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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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Inearth's itch.io page

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Comments

(1 edit) (+1)

Just stopping by again this DD to say your game is STILL sick. The new HUD indicators that show where things get thrown and how much hp things deal are massive as far as QoL is concerned and I really like that you can start with different elements now. I made a video but it was over an hour because of how long I was playing so I deleted it. 

Only bug I found was that I died to the robot boss but somehow the game didn't end. I just restarted and it allowed me to restart the fight. Was kinda like cheating. 

Don't spend too much more time. Hit early access soon you're right there. You could go into EA right now and I don't think people would mind at all. Just don't overprice the game!! PLEASE so many devs have been doing that lately OK you got this GL!!! 

Developer (1 edit)

Damn, thanks for the advice. I definitely won't hit EA before the next demo day, but your post got me thinking to maybe do it soon after.

How would you price it? I hope to put two more bioms after the demo one (meaning 3x enemies and bosses than the demo)

I want as many players as possible, but I fear that making it too cheap might also scare some players.

(+1)

to preface, I have not shipped anything, but I have watched a fair amount of good games from demoday launch with way too high price points and  flop as a result

for me, personally,  10 would be an instabuy because I know I like roguelites and turn based games, 15 would be a "let me play the demo first" and of course I already have and like it, so I would buy it still 

20 is the kind of break point

25 would be a "wait for sale" 

I know some devs are scared of their game having a cheap price and consumers assume that the game is poor quality because it's cheap, so it's something to consider but my opinion is that a good game will receive good praise and if it's cheap, people won't care. terraria is one of the most played games of all time and it has never been more expensive than 10 bucks

https://www.ign.com/articles/peak-developer-explains-successful-game-pricing-eig... good article that explains consumer price points

so you kind of have the whole "6.99 is still 5 dollars, 3.99 is 5 dollars" scenario in which you might be able to get it at a price point of 16.99 which is, to a lot of people,"15 dollars" or if you wanted to go the 10 range, go instead to 12.99 because that's still a "10 dollar game"

you also might also want to talk to publishers if you haven't already. the revenue cut sucks but they might help you with some stuff like marketing, legal and they would probably be able to better ascertain the value of the game in the current market 

but yeah, I do think there is almost enough here that I could see a launch this year for sure, but it depends on stuff like your revenue expectations, personal goals, how long you want to work on the game for, how big you want it to be, etc there's so much to consider when you launch a game that's probably why I haven't launched one yet lol

Developer

Thank you very much! Great insights.

I always found the .99 pricing a bit sly. I like honest numbers more, like 10 or 12. ;)

12 divides nicely for discounts too! might go for it eventually.

(+1)

https://www.twitch.tv/videos/2767018337

Actually amazing. I'm not a big fan of card games, but you had me absolutely hooked.

Reached the boss on my first run, and got absolutely wrecked on the second run.

I'm not a big fan of some voice lines, but that's probably a minor nitpick.

Reminded me of Washack - a very old game.

Good stuff, card art and the shader on the cards is peak sovl. Please keep it up!

Developer(+1)

Thank you!! I watched your run live and I appreciate it so so much.

I'm planning to tone down the cringe and experiment with a more serious tone.

BTW. I'm not Russian, but I'm making a kind of a soviet/modernist/brutalist underworld city as the second biome the player enters, hence the cyrillics. I tried learning the languange at some point though, with poor results. ;)

(+1)

Oh, well, you did fairly good with cyrillic signs, so I kinda assumed you were. In any case - it was quite surprising, so I assumed you were.

Now I'm really curious about the second stage you get planned, so looking forward for more updates!

Submitted (1 edit) (+1)

Overall thoughts

I like a lot of this. Ambience/vibe is great. I dint encounter any bug, beside a problem in the catacombs that imo you can easely fix with a zoomout function.

I like the style with a few exceptions:

 - skl dosent seem to be cohesive enough stylewise with the rest of your art

 - also acolyte with robber mask and boots, and baseball bat

 -  also a suiper clean lamplight

 - also big trashbags like we are in a city for some reason

Imo the potential is there, if you can setup the mystery of this setting well enough you could get a lot of ppl speculating about your lore. 

