Cursed Islands

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Your cat has been kidnapped and locked up in a flying fortress.
Explore, fight monsters and collect clues about your cat's whereabouts to finally face the evil kidnapper.
You can restore your health and save the game's progress at towns.


As a proponent of "function>form," I have to say that the graphics didn't really bug me. I will say that it would be worth the extra effort of animating the whole 5 or 6 frames of the boat swaying from side-to-side, though. Rotating it in flash--what's that called? "Tweening?" Yeah, I think "tweening"--just gives the boat really weird, jagged edges, two-thirds of the time. Everything else looked great, though. (Okay, "great" is a little strong, but you know what I mean...)

What did strike me as interesting was the concept of a shorter RPG. I am not particularly a fan of games that have massive game worlds that you can easily get lost in. I don't really enjoy devoting like a hundred hours to "grinding," either. It's gotten to the point where it is actually /refreshing/ when an RPG exhibits neither of these traits, as yours does.

I also liked the simplicity of the battles and the healing system; I never felt the need for a tutorial (although other people obviously think differently...)

I'm giving you a "pass" on my only real gripe--that the game is a little short--since this is your first submission, lol. In the future, I think it would be cool to have a game somewhere between this and those 100-hour jobbies, length-wise.

This is a solid 4; great work, d00d! I'll be keeping an eye out for your future games.

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this is pretty great. simple, fun, and engaging. im kind of confused about what the experience does, but other than that i love this.
are there areas that have more str enemies or areas that have more magic? as far as i could tell it seemed to be somewhat even, and i'd like if i could go to one place to train one specific attribute.
i got the speed boots and was kinda hoping they'd make my character move faster instead of just increase the escape chance, because i never really ran away from anything aside from the first few battles.
i got the health amulet but i wasnt sure if it actually did anything at first. i like that it increases max life but i feel like it should also heal 2 as it does so. (for example in skyrim, boosting max hp also heals u for the same amount)
sometimes when grinding i'd accidentally click run because i was already left clicking in that location to move when the enemy popped up. im not sure if there is a way to ensure it wont select an option until it's been squarely clicked, but that'd be nice. it didnt cause any major problems for me, but if the difficulty was higher it'd be a p. big issue. it mostly happened in the little forest near the floating castle, because that's like right where the fight menu pops up.
i liked that the game wasnt too hard, but it'd be better if you made the final boss a little stronger. the enemies right before the fortress are just about as strong as the boss is, and the only real bonus he has is that he's got like 5 lives or something. it'd feel a lot more rewarding if the chances of beating him were a little slimmer and maybe you had to respawn in the village nearby after dying with a little less strength or something. i had like 35 str 37 magic by the time i was able to figure out where to get the acorn, so the battle was just a few clicks more than any other enemy.

also, the game should auto save after beating the final boss. i'd dropped like 8 from each stat because i hadnt saved immediately before the battle when i went to hit continue. it'd be really cool if there were a few more things to do in the map once you take over, like visit the towns and maybe idk fight one more big monster. i guess there's room for that in a sequel (pls??? pls.) tho.

anyways, great game. gave you a follow, and i hope to see more soon :)

Love it! Even the terrible graphics! I hope you someday decide to expand upon this, because even though it was short, it was completely and thoroughly enjoyable. I really did like the shoddy animation, the one point I would daresay I didn't like, was the run away and fight buttons. I ended up running away from more fights than I would have liked to, due to the button being placed close to where I was headed on the map with my cursor, towards the end of the game.

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I love the simplicity of the artwork and the game mechanics combined with a fun story. That was a great half hour! Cheers

"Under Judgment" review

Can only assume this is a gag game. Playable but needs work to not be frustrating.

Neutral: Game engine pauses when you click outside the game window with no option to disable.

Mute button
Humuruous opening story.
Interesting battle mechanic. I finally figured out (sort of) how it works.
Movement doesn't require constant button pressing.

Sloooooooooooww movement. Ze boots! They do nothing!
No instructions/explanations/tutorials. Movement, saving, battle mechanic etc not explained.
Can't skip opening boat travel.
Pre-schooler artwork.
The screen shakes when you win a battle but it looks like you've been hit.
Not awful but disappointing ending.

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rzuf79 responds:

So, boots are only for useful for escaping the battles (they give you greater chance of being successful at running away) and have no impact on your movement speed. Sorry for inconvenience.

You know, hiring an actual pre-schooler to draw graphics would save me lots of time and nerves doing something I, as you probably realized, am not particularly great at. Something to consider. Seems cheap as weel.

As for screenshakes - fighting was really dull without them. So they stay.

Ending is indeed lazy and disappointing, and I really have to do something about it.

Thanks for taking the time to play and comment. :3

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Credits & Info

3.79 / 5.00

Oct 15, 2015
7:39 AM EDT
Adventure - RPG