The Cursed Knight by djayne
Arthur has always wished for more strength. Little does he know; all he needs to do is ask.
A witch who lives in a nearby cottage tempts Arthur with a potion that will transform him into a fearless knight. However, Arthur doesn’t realise that with this new courage comes a catch: he has to fight forever!
Will Arthur die in battle? Or will he break free from the haunting loop of ghosts and ghouls?
It’s your job to help Arthur survive this gruesome onslaught and find out if there is a way to break the bloody curse. Save the knight from his nightmare … if you're brave enough.
Controls:
Right-click: stab Left-click: slash Shift: dash Space: jump Arrow keys: movement




Ratings
| Overall | 1386th | 3.036⭐ | 30🧑⚖️ |
| Fun | 1294th | 2.875⭐ | 30🧑⚖️ |
| Innovation | 1514th | 2.5⭐ | 30🧑⚖️ |
| Theme | 1209th | 3.19⭐ | 31🧑⚖️ |
| Graphics | 1186th | 3.117⭐ | 32🧑⚖️ |
| Humor | 680th | 2.854⭐ | 26🧑⚖️ |
| Mood | 876th | 3.315⭐ | 29🧑⚖️ |
| Given | 24🗳️ | 34🗨️ |
The controls felt smooth and responsive, however gameplay would have benefitted if the camera was slightly offset so that you can see more ahead of you. Only a minor issue, but it did make the large jump over the fire more difficult to begin with!
Overall a great game entry and a fun experience. Well done! :)
As others have mentioned, the attack could use better feedback(better timing anyways?). Do the monsters cause damage? I was also dancing in the fire and cauldrons and still didn't take a whole lot of damage.
While the game does need some polish, I think it does a great job on the mood and theme. Nice work!
0. The wall of text, I like narrative games, but hey, who likes the wall of text in the beginning? You can give out the story in bits an pieces to the player through gameplay.
1. The jump, besides the fact that it doesn't work sometimes (it should work even when it technically shouldn't see 'platformer coyote time') it has a 'flat' curve, a better feeling jump would be higher if you press button for longer, and the gravity would increase when you release the jump key (google something like 'better platformer jump' there are videos about this topic).
2. The attack is on the mouse but the rest of the controls are on the keyboard, for me it feels unnecessary, could just use keyboard keys, but that's a minor thing. The bigger thing is that there's this sort of swing to it, that feels unnecessary, an instant attack would have felt better in this case in my opinion. The attack animation could be telegraphed better, right now I barely notice it and it doesn't feel good to hit things.
3. The death, the player shouldn't have to wait this much time.
4. You could've voiceovered the wall of text in the beginning, but I never do that myself, but that would be cool...
Wow that's quite a lot I wrote here, anyway, I have much to say just because you use these mechanics which have a lot of specific stuff figured out already, I hope you find my post helpful. Congrats on your entry! You know how they say, finished game worth 10 unfinished games, who says that? I don't know, just made this up.
Good luck on your game development journey, don't forget to have fun!