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A jam submission

Deep ForcesView game page

Fight demons with precognition, clever tactics, and psychic powers.
Submitted by Zorch43 — 2 days, 18 hours before the deadline
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Deep Forces's itch.io page

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Comments

(2 edits)

Testing on Mac, played for about 15 min

What I liked:

  • Tactical gameplay is fun
  • Graphics and artstyle look great
  • Tutorial was clear and informative

Suggestions:

  • Making me wait like 5 seconds for each dialogue to play is excruciatingly slow, but I don't want to skip them or spam the enter key, that's annoying too. Maybe make the dialogue boxes auto play and not block user inputs?
  • Music definitely sets the right atmosphere, but one note droning does get a little grating after a while
  • There's a little too much exposition in the beginning IMO, and it's just military lingo and callouts, not really advancing the story at all so I wasn't invested in what they were saying and just wanted to play the game
Submitted

Gameplay recording, first time playing this: 

  • -No settings for graphics, couldn't move game to other screen
  • -I broke the tutorial, see about 2:00
  • -Skipping dialogue doesn't work when spamming Enter, the fade out animation replays from the beginning
  • -Some hotkeys don't work, I'm pressing X to use a skill but nothing's happening
  • -Skill tooltip should be over the mission setup, hard to decide who to take when I can't see their skills, see about 21:20
  • -Something bad happened after one of the mission, see about 1:07:30
  • I'm scanning but time seems to have stopped. the council calls me in, but otherwise no new missions appear.
  • When I loaded the save to see if I can fix the issue myself, some new buildings appeared but none worked, meeting was in {0} days and time was still not moving.
  • At that point I could not even open a menu, even restarting the game did not fix the issue. Something is clearly wrong with the save file, because when I load earlier save (meeting in 28 days), the game looks normal and plays normally.

Dialogue system is good addition. Doesn't steal the spotlight from the gameplay, but makes the game little more interesting by explaining what's going on.

Maybe difficulty on normal is too low, but I think fresh enemies not moving makes the game extremely easy. If you eliminate the already active enemies, the new ones become sitting ducks.

I don't see why I shouldn't just use the same characters over and over again. I assume characters need to rest if they get injured, but I never got injured. This is also why I was not eager to use training as it would take my fav operatives out of the fight. I assume death and injury are meant to be more common since we can recruit so many operatives.

Selecting skills on the bottom-left feels unreliable. It seems like I clicked the icon, but the skill did not get selected? Pressing icon below character, when you hover over them feels more reliable.

I got confused with character window initially. I thought skills at the bottom are already active. Even when I later understood they're inactive I'm still not sure how to distinguish learned and unlearned skills.

Other than that, everything looks very readable and clear. 

UI and battle arena aesthetically look pretty good, but the base screen looks rough.

The game plays almost exactly like Into the Breach, which means it mostly plays well. I'd probably play longer if not for the bug at the end.

Developer

New this build:

Content/Features:

  • Added Raid Missions:  After defeating a Demon lord, you can research and generate a Raid mission to seize a piece of that demon lord's territory, hampering their efforts and clearing the way for a decapitation strike.
  • The governing council may now reward you with authorization for research projects, or completed research data.
  • Once you have completed the Deployment Forecasting research project, you can change your units deployment positions on the first turn of a battle.
  • Once you complete the Contingency Orders research project, you gain access to reserve orders: and extra order that can be used once per mission.
  • Implemented four other demon lord boss enemies, each of the five demonic armies present in the demo now have their own demon lord.
  • Unit abilities can now be accessed from buttons that appear over the unit when it is selected.  This is in addition to using ability hotkeys and activating abilities from the unit status panel.

Balance changes:

  • Each demonic army now has a different force composition, and prefers different kinds of missions.
  • Reduced the  initial number of enemies and the initial spawn rate of enemies in missions.  In exchange, the enemy spawn rate will increase each turn.
  • Reduced the starting minimum squad size to 4 (down from 6), and the starting maximum squad size down to 6 (from 8).
  • You now start the game with some council reputation built up.

Audio/Visual:

  • Upgraded all ability special effects.
  • Added UI sounds and animations.
  • The strategy layer now has music.
  • Reworked the unit animation system.
  • Aura units will now animate the deployment of their aura effect.