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A jam submission

Call of SwordthuluView game page

Dungeon crawler with a cosmic horror theme made for a game jam
Submitted by Steven Tiss, Johann_Spaulding, Kneerza — 9 hours, 7 minutes before the deadline
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Call of Swordthulu's itch.io page

Results

CriteriaRankScore*Raw Score
Overall fun and playability#1571.4911.643

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme incorporation
We tried to explore cosmic horror mixed with science fiction by granting a person on a ship inhuman abilities when they find an unnatural artifact. As they go through the game, the insanity gradually builds until it comes to a culminating point.

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Comments

Submitted

Graphics are great but it's pretty buggy. Going off grid, I think the lightning ball/laser puzzle was bugged because it's impossible the way its currently implemented (or I'm missing something). I always spawned in a dark room and everywhere I stepped left a weird red wireframe object.

Lots of potential just needs to be polished.

Submitted

Its raw around the edges for sure. When you re-spawn you also respawn in a bugged room as well, but you can see exit and continue.

I don't get that part with balls exploding and lasers shooting. It feels like I am steping on the tile that is not marked red -  it should be safe, but I get teleported back into dark room (dead). Tried to tripplejump and stop time to move. But it always looks like red is unsafe and empty space is sometimes safe, sometimes isn't. It didn't trigger in me how it should work. And I was happy to see that puzzle at first :( It probably some visual bugs that I encounter or somesuch.

Its a good start. There is basics of everything, just bugs prevent people from enjoying it :(

Submitted

Very pretty.

Very rough.

I was able to strafe immediately off the rails.

I did press F to Take The Power!

But then got stuck in a door with Master Chief threatening me to fire.

Lots of potential here.

Submitted

Really hard time playing this. Seems to be a debug build of some sorts with collision boxes displayed and enemy clipping. I like the colors and lights in it though. Assets looks nice. It feels a bit like a first person shooter.

Submitted

Looks really nice and has potential.

Unfortunatly it is also borderline un-playable and I tried a couple of times.

  • Fell of the ship multiple times at different locations. First is right at start position, move backward and you are gone. There are a couple of other places, I think the place where the small space ship is shown on the left too.
  • The zombies/space mutants get stuck in a T-Pose and sink into the ground once you hit em.
  • The debug markers and debug infos are funny to watch but not intended, I guess.
  • The zone with the moving energy balls and the laser cannon feels very unfair or I miss something obvious.
  • Also got stuck multiple times after getting "off-grid".

Just a tip, do not use the physic engine to perform movement and  movement collision detection. It comes with a heap of problems when used for a grid based crawler. It is way more reliable and faster to have a 2d arrary of "tiles" and use that instead. You can then just convert the 2d tile position into a 3d vector (multiplied by the tilesize) and you will never get "off grid", solving a lot of problems seen in your game.

Submitted

I completed the game.

There are many things I like about it. Before the last sequence it controls fast and movement is smooth (4th sequence is not horrible either), overall the game looks good and I enjoy the tactical challenge, the different sequences are varied.

The last sequence took me a while, and not for reasons that pleased me. I found a route but in a sense I bruteforced. Slaloming between the balls became obvious but only after a while and at this point I could not tell how you're supposed to approach the part after you turn left without losing life, I was happy with my way losing only 2 hps. The reason is that there's something I never understood with the red visual clues but I have difficulties understanding what I don't understand and then I have difficulties explaining what I don't understand too. Basically I think it's something like that : sometimes the red zone seems to be where you don't want to be this turn while sometimes it's where you don't want to be the next turn, and sometimes it feels like I die the next turn from being on it during the previous turn, wherever I go next I'm dead anyway. I know that's super confusing but I guess at least it expresses how confused I was when playing this last sequence of the game. In fact even before this one, first sequence aside I had rarely any idea of whether an enemy was going to attack my character or not.

In the end the game should have really been right up my alley and I did enjoy it quite a bit but I enjoyed it a bit less than I wanted.

Overall it was cool enough anyway, thanks for sharing.

Submitted

Sorry, that the entry is so bugged or like the other commented a debug build. I got stuck, too. Any tips, what we can do to play it better? From what I got gather it looks and sounds nice.

Developer

Sorry for the bug, I assume it happens when Player runs too fast into not completely opened door. Waiting for all doors to completely open before stepping in should help

Submitted

Unfortunately I couldn't get far, as I ended up stuck inside a door

As already mentioned, this uppears to be a debug build which could explain some of the performance problems

I also run into a bug where my character was placed on the edge between 2 grid squares, which made me collide with stuff in what I assume was an unintended way.

Otherwise graphics and sound were good and fitting each other, and from what little I could experience of combat it has just enough tactical depth to be engaging.

somehow it doesn't crash/5

Submitted

Unfortunatly the game was very buggy and seemed to be a debug build. The idea was promising, but the controls were clunky and the movement did not stay in the grid. I got stuck at the 4th or 5th encounter and could not move anymore. And only the first fight really was a little bit strategic.

Submitted

An interesting play on sanity degrading. Saw some debug messages on screen so, by the end of the game, I wasn't sure what's a bug or what's the player's sanity going away, haha (Are those Debug.Draws? Is that enemy meant to get stuck in a t-pose?). The canon gauntlet was pretty difficult until I realized I can actually use my powers to help me out there.