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A jam submission

Deep Dark WrathView game page

Hand-drawn Card-collecting Dungeon Crawler
Submitted by CraftedCircuitry — 5 days, 11 hours before the deadline
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Deep Dark Wrath's itch.io page

Results

CriteriaRankScore*Raw Score
Overall Fun#333.5003.500
Art / Graphics#393.5003.500
Controls / UI#413.2503.250
Sound/Music#652.5002.500

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Interesting combination of action RPGs and card games. Like others have said, I definitely had some issues with enemies spawning too close or not getting to see them until it was too late to dodge them. Expanding the base area of vision would help a lot for this. The saving system also seemed odd to me, I would prefer a click to save/confirm dialogue rather than having to stand still to confirm saving. 

The intro area is a bit too large, that's a lot of walking around doing nothing to get through the tutorial. It also would be a bit better to have some sort of music playing in the safe zone. For the core gameplay, the full circle attack feels great. I did have several times when my attack did not seem to register but I am on a laptoptouch pad so that may have been part of the problem. 

Overall, solid game and feels like it has some real potential, just needs a little more polish.

Developer (1 edit) (+1)

Thanks for the feedback! I’m glad you think it has potential. I’ll skip over the ones I’ve already done, like more vision during the Dungeon Run. I’ve also added a buffer area when enemies are about to spawn, so they don’t just spawn really close to you.

I had a Eureka moment with your preference of a button for Saving, I decided to make it a Journal with a button to press instead of the old wait. It also now has some extra information that I didn’t really know where I would’ve put before, like the Total Dungeon Runs that was just shoe-horned into the Credits. There’s also a neat little journal logging animation that plays when you save.

I still want to keep the Safe Area as is. I recently boosted Adventurer movement speed so the Safe Area should feel a little quicker. For the next times, one can also enable the Quick Access option that allows the Adventurer to teleport to the farther parts more quickly. I did also decide to add a subtle background music, but I’m still testing out the feel of it.

One of the reasons I had an alternate keyboard input for Attack and Regen Power was because of that actually, if a user only has a touch pad. It was mainly for me when I might use laptop for dev sometimes, but I left it in so people can also use it. The revamped Attack actually has a small linger to it that I’m not sure if I want to have, but I think I’m keeping it for now as it’s not super noticeable.

I’ll be updating the Demo soon.

Submitted(+1)

Solid changes! I think a faster movement speed should do a lot to make the intro area feel more appropriately sized. The new saving mechanic sounds solid too, a little animation like that helps to offset the feeling of standing in one place doing nothing too.

Submitted(+1)

Hi! Interesting game, had some fun delving into the dungeon!  : )

Some suggestions:

  • First page of books should load automatically
  • Since save is failed when moving, maybe pause game when Save button is interacted?
  • Some enemies appear too suddenly and close to interact, making late game quite impossible. Maybe larger area of vision. But I liked enemy appearing animation, but sometimes seems it happens too close.

Good job!

Developer (1 edit) (+1)

Thanks for the feedback! I’m glad you had some fun.

Hmm, that’s such a good and simple suggestion to load the first page of the book! The book startup looks a lot better now, thanks!

What I thought for the Saving was more of a “are you confirming to save” type of thing when you stand on the Plate, and it really only saves near the last second. I think I’m gonna word it a little differently.

I added a little more vision so the Player can see a little farther, and I’ve also added a buffer area around the spawners. It’s so that the spawner will only spawn enemies when the Player is outside that buffer area. I hadn’t thought of it too much, but I understand now that it will be rough when multiple enemies can just spawn in the Player.

Submitted(+1)

Nice game you got there. There were a few typos like "many knowledge" and other than than i would say the movement is slow and the stepping sound is kinda annoying.

Apart from these i dont have any other complaints. Solid game.

Developer (3 edits) (+1)

Thanks for the feedback!

I was initially adamant on not changing the speed, but I’ve decided to boost it because it didn’t really impact the pace I want for this game. I’m still testing it out but I think it’s at a point where it’s not super fast, it still leaves room for Enchanted Cards and Refresh Points to boost you, while also making exploring more enjoyable.

I’m gonna run through more of the text before I update the demo and see if there’s more typos. Thanks for pointing that out. I’ve also lowered the stepping sound, I might look into lowering the frequency as well.

Submitted(+1)

good to know. keep workin! its only gonna get better n better

Jam Host (1 edit) (+1)

Hello! Welcome to Feedback Quest 6! My name's Hythrain, and I'm one of the hosts and streamers for this event! This feedback is being written live on my stream.

I had fun while running around in this. Unfortunately, I didn't get all that far since I'm trying to cover every game, but for how far I got I felt I had a good feel for the game.

