The Cursed Tart by Ilari
First time participating in this jam. Programmed a little top-down pixel-artsy dungeon crawler. I had too grandiose initial idea, had to strip most out ^^' . I also wrote barely working map editor at the same time. Huge mistake! Should have written one beforehand. In the end there was no time for sounds, menu, nor in-game text content (e.g. story)! It was a lot of work but also a lot of fun. Hope someone likes it :).
I only have 64-bit Windows binaries for the game. The README.txt file tells the story of the game and the controls. Copy-pasted below the the screenshots. Be sure to read it!
NOTE
I had to upload a patch to the game since it wouldn't launch on some people's machines without it. See The CHANGE LOG in the README.txt (copy-pasted below). The latest patched version is 1.0.1 and can be distinguished by the naming of the zip files.


The Cursed Tart
This is my entry to the Ludum Dare 51 game jam.
Used libs: * SDL2 * stb_image.h
There are some graphical clitches and bugs that I had no time to fix. Hopefully they won't prevent finishing the game...
CHANGE LOG
Patch 2022-10-03
- Patched GLSL version (120 -> 140) to match the used OpenGL version (3.1)
- Changed parameter to SDLInit from SDLINITEVERYTHING to SDLINIT_VIDEO
THE STORY
One cloudy morning you stepped outside of your house and noticed that last night someone had left a delicious looking blueberry tart on your door step. You couldn't resist the temptation of the sweetness and took a bite. It sure was sweet and delicious tart. But there was a strange aftertaste. Suddenly in a puff of purple cloud you turned into something unhuman. You looked at your altered hands in horror. They were so weak and growing feathers.
After a short moment, that felt like an eternity to you, came another purple PUFF and you were back to your human self. You noticed that there was also a letter on your door step. You picked it up with trembling hands and read it quickly.
The letter was from a local Wizard and a "friend" of yours called David. He was famous for his over the top pranks. According to the letter, he had cursed the tart. Anyone who took a bite would turn into some otherworldly being for 10 seconds and then turn back to their usual form. Then, after 10 seconds, the cursed one would assume the horrendous form yet again. This cycle would continue forever unless a magic potion was ingested. David was helpful enough to include in the letter the nearest location of such potion, no doubt put there by himself.
You finished reading the letter and just then the curse activated and covered you in purple and feathers...
One hour and many puffs later you finally arrived at an abandoned castle, the whereabouts of the divine potion helpfully mentioned by David in his letter. You had heard that nowadays the bastion was populated by fiendish beasts and monsters. In a fiend-like rage you stormed in to the castles hallway...
KEYS
Move: Arrow keys
Shoot/drop bomb: Space
Enter: Restart level once you've died
Escape: Quit
Ratings
| Overall | 184th | 3.538⭐ | 15🧑⚖️ |
| Fun | 113th | 3.654⭐ | 15🧑⚖️ |
| Innovation | 132th | 3.577⭐ | 15🧑⚖️ |
| Theme | 149th | 3.808⭐ | 15🧑⚖️ |
| Graphics | 62th | 4.077⭐ | 15🧑⚖️ |
| Humor | 78th | 3.5⭐ | 14🧑⚖️ |
| Mood | 109th | 3.625⭐ | 14🧑⚖️ |
| Given | 15🗳️ | 10🗨️ |
Weirdly enough 1.0.1 doesn't start for me, 1.0 works fine but i have a bug(?) that sometimes ladders or key items (like key) disappear.

The gimmick has a lot of potential. Both forms have their strengths, like the chicken is unusable against ranged mobs, but much better against thornies. However, you can often just wait out the form that's more inconvenient at the moment
@delpod @alaah Yes there is a bug. I hoped it only affected enemies and not items and ladders. It seems I was wrong. I have a hunch where the bug is in the code but I think it might be too big of a change to fix it and upload a patch this late after the compo has ended.
@delpod Weird that the earlier version worked for you and not the patched one. It's quite unsettling actually.
@ugly-robot That's a shame :( not sure if I can do anything to fix that.
The dungeon looks great, I like the subtle 3D that lets you see the sides of walls and doors as the camera moves. It's great that both the human form and chicken form have different weapons that let you fight enemies different ways. Well done!
Locked doors could have used some graphical indication, I initially didn't realise hey were doors since the first time tried to interact with them nothing happened, so thought there was only the first two rooms for a while.
Also a health indicator would have been useful.
0. "SDL2" -> yay, low-level! :)
1. the story on the page feels like a whole tale, this is great! :) Like reading the good old manual out of the box (I always read the manual!)
2. hey, we chose the very same keys! :) (I was wondering if Enter/Return to restart was weird, apparently not so!)
3. I also like the good old README.txt :)
4. 1.0.1 does not work?! Following @delpod’s advice: 1.0 works, phew!
5. like the purple blinkering and purple cloud
6. wow, so THIS is the 3D effect comments were referring to! :D This is great, I am not aware if some other game used this (amusingly, an idea of mine for a big project involves a play on perspective, especially fiddling with the 3D-2D relationship)
7. descending ladder, bone-throwing skeleton, slingshot: someone likes his *Legend of Zelda* ;) Oh, and these are the "bombs"! Same remark
8. a health bar or anything (hearts? :p) would help
9. three-skeleton room: just trying to rush to the door, to see: the death "animation" straight to the tomb is funny!
10. the tile-based movement makes it hard to avoid the bones!
11. not always clear when doors are open; is the image any different?
12. underwater room with water: a key! This is so much *Zelda* XD
13. crabs: the enemies are definitely more challenging than those of *Zelda*, at least the later episodes (maybe not from the first one?… I played a bit the second one, and not the first, although seen some parts of it)
14. no limit on number of simultaneous "bombs"? That hen is more powerful than *Super Metroid*’s Samus! ;)
15. underground room with many skeletons after Eastward room with crabs: as I had already noticed once, there is apparently a bug: when destroying a skeleton, it can destroy another one too, somewhere else in the room
16. two keys! Now going North. General thought: human form more efficient against skeletons, hen form more efficient against crabs
17. ah, you can collide with the skeletons with no damage! Interesting difference; the two types of enemies from *SquareHunter* are analogous (long distance vs. close contact)
18. even more northern room: OH MY GOD. This is over the top! XD
19. actually, totally manageable, BUT the very first crab is underhand X)
20. Potion! Weird, cannot take it as a hen? After all, logical, cannot open it. XD Beat the game!
**Takeaway:** this is a great theme-related concept, and you really managed to settle a full *Zelda*-esque dungeon! As you say, several things would need some enhancement (I am thinking health indication, door status indication — I see I agree with "someone"! —, and sounds), but not that much. The two forms each have their strengths and weaknesses (just like the two enemy types!). For the future, apart from combat, you could imagine clever ways to use the mechanic even more (including different NPC dialogue?), and design places so that merely waiting is not an option or a risky one (alaah rightly pointed this out); for example, have ground that turns to lava if you stay for too long on it, this kind of things. The other mechanics are way more classic (*Zelda*!), but the "classic game + a twist" formula is a fair one, and it does work here. :) Also, very glad you developed a full (humourous) story, I was really immersed once I started playing, and it made the potion make all the more sense!
This is a great prototype, you could clearly extend it! :) Thank you.