gameplay tutorial.

I get the appeal of retro art style, and design. But I would suggest incorporating some modern philosophies to things like accessibility.

Amazing work, one of the best games I've played in this jam!

Submitted(+1)

Great mechanics and I loved the graphics! Couldn't make the Dash work though. Kept pressing Shift over and over but I didn't make it work. Anyway, great job!

Developer(+1)

Thanks for the feedback! But unfortunately i noticed this bug too late to clean it up

Submitted(+1)

I loved the crisp two-color pixel art and the wall jumps. Good work mate!

Submitted(+2)

What I liked

  • I'm a big fan of the black and white only color scheme. This also helps make things look consistent.
  • I love the wall jumping. However, I do have one issue, but I'll address that in a moment.
  • Initially I wasn't a fan of the fast movement, but it grew on me fast and felt more like a clear design decision rather than an "oopsie daisy."

Feedback/Suggestions/Questions

  • While I love the wall jumping, wherever there was a wall-jump column leading into another screen, it took a while to figure out which direction i needed to jump because if I missed it, I didn't have enough time to take the screen layout in for my next attempt. My initial thoughts are to either completely avoid wall jump columns leading into other screens, or providing more time for the player to get an idea of what the layout is.
  • You don't know how excited I was when I pulled up the map in the first screen and noticed it was upating in real-time. Unfortunately, that was the only screen on the map that I saw as I moved room to room. That was kind of a let down. So in the future, fixing this would be a huge improvement.
  • I don't know if this was a design choice or not, but respawning didn't refill my health completely like I thought it would. Getting HP increase would refill them, but not respawning.
  • When you reach a save point, it feel likes the game is locked because leaving that menu isn't intuitive. I assumed Escape or the Map button be what closes it. I was about to give up, until I decided to click the red area on the map. So in the future, I would think about addressing it.


Overall, I liked the game. In general, fast movement never feels quite right to me in metroidvanias, but this was definitely not the case. I think it really works, it just needs a little tweaking to really make it feel really great. Congrats!

Developer

Wow, thank you so much for describing everything in such detail! I will definitely take it all into consideration

Submitted

No problem! I've really benefited from detailed feedback and constructive criticism from different jams and I think its important to pay that forward.