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A jam submission

The Call of the Creeping FootView game page

A dungeon crawler with depth
Submitted by Frib — 20 minutes, 57 seconds before the deadline
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The Call of the Creeping Foot's itch.io page

Results

CriteriaRankScore*Raw Score
Asset (ab)use#14.3004.300
Charm/Individuality#54.0004.000
Overall/Fun#63.6003.600

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme interpretation
The name (One of Podoserpula's janky translations is creeping foot) and various powerful consumables happen to be mushrooms

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Comments

Jam HostSubmitted(+1)

This is really cool! Very impressive. Visually stunning, I loved how it looks. The voxel effect and the torch casting shadows off of everything, so good! I enjoyed how the areas felt different, I really liked the tutorial (I enjoyed it more because it felt opt-in and because it was broken into small pieces.) 

I had a very hard time figuring out the combat - I kept bumping into a guy over and over and I saw cryptic icons in the bottom right that I didn't understand. Eventually he died (a slime I think?) but the combat gave no feedback so I didn't know I was attacking. It was also confusing to me that I couldn't put the torch or weapons in the attack slot, but it was a great mechanic having me hold them. It just felt a bit weird not being able to actually "equip" it? Dunno how it would be better, other than that the UI was fantastic.

I really liked the "inspect item eye" - retro in the best way.

Developer

Thank you! Torches can be put in your off-hand slot, so you don't have to hold them. Melee weapons can be put in your weapon slot and they only work if they are in there. Ranged weapons, staffs and magic scrolls are basically point-and-click so you don't equip them like the other things. So I'm not sure which part might have confused you, but it could also be just another bug that prevented you from equipping stuff :') you definitely should be able to equip a torch and a melee weapon so you don't have to "hold" them with the mouse.

Combat works by bumping, then it takes all the dice of you and your equipped weapons/gear and other buffs, and rolls it against the dice of your opponent. If you hover your mouse over one of the entries in the bottom right, you'll see more detailed dice results. Basically you need to have at least 1 successful hit to deal damage, and damage is based on your damage dice plus total successful hits vs their block dice and armor. The icons in the bottom right were meant to represent the attacker and its weapon vs the defender and the combat result (boot for dodge, shield for block, metal-like texture for armor, blood for damage, skull for death, with the number representing how much successful dice you lacked in order to succeed for that roll)

Thanks for playing and the feedback! :D

Jam HostSubmitted(+1)

I absolutely loved this one! I managed to get a Redstone sword early on which felt super overpowered, which was great! Amazing use of the provided assets art, music, and sound effects included. This one felt like a dungeon crawler to me! Great work.

Developer

Thank you! Glad you liked it! And yeah that sword is arguably the best weapon in the game right now :D

HostSubmitted(+1)

Really love the look of this an the atmosphere, nice job, feels unlike any other entry =).  I found myself constantly low on inventory space so just ate any mushroom I found, which, perhaps, was good for the theming...  Unfortunately at some point I died and got stuck :(.  I might have to come back to this one and try to beat it without dying, I guess =).

Developer

Thank you! I plan to release a fixed version after the ratings are over, that should hopefully resolve all the game breaking problems :D

Submitted(+1)

I don't know if falling all the way to the bottom was the intended path, I thought for sure I'd be dead at the bottom but I survived! I like how you used the assets, the nice lighting and 3d aspects really made the art pop. Unfortunately my game glitched twice where I attacked and it just froze at the end of the attack frame and I couldn't move until I restarted. I couldn't reliably replicate it. 

Developer(+1)

Thank you! Yeah, falling down was the intended start of the game. I wanted something cinematic and give you a reason to go back up, and also to visualize how long the game would be.

