Yeah I like it!! Good old schools mechanics, Very funny. With more work on the visual part I think it was a really great game. Good sound design too, but too much coin sound sometimes!
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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 can't say I had any real control over where my arrows went (and firing them itself was an issue as well), using a PS3 controller with the webgl version.
It was kind of using the D-Pad up/down would fire them into a vertical direction and the right tumb-stick would fire them horizontally.
In a twin-stick mode I'd expect the second stick to determine direction and then shooting with one of the action buttons...
Cheers Heckert - yes it's definitely trickier compared to the mouse, even with a generous dead-zone for the right stick. I was thinking about how to add alt-fire on the right stick and indeed it'll need to be in combination with a trigger or button press. So I may switch the main fire to those controls too. I guess I was using Arcade / SNES Smash TV as a reference point for how to handle the shooting.
All that said I did find the thumbstick fire a lot more visceral and feeling like there was a bit more skill involved rather than just clicking.
I just want you to know that I enjoyed your game so much that I came back and played it some more.
You did great with this! Going back over my faves from the Jam has been a treat and The Catacombs of Venice is on my list for sure!
Following you to see updates or future projects
Yay! Thank you. I got a buddy to play it too and he played it through a couple of times (and blew my hi-score out of the water - damn lol). We had a bit of a chat about new features, maybe fire arrows as an alt-fire so I can have an excuse to throw in some more lighting effects.
Thanks again, really glad you enjoyed it - the encouragement is really useful and I'm going to take this one further starting this weekend.
I really like the game!
the gameplay is very nit and the art is really awesome.
didnt quite get the theme connection but its still great.
btw if you can play the game that I made and give me some feedback I really appreciate it :)
One of the best games here!
Two questions:
1. what is the goal of the game?
2. how does it relates to the jam?
Thank you!
Basically I lost the day where I planned to build out a more Shakespearean experience (3rd June), from my log:
01/06: Added cool light, UI for health / coins, scene linking (1 hour light, 4 hours UI)
02/06: Game loop - exit to next level, gameplay fixes (4 hours)
03/06: [plan] Audio / UI / Dialogue, Levels
04/06: [plan] Launch!
Graphics are very nice, the colour scheme works well and the illumination effects are cool. I miss some animations for the sprites, specially for the main character because it’s hard to tell if you’ve been hit or not unless you look at the health meter. Feedback from the enemies is good though.
The UI is very basic but functional. The font choice could be better, but this is me nitpicking.
Controls are a bit floaty, there’s some inertia but it’s not bad at all, and makes you be more careful with your movements.
Music and sfx are nice.
This is one of the games in this jam I’ve enjoyed the most so far. Excellent work!
I can report an Xbox One controller works perfectly fine with this game, but I ended up using the mouse to aim and shoot for accuracy.
This is wonderful! The movement and the combat is fluid. Visuals are great! Those mini extra things like auto-coin collection, the moving lights etc makes it to stand out. Very well done! :)
This is a fabulous game with a very relaxing feeling with the music. The music and lighting fits so perfectly. I am highly impressed with this. I played it tonight on my livestream and you can see my reaction and impression if you like at
Thank you! I watched your video yesterday and it was really nice to see the game being played. And also slightly embarrassing to see a few bugs. So I've pushed an update today resolving:
- Player death:
- Player is no longer thrown around by a ragdoll whilst collecting their dropped ducats (was kind of funny, but not really fun)
- Aggroed enemies no longer head straight for the player like terminators after player respawns.
- The lame looking ring of coins is now more chaotic.
- A recording of me saying 'forsooth' upon player death (dressed up as resolving a bug that there's no death sound)
- Enemy AI is very slightly more nuanced than just doing a chicken run at the player.
Cheers!
This is an excellent submission. Loved the bow mechanics, easy to use and fun to duck and dive while shooting. music sometimes felt a bit dull for the game, fits the intro and menu perfect though.
Awesome game :) I like the visual part, especially the light effects.
Would be nice to have limited arrows (makes it more survival like, but that you need a melee attack) And it would be nice to spend the gold (shop system, like buying new arrows or upgrades)
Thank you, NK!
I agree entirely on all your points. I was very close to adding melee (player originally wielded a sword), but didn't think I could pull it off in the time I had. I also very nearly made it so you had to retrieve your arrows. In fact I think that feature will go in, in future.
Gonna get shop and upgrades in on the next big release post gamejam (still need to do the GDTV shop course lol)
Awesome game!
I killed a lot of enemies because it feels good. lol
Found a lot of money, and ran away of that catacombs.
Only thing is that I felt the movement a little slipery.
Had a good play through, managed to rush the exit at the end to escape :P, didn't fancy trying to shoot down ALL of them :).
The lighting and the tile mapping looked great, nice scene layouts as well. Simple controls for ease of player getting into it straight away. The light on the target/mouse was a nice touch to help you navigate your way through, checking out the dark corners and such.
Personally not as a fan of the music so much, but i seem in the minority on that :P.
Great job on creating all this in 2 weeks, well done!
Thanks for the feedback, Peter! I agree, since I re-balanced the human enemy aggro range (in their favour) I'm pretty sure that last room has swung from 'too easy' to 'forget that!'. Especially as gold doesn't have much use at the present time...
Re: the music, I had slots for every level and intended the first level to be a relaxing entrance (with according music) - with the music ramping up as everything got darker and more theatening - alas time ran out :) That last level really wanted another music track as it's definitely not such a relaxing jaunt.
Fantastic entry - really love the art, the gameplay is solid. I wish the players controls would be a little less 'drifty' (if your in Unity maybe apply some dampening on the physics would probably solve it) but still played very smoothly and was able to maneuver very effectively.
Really enjoyed the light on the ducats and the way they would go towards you like gravity when close (made looting easier) which is a super friendly touch for a gamejam game.
Thanks doommetal! You can probably imagine the amount of tuning I did as the Unity physics engine is a constant puzzle. I had to stop myself after tinkering with arrow physics, gold physics and the rest for much too long :) I had the gold much more 'explodey' at one point, which was a lot of fun, but the gold liked to blow through the walls which is pretty upsetting for the player.
I'll get the player movement locked in my next release, because I agree - a bit more damping and a bit more speed would definitely improve the movement feel.
I came back to this game and tried it using a ps4 controller and i LOVE it.
feels great, looks, and sounds really unique.
i am a big fan of this game
I thought this game was charming. :) It felt good to play and I really like the music. I think it could be more obvious how it ties in with the game jam theme though.
In terms of gameplay it was pretty enjoyable and the audio I felt was really good (Especially the coin pickup sound), although I struggle to find the connection with the theme, "All that glitters is not gold", if possible would you be able to provide a little bit of context?
At the start I wa worried by the lack on animation on the characters, but I didn't take too much to decide it was a cool and riskuf decision, It feels quite good white the way the characters "slide" through the scenario.
I loved the glowing system (it is really cool) and the "old english".
It is a very fun game. Very well done.
Great game, music was rather relaxing and made the experience more enjoyable.
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