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Whispering Catacombs's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Mechanics | #28 | 3.975 | 3.975 |
Story | #54 | 3.750 | 3.750 |
Overall | #82 | 3.825 | 3.825 |
Fun | #95 | 3.750 | 3.750 |
Aesthetics | #115 | 4.025 | 4.025 |
Sound | #150 | 3.375 | 3.375 |
Music | #152 | 3.550 | 3.550 |
Theme | #431 | 3.200 | 3.200 |
Ranked from 40 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
5
Did you use any existing assets? If so, list them below.
Non
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Comments
It’s different to anything I’ve played (and it’s a good thing) I enjoyed the card game controlling the dungeon and is very fun to play. I think the battle can be improved, sometimes, with some weapons (like the thunder magic) it’s very easy, with others is very difficult. And I’ve lost several times because of the skeletons charging in the middle of nowhere, lol. Very good job! Keep perfecting the concept, it will make an awesome game when finished!
Yup, very good point. Thank you so much for your feedback!
There is a lot we can improve and adjust about the combat system and will definitely do in future updated!
Really cool game! Lots of work went into this. I love the aesthetics, and the concept of moving the maze around is really novel. Nice opening story moment too! The movement in combat is a little clunky, holding down magic while moving gets the player stuck moving in that direction. Aiming is a bit hard to understand due to needing to face a direction and mouse click - I think it would work better as a twin stick shooter. All in all, a really solid, creative entry. Good work!
Hi! Twin stick controls for combat is definitely a good idea we might look into when expanding the game!
I do agree some aspects can feel clunky and need a revisit and we are glad you were still able to enjoy the game in the current state!
Awesome submission. Enjoyed it. Well done.
Thank you! A lot of work went into it, so we are glad you enjoyed it
Great game with a lot of scope to get done in 10 days. Good job!
Thank you! We did work really hard to make it happen ahahah. Hope you enjoyed the game!
The dungeon system with the different pieces and the cards is very impressive. My main issue was that I found it was easy to get a bit stuck and not be able to do much, the move cards didn’t seem as helpful as the rotate ones but I mostly got move cards, and having to use an action to draw cards meant I sometimes spent multiple turns looking for cards. Mostly though I enjoyed it a lot and I think it’s a great idea!
Thank you for the feedback! We are aware that quite a few bugs were left into the final game and are sorry you fell victim of them, but I’m glad you still managed to enjoy out game! Design flaws are definitely in the game too, and we area definitely going to tackle them if we’re going to work on future updates!
You deserve a good rating for this, a lot of work involved.
I need to come back and play more when they crazy is over.
We’re glad our effort didn’t go unnoticed ahahah, thank you for playing the game!
I love the look and feel of this game, it is amazing what you accomplished in such a short time as well. I found the combat pretty hard as the enemies suddenly get the jump on you somehow.
ya sry for the enemies :(
thank you
Wow, this one's amazing! Incredibly creative and ambitious concept to take on for a game jam, and super charming art and execution! This is a special one!!
I have two critiques. One is that it would really help to have some semblance of an idea of where to go. I'm guessing one of the rooms is randomly the "exit room," and I'm sure you're aiming to capture the feel of being truly lost in a shifting labyrinth. But I think having an idea of like "I probably want to go down and left" goes a long way for establishing player goals and feeling that tension between what I'm doing and what the maze is doing (as it stands, I didn't really mind if it shuffled things around because I couldn't tell if I was moving closer or further from my goal).
My second critique is the skeletons, I do not love that they can jump further than the screen can see. Unavoidable combat damage is...something I would avoid as a rule, personally.
However, I only say these critiques because this game has insane potential, and I honestly really like it! You all did an awesome job, super well done!!
Thanks for the comment , about the critiques . i love the first idea , we will implement it if our team plans to work on it further. hmm about the 2nd one will need lil more explanation if possible
Sure! I'll elaborate: With this style of game, I think you want the player to have control of their fate, even if it's difficult. So for the skeleton, I would instead have it jump in some sort of annoying pattern, like a triangle around the player or something. Make it something that's difficult to deal with, but possible to predict, so that the player can be rewarded for their skill in dodging it and avoiding damage.
