Catacombs of Grim
This is a Tribute to the first RPG I ever played (back in the early 90's); Might and Magic II: Gates to Another World.
Update v0.2021.1c
- Notes
- Windows download at the bottom
- Additions
- Added a title screen. Needs some cleanup, but I wanted to get it in quick
- Added in-game spell descriptions. You can now pick 'S' in the character view (if the character is a spell caster) to open the current spellbook and pick a spell to view
Update v0.2021.1b
- Fixes
- Added a 'Pain' damage type so that the cleric's 'Pain' spell (2.3) actually works as described
- Fixed cleric's 'Cold Ray' spell (3.1) to be only castable when not in melee range as described
- Fixed cleric's 'Turn Undead' spell (1.6) to work as described, with some additions;
- Some monsters may be destroyed, instead of fleeing - this depends on the caster's level and faith in his/her deity. It's all flavor, though. Like destroyed monsters, monsters that fled are no longer in the battle
- There's an element of randomness; Turning a skeleton now, may not turn a skeleton later
- Only one 'Turn Undead' cast is allowed per caster, per encounter
- A paladin's level is adjusted for this spell because they only reach caster status at a higher level
- The mechanic is modelled after AD&D from 1996 (but with some modifications)
Update v0.2021.1a
- Notes
- Started using version numbers in updates
- This is a rather big update full of fundamental changes, so I expect issues
- Bug Fixes
- Fixed an issue with inconsistent 'Fight' selection often not attacking the monster that was selected
- Fixed a typo
- Changes
- Changed 'Sir Avandar' to 'Sir Asher'
- Unconscious party members now don't receive XP or treasure
- Unconscious party members cannot be 'Healed'. They need to be 'Resuscitated' first
- Added some color and more consistency to the text. It's a work in progress and more will follow
- Added smooth moving and rotating to better indicate travelling
- Auto equipped the starting weapons
- Additions
- Added level-up boops
- 'Quit' option to quit and return to the main screen. Progress and dungeon will be lost. The game is still 'Permadeath'
- Increased the maximum size of the party to 4
- Added 5 new pregenerated characters. The pregens now cover each of the 7 classes. But make your own, mine are for the lazy...
- Turned the lights off. Dungeon passages are now dark. Each party member has a torch at the start of the game. There's a bigger chance of an encounter in the dark, and some important things may be missed, too, if there is no light to see them. The game will also not map the party location if there is no light. There are some 'hints' like 'impassable' when trying to walk through a wall
- Added some more weapons and armor. More to come
- Added some more consumables, like torches. And scrolls
- Added the ability to 'Inspect' items. This will give an arbitrary description of the item. I have left vague clues as to what it can do, if anything. It is similar to the sorcerer's 'Identify' spell, but with less oompf.
- Added the ability to 'Give' gold or gems to other party members. Just move the slider around. Undocumented feature: Holding Ctrl while moving the slider will change the value in increments of 10
- Added damage types. Some monsters are vulnerable/resistant/immune to some damage types. Damage types do not affect party members, yet, but it will eventually
- Added some more monsters
- Added 'Points of Interest'. These cannot be found in darkness, and include staircases leading to lower levels. Or higher ones if you are already on a lower level.
- Added another dungeon level!
- Added the first Boss. His sprite needs an update, though. The Gatekeeper must be defeated to gain access to the next level. He's not very hard to beat. I will still fine-tune him further. The Boss can be found in his own, small, 'mezzanine'-like level between main levels. Apart from the boss, there are no monsters on these small levels. Go ahead, rest your weary head
- Added spells! Currently - and this will change - all spells of appropriate levels are available to the casters. However, I have only made spells up to level 3, and some spells on these levels are also missing because they require mechanics I have not implemented yet. There are no in-game descriptions for the spells, either. More will follow.