Yeah, the gamebreaking bugs are quite annoying and they snuck in during the last few hours of the jam. I'll get them fixed post-jam. It's mostly related to some on-hit effects, I think. Some enemies cause them to you, like the beholder and I think the snake lady as well. And I've also seen one instance where equipping some regular gloves freezes the character, and I have no idea why that happens :')

So I'm very sorry about the freeze bug! But I hope you still had a good time playing it :D

Submitted(+1)

Great Entry.  After the tutorial my son fell all the way to the bottom of the first chamber and rage quit HA! So I continued playing and had a blast.  Its quite amazing how much content you were able to pack into the short timeframe.  The "3d" aesthetic turned out great i think it gives the game a unique feel even with the 12x12 pixel constraint it doesn't feel "pixelated".  I think the inventory was too constrained for how many items and things you find / pickup.  Did i miss if there was a backpack or something i needed?   The combat on its face seemed quite simple but obviously there was alot of mechanics under it with all the information in the dice rolls, dodges, and equipment.  Would have been nice to see that complexity bring itself into the combat itself instead of being mostly hidden in the UI you have to inspect to feel it.  I didn't play as other characters so maybe i'm missing that aspect of combat complexity.  At any rate thanks for playing my game and I had a great time with yours! congrats!

Developer

Thank you! I'm glad that at least one of you had a good time :D 

You didn't miss a backpack, I just threw way too many items at you :D and I agree that the combat could've been presented better, it's currently too numbercrunchy for fast-paced combat decisions. I originally planned it to be turnbased combat, but eventually decided to go with realtime to make the game feel more tense and stealthy. This turns the combat loop into a "I hope I have more dice while I keep bumping for 3 seconds" loop rather than the tactical choicemaking loop I had envisioned.

I don't think you missed much by not using other characters; most just get some free stuff that you'd find anyway, but some have an on-hit effect (like the cat, who is OP). And there's Old Fart, who just shouldn't be played if you value your time and/or sanity.

Submitted (1 edit) (+1)

Super nice entry, great job!

I’ve managed to climb up to the “dragon” boss I think, but was unable to escape.

I liked the art style, the whole environment, how dungeon is laid out, it really makes a lot of sense, as you navigate all those different passages and it feels like you’re exploring.

I think that movement/actions can be a bit more responsive, it felt a bit strange at times not being able to act, when I wanted to. I feel like adding an instant reaction, or advancing time, when player acted would’ve worked better, but at the same time giving Old Fart that sense of slowness is brilliant (though even for other characters it feels too slow for me).

I didn’t understand how to use bows and wands at first and melee weapons felt like a faster way to progress through the game anyway, so I ended up almost ignoring all the magic and ranged stuff.

Here’s a video of my incomplete play-through (OBS froze in a mid-run):

Developer(+1)

Thank you for playing and for the nice video! It was fun seeing you explore the game and its mechanics. You gave me some new insights and I definitely should've added a tutorial section about ranged/magic attacks. I'll also look into increasing the overall speed a little, but yes, Old Fart was intended to be annoyingly slow :D but at the same time I think the weapon/staff attacks should have been faster so there's probably another bug with speed buffs hidden in my spaghetti.

The dragon boss was basically the final boss and you've practically reached the (buggy) end. Congrats!

Submitted(+1)

I had a lot of fun with this. I was quite impressed with how much of everything there was: content, loot, variety, biomes, even a shop mechanic that was fun. I liked the verticality aspect of the game, something I haven't mastered with my system quite yet. I didn't mind the dice roll thing since if I wanted to see what happens I could always check the combat logs. I got the idea that more dice with higher faces on them meant better stats so that was enough for me.

I only had one bug, which was unfortunately pretty bad. I don't know if I was at the end or not, but there was the beholder mob after the library and I managed to get killed while using the fireball wand. When I respawned, I couldn't move or attack anymore, so that was sad. But that doesn't count against the enjoyment of the game, I feel like I already had gotten my share of fun and seeing what the entry does.

Only criticism I would have is that I would have liked the movement/animations to be faster.

Developer

Thank you! Yeah unfortunately the beholder enemy has a gamebreaking bug :( you were near the end though, you made it about 80-90% through I think.

