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A jam submission

The Catacombs of VeniceView game page

A real-time 2D dungeon crawler (GDTV '21 gamejam entry)
Submitted by christh — 19 minutes, 28 seconds before the deadline
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The Catacombs of Venice's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#103.6253.625
Mood#113.8133.813
Overall#123.6823.682
Audio#153.6253.625
Visuals#183.6673.667

Ranked from 48 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine

Unity

URL
https://github.com/christh/catacombs-of-venice

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Comments

Viewing comments 24 to 5 of 44 · Next page · Previous page · First page · Last page
Submitted(+1)

Nice game, I found the movement felt slow and "floaty". Overall not a bad game for the time, I feel it needs a little work on the movement and maybe some animation?

Good job!

Developer(+1)

Thanks, Dmented - I do agree on the movement. I'm a big fan of Doomguy and his ability to run at 57mph so I think I did have one scenario where the player did that, which was a heap of fun, but it just made things much too easy. With some larger scenes and the action zoomed out a bit I think it would work a bit better.

(+1)

Very nice visuals!

Developer

Thank you neurobio, I'd experimented with 2D lights in Godot and the performance was disastrous, so I was really happy to see that they didn't choke the system in Unity (at least on my dedidated GPU-less potato)

Submitted(+1)

I loved the way you told the story, text was amazing and kind of funny too in the ending lol and i got 992 ducats yaaayyy.

Music was very chilling and relaxing so I loved that a lot too. and I must say I can feel that you had a bunch more stuff planned for this game and because of the time limit didn't go through with it. and I'm sure they would have been amazing. are you planning to expand after the gamejam ends?

Developer

Thank you! Yes, had lots more planned - really really really wanted Shylock to sell you upgrades / heals or just gate you, trash talk you, and take all your money, Tom Nook style lol. Also wanted to add in character selection with different attributes so you could play as the Prince of Morocco for example. Then I'd definitely have been at least a little more on-theme.

As it stood with just a couple of hours in the evenings to work on the game I had to rein it all in or I'd have failed on the deadline (and very nearly did lol). So with my limited palette of enemies and features, I thought four levels was quite enough otherwise I'm being a bit rude to the player.

And thank you for asking! I am definitely looking to expand this; I've plenty of Unity packages I couldn't use due to the (absolutely fair) gamejam restrictions on paid assets. I'm either going to go in a roguelike direction or gauntlet direction, not sure yet! I love Diablo and the loot pinata (as you may have guessed from my 'coin sprayers' lol), and I love dual stick shooters so I'm sure these things can marry up!

Submitted(+1)

I really dig the simple 2D lighting and ambience! movement is a bit clunky to me, especially the bouncing against the wall when you move towards it. Great basic idea, and nice effects!

Developer

Thanks for your review! I've removed the bounciness now, so it should play a bit more smoothly now.

Submitted(+1)

I usually don't play isometric games, but I tried this one and I like it!!!

Developer

Thanks! I tried to make it accessible, engaging and fast paced.

Submitted(+1)

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! 

Developer(+1)

Thanks Warlike! I need to come back and complete your game - defo want to see the endings. 

I should be able to add in controller controls without too much trouble, though I might be pushing my luck with the 'polishing' rules..!

Developer(+1)

Hey, I've added in joypad controls now (i.e. dual stick)!

I wasn't sure if I'd like it, but I was surprised to find that the combat actually feels a bit more tense and direct compared to the 100% accurate mouse pointer.

Submitted

that's awesome! Thanks for the heads up!

Submitted(+1)

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 :)

Developer

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!!

Submitted(+1)

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.

Developer (1 edit)

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.

Submitted (1 edit) (+1)

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!

Developer

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.

Submitted(+1)

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.

Developer(+1)

Thank you! I experimented and put the coin lights on a separate render layer using additive light - almost by accident it worked out creating a neat effect to - exactly! - tempt the player.

Submitted

I live for happy accidents!

Submitted(+1)

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!!!

Developer(+1)

Thanks Rodrigo!

Tibia was a blast - I remember playing it when they'd basically 'borrowed' all the tiles from Ultima VI (another of my fave games). I still need to balance the mass of the coins, they're a bit heavy when you try and pick up your dropped gold.

Cheers, Chris

Developer(+1)

For reference. What a game! https://www.reddit.com/r/TibiaMMO/comments/md89qi/dont_know_if_you_guys_have_eve...

Submitted

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?
Submitted(+1)

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?
Developer (1 edit)

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.

Submitted(+1)

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..

Developer

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.

Submitted(+1)

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 :)

Developer(+1)

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.

Submitted(+1)

I like the graphics, lighting and choice of music.
Not as big a fan of the sound effects.
Overall very nice.

Developer(+1)

Thanks, Marcus. Yeah, wish I'd had a bit more time to devote to sound engineering, but I lost the day planned for that due to deployment issues, so they're a bit dodgy. Cheers for the review!

Submitted(+1)

I wish there was some background music or ambiance to add to it. Love the feel of the game. I had fun playing it ;).

Developer

Thanks for the kind words, Brohmyr. There should be music though unless you've found a bug. If so I'd really appreciate it if you'd give it another try when you've a moment then I can look into it. Cheers :)

Submitted(+1)

hahaha I've dropped mine ducats!

Silly and fun. Love the use of lighting. The art is cute

Developer

Thanks guys! It was my first time playing with Unity's 2D lighting - was slightly worried that the 'experimental' tag would cause me some heartache, but it seems 'good enough' for production! Well done to the Unity team - I think they get bashed a bit more than is fair.

Submitted(+1)

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?

Developer(+1)

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!

Submitted(+1)

The gold collecting was fun and the music had a nice mood to it! 

Developer

Thanks so much, experial! I'll check out your game this weekend.

Viewing comments 24 to 5 of 44 · Next page · Previous page · First page · Last page