https://www.twitch.tv/videos/2812614608
Ran into a Kernel Panic so unfortunately the video is cut off slightly before I got wrecked for good. (Never saw the Linux Bluescreen before, at first I thought it was a clever story telling device of you’re game.)
Thoughts:
- Visual presentation is ambitious, maybe the 3D path is good because easier to fill with things from asset store. Right now it just feels a bit clunky and underwhelming.
- The atmosphere I kinda enjoyed though. Mysterious Crash Site… nice.
- As per usual with demos like this, it feels like too many game mechanics are thrown at you too quickly. A few fights in I already felt overwhelmed but somehow still managed to win. Then the final fight was just: Suddenly enemies completely outrange me, where before that they never used any range attacks.
Also every encounter bringing a new enemy type… I feel when games like this are successful, they start very gently, basically giving you the same enemy 5 encounters in a row at first, and just 1 type of exploding barrel, then maybe a second type. Meanwhile your encounters feel super randomly generated, as if they’re picking random stuff from 10 substances and 20 enemy types and level layouts. When a layout makes me just stand still and pass turns waiting for enemies to walk up, the generator probably spit up a combination that is not interesting.
In general, it is hard for me to judge whether the (potential) complexity you’re putting into the game is really gonna do anything. You appear to have more substances than Noita, but in Noita there is always the potential of "this is gonna burn down the whole level" or "let me bottle it for later". In Inearth I am just trying to shove enemies into the bad stuff, idk, some even seem to heal from it, that’s unfortunate...not much I can do... Understand what I’m saying? This kinda ties into the substances bein introduced all together all at once. I still don’t even have any options to interact with them, because I have nothing but Fireball and Kinetic Blast. Well, I’m sure you gonna grind this out somehow, but it’s really the most important piece about this type of game design I guess.
Good luck!