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CurseOfCourses(JAM VERSION)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #7 | 3.857 | 3.857 |
| Overall | #11 | 3.375 | 3.375 |
| Design | #13 | 3.286 | 3.286 |
| Metroidvania | #15 | 3.357 | 3.357 |
| Enjoyment | #17 | 3.000 | 3.000 |
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
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!
The character felt really fun to play, but I wish that spikes did not instantly send the player back to the start.
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).
The game mechanics & art style was very great!
It was a little hard tough
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.
This is where I stopped playing. Could not get past it.
What a brilliant combination of genres.
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!
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!
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!
Thanks for the feedback! But unfortunately i noticed this bug too late to clean it up
I loved the crisp two-color pixel art and the wall jumps. Good work mate!
What I liked
Feedback/Suggestions/Questions
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!
Wow, thank you so much for describing everything in such detail! I will definitely take it all into consideration
No problem! I've really benefited from detailed feedback and constructive criticism from different jams and I think its important to pay that forward.