But that's just my two cents, still an awesome game! :)
oh no ! thanks for the clear explanation and idea . will hv to explore how to approach that . Not yet very familiar with behavior trees . Will hv to figure that out
Really impressive what you guys accomplished in such little time. Doesn't even feel like a jam game. Great job.
Some of the combat rooms were very easy while others felt impossible. Tho that was probably skill issue lol
Oh rooms can be easy or hard depending on your choice weapon
Nice game. I don't think I've played something like that before
Glad you liked it
Perfect game! Graphics, sound, effects, mechaniscm everything is very good for a jam. I really enjoyed. Thank you
Wow this feels like a huge and polished game. Good job there :)
Ya we try to make polished games for jams too
Uh, It is amazing. I suck, but it was great to play. I in fact did not get close to the leaderboard.
Ahahaha gotta try harder!!! You were likely just unlucky with your draws don’t feel discouraged ;)
The card game to ease the dungeon crawling! Such a nice idea.
Maybe the controls could be a bit better it is a bit weird to jump from the arrows to wasd.
ya sorry about controls , we couldnot figure out how to make it better
Don't be sorry! that is a great idea executed very well.
Very cool! Super fun idea.
I had some problems with the cards at the beginning, it was kinda glitch some times, but not a huge problem. Sometimes the card just didn't work on the dungeon at the first time I drag it, but not a big problem too, since I could just try dragging again (don't know why this was happening).
It was kinda frustrating fighting the Skeletons in the combat rooms. I always tried to dodge their attacks, but seems it to be undodgeable.
Other thing that I think would be great is to have give more cards to the player, lets say at least one per turn. I had to lose one action just to get a card per turn. One of the things that make card games fun is that the player have a good amount of options in its hand to choose one, so I guess it's is definitively a good idea to increase the player cards somehow.
ya there are few glitches here and there , we didn't have time to iron everything out
The interface was really nice. I like this kind of game, and you did an amazing job.
Thanks for kind words , :) we had fun making it . Was a great journey . We plan to keep working on it
Really neat! Really liked the addition of the leaderboard, and I had fun with the combat rooms. My only complaint was that it was pretty difficult to tell on the main map which rooms would have which effect, so it was hard to use cards effectively. Overall great game though!
Ya sadly we couldn't come up with any idea to show the treasure and normal rooms far apart in dungeon mode
Very cool mechanics. I Really enjoyed playing this. I think having the combat controls function more like a twin stick shooter would be a nice quality of life change.
Cool , Will implement those after jam . As we plans to keep working on it
Definitely keep at it. This has so much potential!
Very nice visuals! Even comes with a narrative comic strip.
Really liked the concept of this game. A creative mechanic for sure, would love to see it play out as intended. Multiple game modes (combat room) are a pleasant surprise for a gamejam! The starting tutorial, though brief, was helpful in explaining the game. The multiple game music tracks and effects also work well together.
I ran into some bugs. I think there wasn't a limit to catch the number of actions i could simultaneously input, resulting in the excess being deducted from my action points in the subsequent turn. Also, I ended up softlocking the game by running out of cards on a tile which has no possible moves (can't advance my turn, can't get the catacombs to progress).
Lastly, a small QOL improvement during combat would be for the player to face the direction of the mouseclick, and for the projectile to fly in the same direction. Having to turn to face the direction first seems to defeat the purpose of a 360 crosshair, and makes combat feel slightly clunky!
Solid effort overall!
Hey thanks for trying it out .
About the bugs 1) the action overflow one , sadly it went under radar while we were working on it so we missed it
2) you can actually draw new cards by just tapping on deck , guess we were not clear enough about that or i misunderstood the bug report
about the QOL we will make sure to add those after jam , We might keep working on this game idea