I usually don't play isometric games, but I tried this one and I like it!!!
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The Catacombs of Venice's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #10 | 3.625 | 3.625 |
Mood | #11 | 3.813 | 3.813 |
Overall | #12 | 3.682 | 3.682 |
Audio | #15 | 3.625 | 3.625 |
Visuals | #18 | 3.667 | 3.667 |
Ranked from 48 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
URL
https://github.com/christh/catacombs-of-venice
Comments
I really liked this one! I am usually not a WASD user so i really wish it was Joystick compatible.
Amazing job on the lighting!
Love the lighting. The coin light and the overall mood. looks great! I feel like if you had more assets in and time you would make it even better. GJ :)
Thank you! Yes, I was very strapped for time these last two weeks - fortunately I was able to take the Friday off work otherwise the game would not have been released!
I fully intend to expand on the game in future with procedural dungeon generation and proper roguelike features. And the big missing feature - amusing dialogue!!
Really nice sound effects and attack mechanics! Also, the game visuals are pretty incredible! :)
I will just add a few tips: to make the movement a bit smoothier and reduce the volume of the dying sound effect.
Thanks for your comment! It's a wonder what Unity's URP along with 2D lights and a 'shadowcaster' on the player can do to those simple (but beautiful) 32x32 Dungeon Crawl Stone Soup tiles.
Re: the dying sound - I pushed a quick fix to the game now to fix that (silent Prefab variant version of the Coin Sprayer and Small and Large Coins) as I don't want to damage anyone's ears. My mixer seems to duck the audio automatically, but I guess everyone's audio drivers / devices are different.
PS. prefab variants are one of the most useful things I've learned about on the Gamedev.tv Unity course. Great little things.
I liked the game and it would be cool, if you developed it further. The controls were a little "sticky". What I really liked was the sound of the coins, I don't know why :) What I didn't feel was the theme.
But very nice workt for just 14 days!
Gold coins are wonderful! My precious!! I agree, that sound is a really good one - there's some real gems over on Freesound: https://freesound.org/people/Anthousai/sounds/336567/
Thank you so much for your comment - it was a tough two weeks, but comments like yours really do encourage me to want to pick it up again.
This was a lot of fun! I like your loot collection mechanic a lot and having it offer a soft light to show you've missed some is a great way to make someone put themself back in harms way.
I spend some time here on this game hahahha its really good!
You can make the movement more smoth... I like the coin coming to player this is amazing!!!
But whats there is not gold?
I think if the player movement was like Tibia will be really good!
i like yout game and i need see again after this jam!!!
For reference. What a game! https://www.reddit.com/r/TibiaMMO/comments/md89qi/dont_know_if_you_guys_have_eve...
Hey, very neat little game. I enjoyed it. I think the gameplay could be improved by:
- Making the player movement less "floaty"
- Making the arrows fly longer; unfair because the enemies' projectiles don't have a limit and they travel as far as they have to in order to hit you.
Very good effort for a jam, though, how does it fit the theme, I wonder?
Hey, very neat little game. I enjoyed it. I think the gameplay could be improved by:
- Making the player movement less "floaty"
- Making the arrows fly longer; unfair because the enemies' projectiles don't have a limit and they travel as far as they have to in order to hit you.
Very good effort for a jam, though, how does it fit the theme, I wonder?
Thanks! Yes I absolutely agree on those things. I reduced the player's shot range because originally the only way to aggro an enemy was to shoot them (hadn't added the bats at that point) and it made things too easy. Definitely need to look at that.
Yeah re: the theme it's is mostly via the background, didn't manage any overt references via the gameplay - the day I lost on the WebGL issues I had down to add some dialogue, alas time ran out. Cheers for the feedback, really appreciated.
Nicely done, bit slippery controls but not so much that it made the game unplayable.. Enjoyable atmosphere, the music sets a nice calm tone.. I could see myself spending an hour or two playing this game..
Thanks, ANEQAngel! Appreciate the feedback - I'll need to get busy adding more features (after 18th June of course) for it to be playable for long session gaming, as it's a pretty short game as it stands. With the limited tileset and enemy / loot palette I didn't want to be rude to the player by letting things get boring.
I love the choose of game style, diablo like.
Im not a fan of the wall bouncing but you managed to get an attack system, life and different enemies. Very good :)
Thanks buddy! Re: the controls, I know it's a pain navigating narrow passageways. I was going for a balance between inertia-based acceleration and twitch controls, but tight controls are probably better suited to this one, especially once the projectiles start flying! As quite a few people have mentioned it I'll test a few more variations of movement if I continue dev on this one.
Actually I had an even more Diablo-like experimental 'right click to move to point' system using nav mesh agents but it didn't quite make it to the final product. D2 is totes one of my fave games of all time.
I like the graphics, lighting and choice of music.
Not as big a fan of the sound effects.
Overall very nice.
I wish there was some background music or ambiance to add to it. Love the feel of the game. I had fun playing it ;).
Forsooth! Prithee yonder game hast words which hitherto maketh mine mirth. What ho!
Well done! I enjoyed this, and ended up just "speedrunning" the last level once I realized the gold wasn't the point. Nice take on the theme. Escaped with 447 ducats, but more importantly - I escaped with my life. I wish there was a little better indication of enemy projectiles, especially from darkness, but I guess that's kind of the point, right?
Thanks CFHM, I was going to record myself saying silly medieval things for the sound effects but (un?)fortunately there wasn't time.
Yeah I wish I'd had time to implement some utility for the gold - perhaps different messages on the win screen - though I suppose it could be argued it having no intrinsic use fits with the theme! </lazy developer excuse>
Thanks for the comment, appreciate it!
The gold collecting was fun and the music had a nice mood to it!
Put that soundtrack on a loop, that shit slaps!
Loved exploring and getting gold. The responsiveness of the play could be improved by controlling movement directly instead of the velocity based movement. Also, when I got hit, it wasn't really obvious that I got hit. Improving things like that would make a huge difference.
Thanks for the feedback! Just pushed a fix for the music loops - was instantiating the clips and forget to set loop to true in there. Doh!
Yeah the controls are a bit floaty, a bit more tweaking and making the human enemies a bit more threatening and the combat could be a lot more satisfying. I agree the bats could use some more visibility on their pellets. Thanks so much again for the feedback.
Very good game, good mechanic, fluid and fun. I had never seen the use of mouse point to light and aim, the playability is very good. And the creativity with Venice inspiration and ancient language was just great!
Thanks for the kind words, gtilelli! The mouse pointer lighting came to me as a solution to dark areas where the bats could easily take the player out. It allowed me to reduce the 2D light attached to the player and helped improve the 'mood lighting'. Glad you liked my mock-medieval language too! I wanted to have a few different playable characters with different attributes but well - time ran out.
Thank you so much for your comment.
Collecting the ducats was very enjoyable. When I died it played a terrible sound. Other than that part the music and sound effects were great.
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