This game was originally created for the Kenney 2020 48 hour Game Jam using the "Cursed" theme. 

Trapped at a haunted castle with a ghost trying to catch you. You must use do whatever you can to survive until dawn or else you would be cursed to live with the undead for all eternity.

Controls:
      Movement: WASD/Arrow Keys
      Jump: Spacebar
       Enter Door: Left or Right Mouse-click
       Hold up while jumping to move up to the next rooftop.
       Hold down while jumping to move down.

Creators Notes: I plan to work on polishing transitions/platforming and also creating an interior map that would be a bit more maze-like.

Hope you enjoy!

Credits:
Engine: Godot 3.2.1
Art Assets: Kenney (https://kenney.nl/assets) & Created by Me
Menu Music: Brandon Morris
Background Music: Alex McCulloch
Game Over & Victory Music: Christian DeTamble


Development log

Comments

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This project is shaping up nicely! The game is pretty impressive in scope and the recent update made everything feel a lot smoother. The additional visual changes add a lot in my opinion as well.

For a simple game, it was surprisingly engaging once I got into it! I would have liked to know why I was unable to go back through doors again, if there was a cooldown or something that prevented me from doing it. I liked a lot of the ambiance, the music and sound was great, the light gradually shifting was nice paired with the light from the lamps and how the zombie also got harder to see as the night progressed. 

I also enjoyed the extra little bit when you become a zombie when you die, a fun little easter egg like thing. I would have enjoyed having the platforming visibility cleaned up a little, making edges more clear + intuitive. 

Thanks for the feedback!
I did end up adding a cooldown to the player since rapidly going back and forth through windows was pretty game breaking. I was toying with having a 'windows shut' animation when you came out of one, or at least have the 'enter door' label go away but I had wanted to put in local multiplayer and thought that would end up hurting the other player (and I ran out of time). Eventually if I continue working on this I'll keep going with my original plan of the windows going to a second map instead of random and then I would remove the cooldown altogether.

For the platforming polish are you talking about the ledges, or the 'behind the castle wall' platforms? Or are you getting the general tearing between sprites?

For the platforming, I was specifically talking about visibility. The walls that I felt I couldn't pass through were hard for me to visually separate from the background. Does that make more sense? 

Pretty fun. Found a bug (webGL version) if I get teleport to the middle window I can't jump (up or down) and I am lock in that zone until killed.

Hey Silver,
Thanks for that, some of my last minute changes to balance jumping accidentally removed that middle level from allowing the player to jump at all.
I pushed a fix so hopefully you can give it another try!