Random notes

for first encounter i got very unlucky and got a mud spawner as an enemy, and only after e while i "got" that that was a spawner, and i was a noob. For actual feedback, maybe the first encounter of a run should be really piss easy to get things going faster and get some upgrades

on map screen there should be a note with what icons means, or at least let me hover with mouse even when i can't click it (it's more a tutorial thing)

it's very fun to use force push multiple enemies, break barrels and give status effects, etc

imo the overall combat is good, but everything is spongy. 6 dmg for force push, but every enemy has 30 hp. i'm of the philosopy for a slim and fast paced combat, doubly so when you are just starting and u could turn a player away.

in short, i can't accept to feel "boredom" after only three fights, because those encounters can last a lot (for a noob, this could be a very bad thing). I can totally agree on the "why" your basic atks are not super powerful: about strategic positioning, using spells to take multiple targets at once, and using barrels for extra dmg etc. But imo at least in the first 30min pacing is super important, noobs get bored very fast. I would suggest you to make the first few encounters with enemies at half life, and test to a new player too see how it feels.

in catacombs i have problems to "get downstairs" because cards are on the way of the node selection; same thing for attacking 

Developer(+1)

Thank you for trying it out!

Great points, I will try to flatten out the learning curve!

The style is in the works too.

Submitted (1 edit) (+1)

Very interesting game, haven't played much like it before. The art style is very nice, love the look of the stages and characters. Lighting and sound design gives it a very grungy atmosphere. The main character just having the yellow mask is simple but surprisingly works very well giving it a pretty iconic look.  Combat was nice and taking out the enemies felt satisfying. It got pretty hard later on and wasn't sure how to get by no matter what different combos I tried. It would be nice to get some flashier cards sooner in progression. 

The UI of the menu I think the glow hover effect needs to be better, around the entire words instead of just in the center background. The 'inearth' logo needs a thicker black border I think. The traversal I have to admit was disappointing. I wish you stayed on the actual stage and could explore around instead of going into this skill tree like map to go around stage to stage. I would much have preferred different doors at the end of the level where you can choose where to go and maybe even be surprised at what the path is instead of knowing it's combat next and such. 

Overall it's really good so far, and looking forward to what is added next!

Developer(+1)

Thank you for playing and the feedback! I'm glad you liked it!

I'm going to iterate on the logo and UI for sure.

I like the idea of more unpredictability when choosing the next step too.

Submitted(+1)

It is nice when a demo has some sort of vibe going on, and isn't just functional. I like the vibe of this roguelike, as we are some sort of experiment trying to delve deeper underground. It's cool to be able to clock on people and listen to what they say.

UI is functional, but needs bigger fonts, or options to get bigger fonts. The pop-up messages are too fast, and the tooltips are to tiny to be comfortable.

Fights often seem simply unwinnable. It might be just the roguelike aspect but so far out of 6 fights that weren't the starter fight, I've lost 4. Your starter deck is really bad, even if we get a card by selecting one of the three options in the beginnig, and easily win the first fight. Like coming across some robot and a nerd that constantly heal each other, and I cannot damage them enough.

Levels often seem too big compared to the moves you can make, and the character and monsters are a little too tiny as a result.

Maybe some quick buttons would be nice to select cards fast. Like press 4 if I want to use the fourth.

Came across nothing that looks like a bug.

Developer(+1)

Thank you for playing and for the detailed feedback!

I struggle with difficulty adjustment a bit. I was afraid I actually made it too easy this time!

Will make adjustments for the next DD! :)

Developer

Changes since DD67:

  • Significant performance improvements
  • Damage and push previews
  • New “Inspect” context menu and improved tooltips
  • Electro- and psycho-conductivity visuals
  • Most items now cost 0 Energy
  • Shrine now offers a choice between a new or existing card domain
  • Lower overall volume
  • Minor fixes and tweaks

Thanks for checking it out!