- Added secret rooms. Secret rooms will always have a Point of Interest inside
- Added the Dolls. They are the result of a suggestion from my 7yo son. See below for details
- Internal Technical Changes
- Dungeons' windiness and dead-ends are now configurable per dungeon level
- Monsters are now configurable per dungeon level
- Internal changes to weapons
- Internal changes to consumables
- Internal changes to monsters' attacks
- Known Issues
- Sometimes a monster will overcome a spell effect, but stay in the effect state. I'm still trying to figure out how that happens
- Sometimes the encounter text will disappear if you move when the encounter happens. This is a visual glitch. You can still select A to Attack, R to Run, or H to Hide. I thought I fixed it, but apparently it still happens
Introducing The Dolls
The Dolls are supernatural artifacts scattered throughout the dungeon. Named after the children that once owned them, and linked to their spirits, the dolls will grant the party some additional assistance during combat. Once obtained, a doll will form a soft link to the party member that holds it but the doll will always be hard linked to the ossuary of its child owner. Unlike standard items, dropping a doll on the floor will not leave it there but return it to its ossuary. This is also true for dolls destroyed in combat.
The dolls do not act during combat, but each will grant its own unique form of assistance. A party member can be the holder of multiple dolls, but only one doll can be active per holder. To activate a doll, 'Use' it like a consumable during combat. A new 'Doll' option will appear for the holder, allowing him/her to retrieve the doll again, deactivating the special ability.
During combat, a doll can be healed like any other party member but because they lack the physiology of a living being they will not fully benefit from such healing.
The dolls are vulnerable to acid, fire, and slashing damage, resistant to cold and bludgeoning damage, and immune to poison damage.
There are currently two dolls in the dungeon;
Bronya's Doll
Bronya's doll grants protection. Perhaps too much. Bronya demands attention and will draw all monster attacks to her. Bronya's starting HP is equal to her holder's current HP, and at the start of her turn her HP will reset to be equal to her holder's current HP.
Zoe's Doll
Zoe's doll grants life. Perhaps too much. Zoe does not draw attacks, but is fair game in combat. At the start of her turn, Zoe will heal each conscious party member with points between 5% and 10% of her holder's maximum HP.
Egan's Doll - Coming Soon
Petra's Doll - Coming Soon
Even more dolls (I'm looking at you, Ayden) may be added later
Notes:
- The game is not meant to be played in full screen. The ideal resolution is 1920x1080. Other resolutions may mangle the UI. I will try to fix it at some point.
- To view the character in-game, press the character's corresponding number (not #). This confused me, and everyone else.
- It seems I may have to add a manual somewhere. The stuff's getting a little complicated now
- There are treasure in most of the rooms, and none in the passages. Passages do have some consumables that may/may not help. Press 'S' to search the tile you are on.
- When you drop items, they will remain on the tile you are standing on. Search again to pick them up again.
- You can bash down a locked door, but those may set off a trap. Use a lockpick to avoid traps from triggering. You would obviously need to find a lockpick somewhere. If you fail to unlock the door, there is a small chance that the lockpick will break.
- The inventory is atrocious. This is how it was back in the day. Feel my pain...
- You can only equip weapons, tools (lockpick), shields and armor, and only one of each type (melee and ranged weapons are different types. tools are exempt from this rule). In a perfect world, there would've also been some artifacts to buff your stats a bit.
- The dungeons are procedurally generated, so they never look the same. A minimap would be nice, wouldn't it? Along with a reason to be in the dungeon.
- There are 7 pregenerated characters, but you can create your own. They will be saved, but game state will not. Also, don't create more than 10 characters. I have not built a safety check, so the excess won't be saved. Or the game will break. Or something. Delete the ones you don't want.
Thank you Dan for the fun jam. I've always been threatening to make a RPG, and this had me going at it for many hours. Much fun. Much shoulder tension
Status | In development |
Platforms | HTML5, Windows |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | bixarrio |
Genre | Role Playing |
Made with | Unity |
Tags | Dungeon Crawler, Singleplayer |
Average session | A few minutes |
Inputs | Keyboard |
Download
Development log
- The Future of Catacombs of GrimOct 13, 2021
Comments
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This game is really enjoyable. For some reason I enjoy just roaming the dungeon and searching, and the fighting, and I barely survive a second encounter ever. Good stuff!