Something sinister is brewing inside Callmar Keep. Cultists have taken over the lower floors while goblins and the undead roam the halls. You must fight your way down and destroy the evil entity that the cultists are raising. 

It won't be easy. You will probably die. Good luck.


How to play

Control the character:

  • Left click to move to any free tile
  • WASD (Q,E,Z,X for diagonals)
  • Numpad (1-9)

Attacking / Using items:

  • Move into enemies to do melee attacks
  • Use the ability from ranged weapons or items from the action bar
    • Click the button on the action bar
    • Press the number (1-8) associated with the ability
Other actions: 
  • G - Loot
  • I - Open inventory
  • C - Open character screen
  • M - Show map while pressing the button

About us

We're three friends who enjoy making games in our spare time. This one took about 2.5 years, and we're quite proud of what it has become. 

Do you like the game? Have any suggestions for improvements, new monsters, items or other feedback? Join our Discord server or leave a comment below. We would really like to hear about your experience with the game ❤️

Thank you!
- Oskar, Niklas and Ludde

Updated 14 hours ago
Published 2 days ago
StatusReleased
PlatformsHTML5, Windows, macOS, Linux
Rating
Rated 4.9 out of 5 stars
(9 total ratings)
AuthorsCats on Keyboards Collective, Niklas, PixelDeep, orvegaard
GenreRole Playing
Made withGodot
TagsDungeon Crawler, Fantasy, Folklore, Godot, Indie, Pixel Art, Roguelike, Roguelite, swedish, Turn-based

Download

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Click download now to get access to the following files:

callmarkeep-windows.zip 64 MB
Version 1.0.1
callmarkeep-linux.zip 54 MB
Version 1.0.1
callmarkeep-osx.zip 85 MB
Version 1.0.1

Comments

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Really enjoyed the game. Got to floor 9 on my first run. A few notes from my perspective:

  1. The hotbar is set automatically without a way to change it? Became an issue when I changed weapons and decided to change back, when my weapon actions were not all on the same hotbar
  2. Hotbars are numbered 1, 3 and then 2
  3. Monsters seem to spawn consistently and from all directions. I think typically in this type of game, once you clear the floor, it's cleared completely. Having monsters spawn all around you makes it difficult to play strategically to some extent
  4. Not sure on the intended difficulty, but definitely a bit on the easier side. I felt pretty confident by floor 4/5 and sinking some points into block with a good shield. Died due to point #3, where I blinked away and attempted to recover but walked into a previously cleared room full of monsters

Overall, think this is a great foundation for a really fun roguelike.

Thank you for playing and well done getting that far! 

I think you have given some really good feedback and I'll try my best to answer your points in order:

1. The new abilities gained, such as when equipping a new weapon, are automatically added to the hotbar (and removed if lost). You are then free to move them around and change what abilities are on which page.  If you open the abilities panel (hotkey K) you will get an overview of all the abilities you have access to and can drag them to wherever you want.
That being said, having the option to 'lock' the hotbar could be useful, or at least not auto add new abilities, perhaps as a game setting or a checkbox right by the hotbar. Thanks for the idea!

2. You can switch hotbar in any direction (with wrap-around), resulting in what you saw if you go in a negative direction. If you use the up-button instead you will switch it in a positive direction.

3. You seem to have encountered our system of enemy reinforcements, put in place to give the player a sense of urgency and to discourage players from loitering. Each simulation tick, there is an ever increasing risk of increasingly difficult enemies being spawned and sent to hunt you. The risk being reset when you encounter new ordinary enemies. Your best bet to avoid them is keep moving ahead towards the next floor. We decided to use this mechanic instead of having a limited amount of food, fuel or similar resources to manage, which is often used to keep the player moving forward. 

4. Good point on the difficulty, we actually lowered that one quite a bit before launch since many testers kept dying, and dying, and dying . Perhaps we need to turn it up a little again in a future patch.
Please let us know if you got as far on the next run if you decide to give it another go.

(1 edit)

Thanks for the reply! All clear for me now. My suggestion on #3, and maybe I missed it, is to reinforce that message to the player so it's not a complete surprise. I'll definitely be giving it another run, I enjoyed the game a lot.

Also will mention that I played this on steam deck, so works great on SD.

That is a great suggestion, we'll keep it in mind for future updates. Also, great to hear it works well on SD.

I wish you luck on your next run and let me know how it goes :)

(+1)

Very intuitive and interesting concept! Always up for a good Dungeon Crawler :) Keep up the good work! ♥

(+1)

Thank you very much and thanks for playing.