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Prisoner's Curse's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #16 | 3.444 | 3.444 |
| Presentation | #17 | 3.889 | 3.889 |
| Overall | #20 | 3.500 | 3.500 |
| Use of the Limitation | #22 | 3.444 | 3.444 |
| Concept | #43 | 3.222 | 3.222 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
1
Software used
TIC-80
Use of the limitation
Most player actions are limited, jumps, running, and shooting all require limited resources
Cookies eaten
If I'm remembering right, close to a whole Chips Ahoy container
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Comments
Liked the aesthetic! My one complaint (as I liked all other aspects of the game) about it is the regenerating health, as there would have been less waiting and more of a challenge (excluding a few moments where I had to dodge enemies while waiting for my health to fully regenerate) without it.
Enjoyed playing this. Some of the mechanics encourage the player to stop between tough sections for health/stamina to recharge, so it's easy to bore yourself waiting, but it feels like the only option. I think health should have been handled similarly to ammo where it replenishes at checkpoints. Tough to balance though since you can collect lost arrows but not missing health.
The simple tutorial boxes were neat and mostly helpful. The one showing how to defeat the cannons took me too long to figure out.
Art and sound were simple and cohesive. Very good retro feel, and the platforming itself was fun.
I enjoyed it quite a bit!
I found that when I tried to move quickly that the limit on jumps was a bit frustrating - it feels like the game really has a pace that it wants you to play at - but I'm not sure how much I vibed with that pace. Also, the replenishing HP with a large pool was interesting, but I found that it was tempting to optimize fun out of play by stopping, waiting for HP, then going (on first play-through, I thought the 2nd checkpoint flag could only be reached by sequential high speed jumps so spent some time trying to line that up with not dying). Overall, it felt like the design really encouraged the player to slow down when they weren't in 'encounters'.
I liked your in-game tutorial displays and thought the presentation was great. Very well executed.
Felt fun and clean to play. Overall it was a good experience, but was perhaps lacking in the audio department.
I ran through the game twice. On the second, I realized that you can pick up your fired arrows — during the first attempt, all either ended up on spikes or in pits, or were otherwise ignored, so it initially looked like you only regain them at checkpoints. That aspect felt like nice resource management, during both runs, even though it’s easy enough to get through without ever using the arrows.
The slow recharge on everything else felt more like time management than resource management. Take some damage? Sit and wait. Run out of jump? Sit and wait. Run out of run? Sit and wait. Recharge systems encourage idling, metroid-style drops encourage farming, checkpoint-refills encourage getting a move on (or no refills! but that increases difficulty).
It is interesting that some pits cause damage when you fall into them, while others just respawn you without causing damage. Not sure if that was intended, or something that just happens.
Also finally I’d avoid sticking an “Exit Game” button on the web version, because that just soft-locks the embedded TIC-80.
I didn’t make it clear, but pits only damage you if you don’t have invulnerability.
Admittedly, there was meant to be less of a focus on recharging, that’s just kind of what came about when I was running out of time.
Thank you for playing my game!
This is very fun! Your use of the limitation is good, although I think the jumping specifically frustrated me a bit haha. The art in particular looks great! Good job!