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A jam submission

The Cursed ClimbView game page

You have five minutes to reach the summit
Submitted by Voidchair — 3 hours, 14 minutes before the deadline
Rated by 11 people so far
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The Cursed Climb's itch.io page

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Which path did you choose?

Fresh Build

How does your game bring our theme, OUT OF TIME, to life?
You're stuck in a time loop

What did you do to ensure accessibility of the game?
Both keyboard and controller support, the game teaches you everything you need to know, there's also volume sliders and a fullscreen toggle

Did you include the Indieformer or Patch Notes logo somewhere in your game?

No

If AI was used in your game, let us know how you used it.
I didn't use AI

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Comments

Host(+1)

EXCELLENT. Though that was a workout and a half for my poor hand (keyboard). Bravo on this submission!

Submitted(+1)

This is really good! Wow! Phew! I am glad that I've listened and played with a controller. Don't get me wrong, the game is still mercilessly difficult, but at least with a controller, I've managed to get to the top and the sandglass in 5 minutes. Imagine the horror when I got to the top the first time and realised that the keys are necessary.... and the time when I arrived there at precisely 00:00:00, only not to manage to hit the sandglass in time. Yes, I've spent over an hour on your game, but I guess that's worth it. The game's super polished, and the movement felt good to play around with. Really nicely done, and this is definitely a winner contender in my opinion. Well done. Period.

Other things I like:

  • Super fluid gameplay
  • Multiple mechanics that felt like they all brought a unique addition to the game
  • Nice in-game tutorials. Always good to see one
  • Player character is cute
  • Top-notch level design. Not sure how you even managed to do this in a jam

Suggestions:

  • I like the camera a lot, feels like old 3d games that we seldom see nowadays. Though I think for some places, namely the last snowy area, the camera angle blocks the player character in the first triple jump, which is super annoying. Consider finding a better angle or allowing the player to control the camera slightly
  • Can there be a little celebration after reaching the top? It's a bit anti-climax after finally reaching there

Besides that, I can't really find much to criticise, really well done. Really well done.

P.S. I still do not know how you are supposed to get past the broken pillar. I have a strange feeling of sequence breaking by going the other way. Surely it's climbable?

Developer

Thanks for the kind words and detailed feedback! Glad you liked it enough to stick with it, even though it ended up being a little more difficult than I realized lol. The ending is a bit rushed for sure, I agree that it could stand to be more satisfying. 

Btw the pillar breaks after a minute into the start of each loop, reaching it in under a minute makes it climbable. You might've heard thunder and a change in the lighting when it breaks, though I checked back on it and realized I messed up on the sound design a bit (you can't really hear it if you're too far away from it, and there were supposed to be additional thunderstorm sounds leading up to it but I accidentally didn't include those). 

Submitted(+1)

I have to be honest. I didn’t do very well with this. I tried two playthroughs but with a mouse and keyboard, I wasn’t able to get very far. I got to an area with a few pillars that required some angles to be navigated at specific angles for the wall jump mechanic to work, and I just struggled to line them up correctly with only 8 directions to work with.

Still though, I don’t have a controller at the moment, and the game specifically recommends one, and I can see why! If I had one, I can tell that I would have thoroughly enjoyed this. Art and music were great, the little cutscenes were great to see in a jam game, and even thought I failed and failed and failed and failed I still had a fun time doing it!

Submitted(+1)

10/10.

Submitted(+1)

I really enjoyed this game. Caveat, I still haven't beaten it in the time frame, but I've gotten all the keys and been able to consistently get to the "long" white orb jumping puzzle. Need to improve my skills there and keep practicing to increase my time there. So probably going to come back and do a fair few more attempts before the jam is over. 

First the art, music and sound design area all great! I think presentation makes the game's objective very easy to understand the goal that I'm trying to achieve. The puzzle elements themselves, gravity and wall bouncing are both  pretty clear in principle, once you figure them out. I took me a few tries around the island to understand how to activate the gravity and go down the right path. Maybe an indicator like you did with the wall bounce for the gravity block would help with this, but at the same time it really seems like you want the player to discover this so take that feedback with  grain of salt. The double jump orb was not really self explanatory and took me a while to figure out that oh I need to dash through to get the buff then jump and that will launch me. 

I think my favorite part about the time loop idea is that you gain knowledge through each attempt and I think that's a really strong theme/design idea here. Really appreciate respecting the player to discover their route.

Some of the platforming sections were great, but I started out with mouse and keyboard and I really really struggled several times to be accurate with which way my character was going especially with the section getting out of the second flame pickup. Once I swapped to controller I had a better time, but some sections  were really punishing if you missed the last jump or wall bounce. 

I know it's the theme but the game is incredibly punishing on time. Even with me knowing the route, if I flubbed jumps a few times I knew I would need to restart because I wouldn't make it in time and having to go back and replaying sections over and over to get to where I left off was getting a tad frustrating. I know it's just the nature of the game and jams but I think a balance can be struck between the time strictness and the difficulty of some of the platforming sections.Maybe being more lenient on the time or making it where you start with the keys/powers you got on the previous run so you don't have to redo that section and can just focus on the progression. Just some ideas that pop up for me.

Despite the frustration I've enjoyed it. Thanks for making this game!

(+1)

Awesome game! Love the progression of knowledge and abilities!