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A jam submission

InearthView game page

turn-based tactics + environmental interactions + spellcrafting + deckbuilding
Submitted by reynvert (@reynvert) — 2 days, 23 hours before the deadline
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Play demo

Inearth's itch.io page

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Comments

Submitted (1 edit) (+1)

video: 

tl;dw cool game even though its AI 

fights feel kinda hard, roguelite progression feels nonexistent, should be slowly unlocking stuff even for failing

framerate-synced scripting logic: my cpu was not happy about uncapped frames, after i set it to 60 it chilled out

very promising

Developer

I really appreciate the commentary! Thank you so much for playing and for the feedback!

Great point about capping the framerate, I already made significant improvements to performance so hopefully the next demo will be more gentle on the CPUs.

Will work on progression too.

Submitted (1 edit)

I like it overall, but it needs way more sounds, animations and effects when using cards.

Also, there's a very large amount of blur when moving the camera.

Developer (1 edit)

Thanks for playing!

I will try to improve on that front!

Fixing the temporal blur might be tough though (although I have an idea).

Submitted

Pretty cool game! Took me some time to get the hang of it.
Came to a room with those mitotic mud piles that kept spawning homunculi. Apparently fire attacks heal them, which wasn't explained in any of the tooltips (btw. i love how many tooltips there are for everything). The room itself was easy and just a slog. Stood in the corner, used a shield and pressured the mud piles until they were gone. Homunculi queued up to get killed.

I arrived at the boss, which was too much for me. Constant life steal plus the thugs was a lot. Started a new run, found out the first 2 rooms were the same and got bored by then.

Im not a frequent deck builder player, so i cant comment a lot on that aspect, but it felt good for me. I liked the backgrounds and the characters a lot. It has a nice, clean look to it. Of course its a bit weird how a shroomlad climbs the ladder by running, but thats okay.

Its pretty funny to me to see what you are doing with the hollow earth theme, as that was also an idea for my rpg. Maybe i will introduce some yellow masked man somewhere later on...

Developer(+1)

Thanks for playing!

Damn, I need to somehow force variety between the runs. There is currently three options for each of the three starting fights.

Will also address the other issues (there should be info about healing golemics in the heat dmg tooltip, but need to make it pop more).

Initially I wanted to set the game in space, but decided that adding gravity to all that would be too much for me.

Submitted

Really interesting game, I was trying to reach the boss but eventually it crashed:

LowLevelFatalError [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 452]
Illegal call to StaticFindObjectFast() while garbage collecting!

0x00007fff62857374 KERNEL32.DLL!UnknownFunction []

Crash in runnable thread Background Worker #3

It was kind of running poorly when a bunch of enemies were on screen and I had 4 of the spawners on one level and they kept spawning mud golems so maybe that caused it. Although it crashed in the next level.

It was pretty difficult at the start, I had to restart a few times until I got going but it was interesting enough to keep me playing which is good. I feel like the starting deck sucks. There are a bunch of modifiers and types of damage which I never got to use because all the starting cards do the same thing and you can't really build a strategy until you've cleared a decent amount of rooms. 

Also when enemies are below you it gets a bit annoying because you have to reposition the camera before you can target them even if you know where you need to aim. Or maybe scrolling with the RMB just feels unnatural to me.

Great work so far, the gameplay is really fun

Developer

Thanks for playing! I'm glad you liked it!

I really need to work on the early game.

Performance on the next DD should be way better. I'm doing a major refactor now, and already seeing good results.

I will also try to deal with that crash.

Submitted

not my genre, but i think it's mechanically very solid. art looks good for the most part, but those walkcycles man. 

also i don't really know what you're going for as far as monster designs go. the mud-golems and mushroom-people felt like they matched, but skeletons with ak's feels maybe a bit out of place.

Developer(+1)

Thanks for playing!

I enjoy the dissonance of throwing in some undead nazis, a mammoth, and a golem together. The second map is going to be an underground soviet utopia-attempt gone bad.

The setting is near future, descending to the hollow earth.

Not sure how much of that is readable.

Submitted

Cool game and has potential for sure. I just felt like the player should have more options, especially at the start. I had like 4-5 cards which cycled but they were all close-ranged besides teleporting or atomize, so I may just not know everything which is possible, but at the start it felt a bit unfair having only close range spells while that flower is damaging me across the screen and i see the conveniently placed barrels but i didn't know what to do with them besides getting close and using my short range damage card. Also, I would like Energy Burst to have more knockback.
There was a level where i was fighting 4-5 shroom dudes camping a ledge, but the knockback just felt too unimpactful, unless they were right on the edge. Maybe also have push do more knockback, since that's all it does (I think). I also thought they and enemies overall have too much HP and that pushing them off a high platform shouldve done more damage but it was like 8 damage while they had around 40 hp iirc.
I know it's a big decision to make and the game would have to be rebalanced, but maybe have more than 2 energy per turn? Comparing to slay the spire, you can do so much in one turn in that game, while here I felt like my options weren't strong enough for how strong the enemies were.
Maaybe have some kind of variety at the start of runs like giving you one extra random card or a random card from your previous run.

Anyway, game was mostly pretty fun and there's always small changes you can do which have a big impact. At times it felt like clearing a DnD dungeon which was very nice.

Developer

Great feedback. I definitely need to give player more interesting options and agency at the start.

I also see how more knockback could mean more fun.

Thanks for playing!

Submitted(+1)

Also, one more thing. Moving feels too much like a punishment when moving even just one tile means i cant use a 1 cost card anymore and i believe something more like baldur's gate where you can reposition more easily and then do your stuff would be more fun.

Submitted

not sure what else to do other than energy blasting the closest guy.
Developer

Thanks for the recording! Very helpful.

I think I have some ideas on bringing more interesting cards early and adding some tutorial.

Submitted

Card art is exceptional. Sound design is solid, environment and enemies are great. AI is pretty good, I thought shroom bugged out

but he was avoiding environmental hazard.

Impressions:

Initial deck is not fit for the initial challenge.

Coder-Drone duo is next to impervious to initial deck, I've managed to beat them only on a run when I picked a special card (Push).

On a level with elevation, while enemy is below you, picking an attack should move the deck a little lower so you can target enemy without sweating it.

It's too damn difficult, at least for me, imo either introduce difficulty levels or players will drop it quite quickly, pushing through early game is always

the worst part of games like slay the spire, if it's demanding or borderline unbearable people simply won't have motivation to give it another go.

I don't believe basic deck cards should be offered as prizes.

Needs some progression sense across playthroughs.

Overall pretty damn good.

Developer(+1)

Thank you!!

Good points, I will work on difficulty.

Yeah, I didn't think of exculding starting cards from rewards, but it makes perfect sense to do.