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Innacorde: Hunted's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #18 | 4.143 | 4.143 |
Horror | #29 | 3.143 | 3.143 |
Story/Writing | #32 | 3.000 | 3.000 |
Overall | #32 | 3.086 | 3.086 |
Sound Design | #44 | 2.857 | 2.857 |
Judge's Score | #53 | n/a | n/a |
Gameplay | #55 | 2.286 | 2.286 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Which Theme(s)/Horror Genre(s) did you use for your game?
Cosmic Horror
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Comments
This was a good concept and I love the sci-fi look of it. It reminded me a bit of some of the older SNES rpgs I used to play (it really reminded me of Paladin's Quest for some reason) and I liked that blast of nostalgia. However, the game is incredibly difficult and I actually haven't been able to beat it yet. I really think you need to balance the difficulty of the game, or you need to make it so enemies are visible so we can avoid them.
With that being said, this was a great entry to try and I enjoyed how the creatures look. Setting and creature-wise, you really hit those marks head-on. The game just needs some tweaking with its combat. For your first digital game, you did amazingly well. I agree with KV in that RPGMaker might be easier to handle, and you might want to give it a try if you decide to make another rpg. What I WILL say about that one, though, is that if you do, try for MV/MZ first. The older RPG Makers are a bit more clunky and harder to tweak, and there's less resources/guides available if you need help.
Keep up the good work. Looking forward to seeing what else you create.
Thank you! I really appreciate the encouragement and the review as a whole. I learned a lot from this, and honestly it came out a lot better than I thought it would
As far as the difficulty goes, that’s from my pvp boardgame roots. I’ve already adjusted combat massively for the next one
3 things I liked about this entry:
3 things I didn't like:
It may come as a surprise, but this game may have benefitted from being made in RPG Maker. The menus, overworld perspective, and battle scene all look very similar to what is found in the RM series of game engines, meaning you would have more time to spend refining your content instead of having to make all the interfaces from scratch.
If the point was to make the game in an engine that is not RM, then you did respectably in that regard. I have tried doing something similar in Unreal and I now have a better appreciation for the time RPG Maker saves in creating those user interfaces.
I hope you continue to improve in your game development journey!
Thank you for taking the time to play, and for the review as well
I’ll definitely give RPG Maker a go. I really appreciate the advice, this is my first completed digital game (i work with paper usually), so I again really appreciate the constructive feedback. menus are definitely a weak spot for me, which I’ll be working on
This game looks very cool! It was a little hard to play, but that is just me.
Hi there!
Thank you so much! Out of curiosity, would you have preferred it with more rpg mechnaics like levelling?
I think it may work better with the RPG mechanics, to see progress for the player.
Excellent, thank you!
I love how the creatures look, but the combat really killed the game for me (ignoring all the UI bugs I encountered playing). Taking a single turn to switch between bullets AND spells, while the enemy can attack AND heal itself in the same turn. There is no way to win this IMO. It was incredibly frustrating, and I couldn't figure out how to properly win. If it was a matter of finding the correct info on how to defeat certain enemies, then why were the encounters all not appearing on the map for the player to avoid them until they had the proper info? Why couldn't the player run or even heal themselves? Why did the enemies get two health bars?
Hi there! Thank you for the feedback! What Ui bugs did you find? I’d like to address those ASAP
In terms of gameplay this is based on physical games I’ve made in the past, which are, admittedly, less forgiving than a lot of other turnbased games
Most of the gameplay is centered around the lore used
Every enemy has at least one major weak point, most of them share the same weak spots (hex and buckshot are your friends). With the life bars, some enemies will regenerate and recover more life than they have, to prevent players spamming fire. I think the system probably favours longer gameplay though, which I’m taking into account for the next one
That said, I are working on another vertical slice (one more along the lines of what you’re asking for here) and I’d love to get your opinion on it when it’s done
This is my first completed digital game, coming from a physical environment, so I’m eager for any and all feedback. Once again, thank you for you for your time!
The main bugs I found were the pause screen and loadout screen almost fighting with one another and causing the game to freeze up a bit
This was an interesting idea. I really liked the art style and creature design. I think the combat could use some balancing and a little more explanation. I felt a little lost in those parts but I don't play a lot of turn based combat games.
Hi there! Thank your for taking the time to give me feedback
I am busy with the follow up to this one, so any suggestions would be really appreciated