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A jam submission

Coop Catacombs: Async Multiplayer RoguelikeView game page

Traditional Roguelike Async Multiplayer for 7drl 2024
Submitted by AikonCWD (@aikoncwd) — 3 days, 10 hours before the deadline
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Coop Catacombs: Async Multiplayer Roguelike's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#14.8134.813
Roguelikeness#15.0005.000

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Successful or Incomplete?

Success

Did development of the game take place during the 7DRL Challenge week?

Yes

Is your game a roguelike?

Yes

Turn-based

Yes

Roguelike Elements
procgen, permadeath, turn based, grid tiles, and much more!

Screenshots

Yes

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Comments

(+1)

Super fun! A great roguelike in general, far beyond just being great for being done in seven days!

Submitted(+1)

Think I'm gonna call this my "game of the jam." I've spent more time playing it and chatting about it than any other entry. It stands on its own as a solid traditional roguelike, though the persistent nature of the dungeon means your individual experience won't vary until the current seed is completed. The cooperative nature of the game, then, lends itself toward messaging other players, chatting strategies, etc. to eke out the W.

That said, even as a traditional roguelike, I'm seeing things here I haven't seen elsewhere. For example, I appreciate the "grate" as a dungeon decoration mechanism and the impact it has on interactions with certain monsters, potions, weapons, etc. Since it stays so close to the genre, you don't have to spend a lot of time getting your bearings / figuring out the rules, but you can still be surprised by discovering new things. ("Oh, my sabre lets me lunge!")

The game feels fairly well balanced, even if certain monsters are OP and essentially run stoppers until you or other players leave enough notes to avoid them. (Cough, flaming orb, cough.) Looking forward to seeing how this one grows over time!

Submitted(+1)

Amazing game! This would already be fun as a plain ”vanilla" Roguelike, with the fun items, interesting monsters, and tense balance. The multiplayer aspects just as more delicious icing on this cake.

I only got one run in so far last night. Made it to level 18 (iirc), but was on death's door since level 13. A huge compliment to the games' pacing and balance that I managed to hang on like this. It's been since I was searching Sen's Fortress for the first time, looking for a bonfire, that a game got this intense for me.

Submitted(+1)

Very good music, sound effects and balance. Kept wanting to try again. Great implementation of multiplayer souls-style.

Submitted(+1)

Nice game! The multiplayer is really impressive work and makes for a very interesting mechanic

Submitted(+1)

Really like the game a lot, it was fun to kill my friend's ghosts and steal their tunics. Its nice and simple but still has enough depth that I keep coming back and playing it again to see how far I can get. Great job!

Submitted(+1)

Oh wow, what a delightful entry! I might actually come back and play this some more later. I love games that have a persistent, shared world that several people are working to complete together. (Weirdly, I once played a Minesweeper clone along those lines.) Moreover, this feels nicely balanced, which is more than I can say for our game, hah. I really hope you decide to continue working on this, as I could see myself losing quite a bit of time occasionally checking in on whatever the current dungeon happens to be!

Submitted(+1)

Awesome job, the coop/souls-like multiplayer elements were a great idea and nice touch to an already well made entry!

Submitted(+1)

I love it! This was so much fun! A very well made roguelike, and the co-op nature takes it to a whole new level. I had a blast playing this, great job!

Submitted(+1)

I really like the look of the game and how you made the multiplayer element. the dungeon i saw was very hard, i couldn't find a single staff that didn't create a fire-breathing monster. game needs a piss button to extinguish yourself

Developer(+1)

Thanks! Yeah, the generated dungeon had a really bad RNG + some players decided that is a great idea to leave more ghosts on that hard dungeon :(


I wanna code a system that if a dungeon is not completed in 48h, it spawns some help elements, like divine weapons or less monsters, etc... But this is something I will add when 7drl votes ends. You can try some random offline dungeons if you go north :)