The Cult
The cult requires sacrifices
You must provide those sacrifices. As a cultist in the cult you must lead the others to the altar.
- Move - WASD / Gamepad (Xbox)
- Jump - Space / (A)
- Die? - CTRL / (Y)
- Remove nearby grave - ` (grave key) / (X)
"Wait does that say die? we have to die for this cult? I just wanted some free cool aid"
Credits
- Dude Generator- BXFR
- 2d-extras (scriptable tiles)
Hints, tips, and minor spoilers:
- Jumping at the base of a wall lets you spring higher.- The graves you leave behind can be used as platforms.
- Gathering cultists is more important than having extra lives. Losing a life to gain a cultist is progress.
- Cultists also give you an extra life in addition to another hidden benefit..
Shots
Bug Fixes in fixed version
- Tile sprite tearing- Jump sound volume (reduced)
- Tombstone glitch pushing character into the wall
- Minor tile misplacement (foreground tiles)

Genres: adventure





Comments26
Good work!
@rafael-lontra the movement was intentional, it can get a little bit bouncy, in a post jam version it's something we would tighten up. Thanks for playing!
@casey-macneil the wall jump can be a bit tricky but it can get you over some really tricky places reliably once you get the hang of it. Glad you enjoyed!
I didn't like the jump behaviour (if you hold the 'jump' key, the player will jump repeatedly as soon as it can jump again - this does not play well with wall-jumping, and makes it very surprising (and hard) to climb stairstep like platforms without getting throwed back.
Playing on the web version, I killed myself when switching tabs here and there (Ctrl + Tab, but Ctrl kills yourself).
Wall jumping mechanic is kind of different. Instead of using it to get places after you leap off to a distant wall, it's more like something you use to gain more height right at the start of your jump. It actually kind of makes more sense; you size up your jump and kick off the walls to make it happen, and once you get a certain amount of gravity or velocity, there isn't much you can do to stop it. It makes you think more about how to approach your 8bit platformer parkour. But I still kind of prefer wall jumping in a more traditional sense because it's just...more flexible and fun, I guess.
I feel like using torches and lamps as background art, then using similar-looking campfires as instant death is kind of deceptive hah. I kept walking into campfires accidentally because I forget they're not background art like the rest.
I don't really understand the point of the game. Maybe I didn't get far enough. Still, the mood, atmosphere,
and dialog were very entertaining and interesting to me. You built an intriguing world in such a short duration.
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*NPC: "careful, fire can get pretty hot"*
*me: "you don't fuckin say...oops I touched the fire"*
On the other hand, exploration was great! I liked that as I explored, my previous mistakes paved the way for future success.