Big fan of the general layout and font of all the dialogue, it really sold the legitimacy and immersion of the branching narrative paths. Having the branching paths be presented in dialogue narrative format is a pretty novel approach to roguelike narrative design, and it has the potential to make for some very cool emergent narrative experiences. I do think that the game could do with more juice during combat however, particularly when hitting and getting hit. The attacks feel quite flimsy, and I think adding things like a screenshake, particles, and UI animations could really help liven up the combat. This is some very good work, great job!
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Curse of the Black Castle's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #589 | 3.577 | 3.577 |
| Enjoyment | #1246 | 3.615 | 3.615 |
| Artwork | #2631 | 3.385 | 3.385 |
| Creativity | #3743 | 3.308 | 3.308 |
| Audio | #3935 | 2.769 | 2.769 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
It is a roguelike with story elements, set in a cursed castle trapped in an endless cycle—where each fallen hero is followed by another who takes up the challenge.
(Optional) Please credit all assets you've used
Quaternius - 3d models
PONETI - clean-vector-icons
AnthonyR - Main menu castle
teddybeast6 - music (Desert rose loop)







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