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The Cursed Tower's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall Rating | #22 | 2.449 | 3.000 |
| Most creative | #23 | 2.449 | 3.000 |
| Best designed | #24 | 2.041 | 2.500 |
| Overall | #25 | 2.143 | 2.625 |
| Most fun | #28 | 1.633 | 2.000 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I love the art and the idea of the game. The setting of the game is cool, and the idea of corrupted magic is a great story for the game. The how-to-play menu is very easy to understand, and the gameplay is fun to play. Add a lock-on system or crosshair would be helpful to players to make it easier to see where they are hitting their enemies since it is sometimes hard to understand where their shots are going. I enjoyed the gameplay and the art style of the developers of this game.
The game itself has a cool idea, but there's a lot of bugs and the game itself feels very slow. The fireball to kill enemies is very slow and the hitbox is very small, meaning that if an enemy gets to you, you're pretty much dead since they are faster than you. The enemies also didn't seem to stay dead when they died, I don't know if that was intentional, but they would keep crawling on the floor even after it looked like their death animations played. The colliders on the doors and walls were also very big, squeezing through doors was pretty hard. There's a basis of a really cool game in here! I just think there's a lot of bug fixing and snappier movement needed to make it feel fun.
Based off what I have play, I have some complements and then some negatives. Let's start with the negatives first. When I booted up the game for the first time, I have read the instructions, then I immediately try use A and D to move left and right. But that wasn't the encounter that I had the problem with. The real problem is that when I step in front of the door and get really close to it, I pressed and E and nothing was happening. I keep trying pressing E and yet the door was not opening and pressing every other button. Which I accidentally come across another issue, which is that your fire ball literally goes through walls and doors to the hit the enemy without even needing to open the door. I later discovered it goes through walls by the fire ball hit the wrong enemy through the wall. I then figured out that I needed to stand about three feet away from the door for the prompt to open the door, That is really weird spot to open the door, I would have it at least 1 and half feet and have the door opened from there, but that's a personal preference. However, when I replayed it again the prompt appear immediately, which means level you on the spot you needed to be, and yet it was easily unnoticeable until after a replay. I would either make the door have a glow or have the prompt being more prominent like having a bright color other the standard white, be larger, or have a simple button prompt to make players stuck on the first time around. The next issue is that enemy can be killed twice and the same animation is played. Before the second animation can be played, there is common chance the enemy will be crawling on the floor, but it is stuck in place if the player doesn't kill it immediately and stand afar. If the player is close, the enemy get back up goes into a biting animation but does no damage. Also the last enemy in level 3 which the big mutant in level one again, does it's roar when it's dead even though its dead (which applies to both). However, the body of the large mutant in level 3, slides into the middle of the level when it's dead. This only happen if the player kills the large mutant from a distance, I would probably just added another if statement the enemy can only roar and move towards if it's not dead, other wise it doesn't make the sound or move. As for the common zombie, I honestly made that it either it walk only, or make another if statement the player reduce the enemy, it goes to the crawling animation enemy without an animation like the death animation I would have added some pick ups like health or some more props to make the level feel more alive and expand the size, but I think that is my preference and also not having the amount of time to work to make a fully polished game. And I would allow the player look vertically/ Now the positives, love that the fire appears at frame is at the wind up of the throw and correctly positioned at the hand and goes to the designated path forward, and changes based on location. able to make the player to move with the camera without it being overly sensitive. And you were able to replace the unity build icon with your game's cover is phenomenal. So aside from gripes, some of which is based on preference, while most can be adjusted by simple code and more time, this is a really solid game
Really good job on the game, I really liked the setting and how the rooms were built. Also, how you timed the fireball to fire after the animation was smooth. Idk if you plan on it, but maybe adding a/d movement. Due to muscle memory I kept hitting those keys when trying to move left or right. Other than my personal preference well done.