We are opening up our new game called CURSED! for Alpha testing, and we need to get a bunch of people to help test it out, find bugs and provide feedback before our full launch!
If you like adventure games like Piggy and Bakon, you’ll love CURSED!
If you like story games like Field Trip Z and Break-In Story, you’ll love CURSED!
CURSED! combines the best of story games and horror adventure games together and adds a ton of realistic settings and props to help you really get into the game! With multiple evil henchmen to outrun and defeat and a powerful boss to battle, it will be a challenge.
Thanks for letting me know. That Discord link was supposed to not expire so that’s weird.
So just FYI, we’re not looking to fill testing positions, more like looking for people who just want to provide feedback. We want as wide an array of viewpoints as we can get
Firstly, the style, low poly mixed with realism, looks very strange, especially with the main antagonist. The UI looks fine, but the font of the text just doesn’t look associated with the other UI. The gameplay is okay, not the worst, not the best, in my opinion, the map is too big. Overall a pretty decent game, hopefully it gets better in the future.
Thanks. I appreciate the feedback. I’ve been trying to tighten up the map. I’m hoping with more people playing at the same time it will not seem as big.
I actually enjoyed it! Excited to see what you will add in the future. Although, it does seem much harder when you’re playing solo compared to with other people, doesn’t feel like you have enough time. But the game was really fun to play, it would be nice if the objects were spawned in other spots but in the same room every game just to make you look instead of knowing exactly where they are.
Well you’re in luck on the last part. We already have the capability to spawn tools and weapons in random places but had not yet put it into effect just to keep it simple at first
Look for that feature to be appearing real soon…
Yes, it’s much harder to play solo because the NPC only has to to target, and there are 2 NPCs after you at some point. They aren’t too smart, so a little looping around can keep them from getting you, but don’t stand still for too long
It was a promising game, played it with my 5 friends. As soon as I died, I had to pay to respawn…Instantly turned everyone away from playing. Why would you have to pay to respawn?.. Like I understand pay to respawn faster, maybe wait a minute before you can respawn but you have to pay to respawn or you have to watch your other friends play…
That’s typical of many games. Piggy, for example, does it the same way. If you die, you’re dead and you have to wait until the end of the game to play again, and until then you spectate. We did implement one free respawn for Premium members of VIP. And I’ve been planning on doing a “First Respawn Free” special next weekend.
The build of the game was good and I like the concept of the game.
I would like to mention that the initial lobby was kinda small compared to the size of a regular player. You should make it a little big
First thing I noticed, the mixing of different poly’s look kind of strange
Another thing is that after playing for about ~3 minutes the ai came and chased me around for the rest of the game. He is the same speed and he never will lose track of you making it impossible to search for items and go into small rooms to find more items
Items are way too hard to find. The map is not overly detailed but detailed enough to where items that are supposed to be picked up blend in too well. This is easily fixable by adding a particle emitter to objects that have a little sparkle every so often.
Other than that, I like the story line and feel of the game. Great job!
Thanks for the feedback. Yes, the items other than keys can blend in, and I was thinking of adding a glow for those.
On the NPC, the biggest issue is playing alone. If you’re alone, it’s gonna be tough because you’re the only target. The same happens with Piggy, Bakon or any other hame like that.
I could make it so that if there are too few players that the second NPC doesn’t come out, or that the first NPC is a little slower. You can outrun them now, it’s just stopping to pick stuff up that gets you caught.
So a few people have mentioned that mixing realism with low poly is strange. But what is it exactly? The only thing that’s low poly are the players, and the only way I could control that is by forcing all the players into a different avatar for the game. Maybe not fully realistic but likely a skinned mesh nonetheless.
Would changing that aspect make the difference for that aspect? Or if I changed the NPCs to be less realistic? I really wanted the game to be more realistic since I think that’s something missing in Roblox, something Roblox itself wants to encourage, and something that would appeal to the growing 13+ player base.