There are two main issues along with a minor one that, admittedly, I didn't explore fully. Let me start with those bigger issues first.

Moving around felt very slow. Like, painfully slow. If the default speed was the sprint speed and then the sprint speed was faster, it would make sense to me. However, right now it feels like I'm a snail, which can make diving further in and then trying to get out agonizing. I would suggest giving the player some more base speed so it doesn't feel like a slog to get back out.

I also wasn't a fan of needing to hold J to attack. The game already won't let me attack unless something is in range, so why bother having a command for it instead of making it automatic? If I could attack anytime I want, it'd be different.

As for the minor issues, when it came to buying cards I never got a sense of what was what. I'm guessing the idea is you get a random card of that level, but I feel like that limits strategy when you can't guarantee what you'll get. I also wasn't sure how the permanent effects worked, but this could be because I couldn't play it long enough to try out each one.

Other than that, this is fun and I'd like to see it improved on to make it more engaging.

Edit: Forgot to mention, the audio felt very quiet. I didn't notice it at first until I checked my audio mixer on OBS.

Developer (9 edits) (+1)

Thanks for the feedback! Hmm, I wasn’t able to join your stream and am waiting for the Feedback VOD but I honestly thought 30 minutes would be a lot for my game. Or its just me because I know the game intimiately xD. Anyways, I’m glad you had some fun.

I was at first adamant at keeping the movement speed, but I decided to test out faster speeds because others and some of my friends also pointed it out. I came into the conclusion that even if I did make the movement speed faster, it wouldn’t really affect the pace I want this game to have. It would simply make moment-to-moment things better for the player, like exploring and learning the Dungeon much quicker in the early parts of the game, which is the biggest thing I want the players to do well at. Making that enjoyable should help this game. So I’m testing faster speeds on the Player. I think I’ve gotten to a speed point that I’m pretty happy about, it’s not super fast that the Enchanted Cards and Refresh Points are non-existent or uncontrollable, but also not a slog.

I’ve re-worked the Attack to attack anytime you press the Attack Button, unlike before’s only Attack when an enemy is in range. Somehow I initially thought that a very lax Attack Button and Stamina was enough, but it was too easy and kinda made it redundant. So I reworked it, I also added more Stamina depletion to it.

The random Cards is kind of the idea I also want for the game. It’s kinda like the Charm System in the story/early endgame Old Monster Hunter where you just have to build with what you can get for now, only until farther down the line can you grind and more intricately prepare better. As such, as you gain a lot more Points each run when diving deeper, you have a lot more Points to try and get the Cards you want to build up for. That’s kinda the progression I want to go for.

I’m looking into adding better ways to quickly communicate what each Card does. I’ve added some descriptive tooltips for the Stats in the Pause Screen, but for now it’s mostly via the Enchanted Card book beside the Inventory Bag or the Enchanted Card book at the Compendium. Normally, Cards will disappear once you do a Dungeon Run, Permanent Cards or other Cards deemed Permanent are ones that don’t disappear. You only get to slot 1 Permanent Card out of the 3 Active Slots.

Thanks for pointing out the sound issues, I’ve re-balanced the audio properly(comparing to MHW at least), it should be more audible now.

Again, thanks for the feedback! I will update the Demo soon enough.

Jam Host(+1)

Not a problem. Luckily, the VOD with your game is public. Here's a link for you.

Submitted(+1)

very nice stile, I love it!

Developer

Thanks for the feedback! I’m happy that you loved it!

Submitted

This is another game that I can't play because it costs money.  I get that game dev is hard and expensive, but it'd be nice if you had sent a free demo or a vertical slice so that everyone could give feedback.

Developer(+1)

There is a free demo near the bottom above the Dev Logs, the game isn’t complete yet.

Submitted(+1)

Understandable! I'm sorry for complaining!

Submitted(+1)

I love the art in this one, feels like Feudal Alloy meets binding of Isaac, playing it later when I am on pc to give a proper review

Developer

Thanks for the feedback! I’m glad you like the art!

Submitted(+1)

Cool game! I liked the mechanic where you can only have one permanent card, it made choosing which cards to take a lot more interesting and prevented using the same upgrades every attempt. 

Holding down the attack button all the time seems to be quite powerful as then it attacks automatically when an enemy is near, meaning I didn't have to worry about enemies surprising me, this became even more powerful when I realized it was also automatically attacking and killing any projectiles fired at me. I became basically untouchable after combining this with strength and dexterity cards.

Developer(+1)

Thanks for the feedback!

I’m working on re-balancing those Cards and those combat aspects so it doesn’t make you untouchable. Thank you for pointing that out!