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Artem is a watcher, which is a combination between demon/ghost hunter and park ranger. Basically, anything generally spooky falls onto the burdened shoulders of the Watchers. 

There's two general duties of a watcher. First, learn how to defeat spawns of chaos. Second, defeat spawns of chaos. Watchers split their time stationed in a designated region or traveling station to station training against all the horrid threats of the world.

Our story starts with Artem in a tough spot. He's been transported across the world after touching an inconspicuous book while staying the night with a kind madame.

Finding himself in the ever dreary Grimm's Briar, nestled in the valley of the Noctemura mountains, Artem meets Mayor Barkeep who offers his assistance in getting Artem home. However, he also needs help in solving the mystery surrounding the disappearing villagers.

The mystery drags Artem through haunted graveyards, infested sewers, and a vibey-yet-dreadful forest only to find a true threat that could spell disaster for far more than just one quiet village. An egotistical racoon, an ancient witch, and more fever dream characters will be Artem's greatest aid as he strives to fend off an encroaching doom...


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Click download now to get access to the following files:

The Watcher's Curse Demo.exe 322 MB

Development log

Comments

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Update5:

Loving the changes! Combat works, tutorial tells me how to do stuff, it's really working! Loving the writing and odd world. Some of the music is really cool as well. Attack sprites communicate attacks well.


I do have some less positive feedback though. 

  • Invetory just kind of disappears sometimes during combat, or after using an item.
  • Most enemies don't really have a clear attack animation
  • Dialogue seems to require a mouse click to advance, but nothing indicates that that's something you need to do. Would be cool to get a prompt or something like that.
  • Would prefer health bars in combat to list health/maxhealth rather than percentage, which is already communicated by the bar.
  • Animations are very stiff

Keep up the good work!!

Hey  great work sofar on the demo! Though I am 100% stuck on the first pink Squirrel fight. I see I have a fireball and can select it, but I'm not sure how to target it at the enemy. Some control popups or even text in the corner that outlines what to do or what the controls are would be really helpful!

(1 edit) (+1)

I appreciate the kind words! Combat was definitely a mess in that build and was really 2 halves of separate implementations. It's in a much better spot in the build uploaded tonight and has some labeling to give you direction in what to do and when. Thanks for checking out the build and I hope you follow along as development continues!

Awesome, I'll give it a try!