Play game
The Call's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall fun and playability | #103 | 2.630 | 2.800 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme incorporation
The call is a game about a character so lonely they will delve into the ancient ruins and face horrors and and stumble through warping reality to save their only friend. Just a little cat?
The warping reality means where there were walls, may suddenly be pathways, and pathways, walls. Will you make it through?
Leave a comment
Log in with itch.io to leave a comment.
Comments
Shifting dungeon (or whatever you want to call it) is really cool. Movement is good but the perspective is a bit off since you can't see much once you get up to a wall, also if there was a little more variation to the walls you can tell when you turn if in a corner. Combat was a bit basic and buggy, I think you had to wait for the animation to finish to actually do damage. I wish there was some more traps or something to spice things up a bit more.
Good entry!
It was a pretty cool moment when I realized what was happening with the environment. The perspective throws a bit of a wrench into things. You get too close to walls, and you can't see when your left/right is open.
But I really enjoyed it once I got the hang of it. I went from being lost most of the time to going back and getting the optional sword.
I encountered the attack glitch, and I thought the double enemy ambush in the last room was a bit harsh, but since it was a short game, I didn't mind blitzing back through to finish it up.
Nice VO work, and the ending was sufficiently spooky.
Playthrough:
A very interesting entry (and we used the same monster asset so yay!) of which I liked most thing! The movement was nice and snappy, the mood and graphics well done, combat was pretty straightforward.
I was not a fan of the changing rooms however...well, maybe not the rooms themselves, but the fact that there was no feedback that they did change. At first I thought it was just my poor exploration and memory skills that I kept on getting lost, until I realized that the rooms do randomly change. I would've liked some sort of feedback, audio/visual something whenever a change appeared, because I couldn't figure out what the logic behind it was and I couldn't really progress past a certain point (got the dagger and the sword, got the key needed for the next door but I couldn't navigate my way back to the door).
Everything else about the game was really well done!
I like the voice acting and the graphical aesthetics. Combat is simple but serviceable, and the things-change-when-not-looking-at-them trick is a classic I enjoy. The snap movement implementation does make it a bit hard to keep rack of where you are and which direction you are facing, but it's not too bad.
Here's my (short) playthrough - the locked gate to the sword unfortunately would not open despite me having the key:
Thanks for playing folks! We appreciate all the feedback, and I'm seeing some bugs get in the way of your playthrough's, so I've got some tips!
The basics are there and the graphics and sound are good, but the snappy movement together with the very narrow FOV was not working for me and I think there are bugs, where I can see hallways to my left, but then, when I step into the tile, from where I should be able to go into the hallway and rotate to face it...there is no hallway. This killed my progress after I go the sword, as I could not trace back my steps. Fix the FOV and add some hit feedback for the enemies and the game will be quite a bit more playable. The rest was absolutely fine.
"Ah, there you are, little creature." Great ending.
I had a lot of fun playing the game, in my opinion it's solid. I love the instant movement and fast enough turn-based combat even if I'm not sure the charging mechanics was needed. Obviously the dungeon is confusing at first, as intended, and it is actually a very cool maze with the rotatable walls, probably one of the best dungeons in the jam to my taste.
I thought the tile ahead is slightly too close to the player, I am not sure it was required to create the confusion you wanted to create.
This is a pretty cool entry, thanks for sharing.
I managed to find the key for the dagger but I couldn't go further.
The snap movement gave me a bit of a headache, it was a bit frustrating in the maze to find the key, I couldn't really understand where I was going.
The charge attack is not very immediate to understand.
I guess the restart button on Game Over doesn't work properly.
I liked the enemies and the glowing potions.
Good Job!
The dungeon feel eerie and nice to explore. Got some issues with enemies clipping into the roof and game did not restart after I died and pressed the restart button. Combat was a bit hard to understand, and you get hit repeatedly when trying to spam attack without actually attacking.
Found the kitty. Kitty is nice. Love her eyes!
The only issue I encountered was if you spam attack - looks like attack is not made, but you do recieve damage. Lost first round that way.
Nice mechanic of warped dungeon, took me a bit to find out how it works, but once I did - got out of the maze pretty easily.
Solid entry through and through!
The promise of cathulu was very hype, but I got lost after aquiring the dagger lmao. Nice work for a solo dev, even if I think you didn't made the assets yourself ? (could be wrong tho). The snap movement are very disorientating since you have no minimap and the walls are the same everywhere and I got killed multiple times by ennemies gattling gunning my face.
I just hope I can see Cathulu one day...
I second that. Snap movements for dungeons without a minimap are really confusing for me at least. The camera was also rather narrow, so you just see the wall in front of you.
I managed to get to the blue sword, but could not find the key for its door. Even so I found one key. :D
But the intro was really cool!