Out of curiosity, do you happen to remember which character you chose? The speed varies by character and you're not the first that said it could be faster so I'm wondering if I should've increased the base speed of the slower ones a little or if everything should be twice as fast :D

Submitted

The second character, the poison lady.

Jam HostSubmitted(+1)

I did have a whole lot of fun playing. I unfortunately ran into a bug twice so I didn’t quite make it to the end of the game, but I was quite close I hear.

I very much liked the use of the assets. In particular in the green zone with the vines hanging down. And the music/audio use was also really great most of the time. Could have done with sound music in the title and at the start of the game too though.

There was a whole lot of loot. Quite stressful inventory wise to have to let so much go. And not knowing how far it was to the next shop, do you keep the gold or keep something you can use along the way? It was fun, though I really really wanted another row for the inventory. At least one more. Please!

I kind of didn’t fully understand the dice combat, though I also feel like I didn’t need to. In part because it was quite complex and with live fights there was no time to really grasp what was happening. But it wasn’t much of a problem, just find weapons and armor that had more dice to them was good enough rule.

So all in all very nice game. Had fun playing even though I didn’t get to see the end.

Playthrough:

Developer

Watching you play with the cat character made me realize how OP it is combined with stealth :D you hit them from stealth and they immediately get confused and fall off of ledges or run into walls, while barely able to hit you.

You brought up valid points regarding the combat results visualization, it's indeed way too chaotic to use, especially in realtime combat. At first I was unsure whether I should've made things turnbased or realtime, but when I added the stealth mechanics, realtime just felt like the better choice. But it gives you no time to reflect on what's happening during combat.

I also added way too many items. I wanted scarcity to be a thing, but since I only had time to make this one level I just threw everything at you so you could have fun and experiment. But the limited inventory space does make this a little frustrating.

It was fun seeing your approach to the game and how you used certain items. Was so happy to see you use the levitation ring to skip a small section :D

I'm glad you liked the game despite the crashes. It hurts to watch when it freezes :') but yeah you were nearly at the end. I think you had to climb one more tower and then you'd reach the chasm, with the big boss in the final room and a lever that would unlock the front gate. Then you'd have to cross the starter bridge again without falling off (so with the ring, or with super speed to outrun the projectile) and you'd have beaten the game.

Thanks for playing and for the video!

Jam HostSubmitted

Ah that was why combat was so relatively easy and the final enemy behaved so differently when I experimented and accidentally made them see me as a result?

Also you very much managed to make scarcity a thing, just scarcity of inventory space :D

Oh so if I didn’t understand the super speed solution, I would have to backtrack all the way? Or would it create a teleporter of sorts to let me retry? Because it seems quite evil otherwise…

Developer(+1)

Yes, that's exactly why combat worked the way it did. The beholder couldn't see you until you hit it, but once you hit it, it starts moving eratically. And because it's such a fast bugger, it was hard to catch up with him. When you equipped the torch while you were locked in place, it could see you and immediately started attacking you.

I forgot to deactivate the bridge trap :') you'd have to go all the way up again, but there are a few shortcuts (like the ladder near the shop) that can skip some sections. It would still be frustrating, but it shouldn't take long to get back up without enemies etc
Submitted(+1)

I really like the art :o

Assets used well!

Inventory System is great too. 

Just rotation is very slow and the enemies run away too fast for me. Spent a lot time chasing them. Layer 3 or 4? Icy one is too dark i got lost and gave up will try again i think tho :D

Developer

Thanks for giving it a try! Some characters are faster or slower than others, maybe you chose a slow one :D "Ghost" is the fastest one, but "Johnny" and "Barry" are also slightly quicker.

You can pick up and equip the torch at the bottom of the pit. The idea was that you have to light your own way, but that makes you less stealthy. Ambient lighting should gradually improve a little as you get higher.

Submitted

Ahhhh 

Yeah i played Ghost xD

Will try again then :D