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Infernal

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A member registered May 03, 2018

Recent community posts

I've finished a review for the game now in hopes that it may spark something.

(3 edits)

Here's a video showing Undeen's Taunt in action. It seems I was actually wrong - it's not that her Taunt doesn't work against Water minions, it might actually be that it only works for 1 turn, unlike with other Taunt users where it works indefinitely.


I'll keep an eye on Elf Archer, 'cause I can't help but think his/her "double damage" effect would be more appropriate on a weaker minion, especially considering Elf Archer's power can be boosted by not only Scholar Angel, but also Elf Commander.

My opinion on poison: Your "Poison to all" effect is a good idea for what poison should be in general. Not instant death like Deathtouch but capable of taking out multiple minions over time. I look forward to seeing that in action, though it'd still need to start off doing 1 damage, then stacking more damage with additional poison effects.

I mistook what "Sort By Value" meant. I figured it'd sort the collection in order of mana cost. So all the 0 cost, then 1 cost, 2 cost, etc.

Thanks for getting back to me. I look forward to seeing what you end up coming up with.

(5 edits)

Alright, I’ve decided to make a list of the issues the AI has after all (the issues that I know of, anyway). The main issue is that not all of the characters use all of their skills, not even at Expert difficulty:

Kotatsu: Doesn’t use her Wall Jump

Cali: Doesn't use her Counter Stance

Ginny: Doesn’t move while carrying a ball she’s caught. Also if she catches a ball, AI opponents don't move until she releases it, when it'd be more beneficial to try and stay in front of her.

Menoko: Doesn't seem to know she can block and parry while moving with only her momentum, making her very susceptible to chip damage and Syrhild's Meteor Smash.

Suji: Doesn’t use her Foxfire

Jill: Doesn’t use any of her abilities

Smaller general issue: At the beginning of a match at the East Birthday Street stage, the ball starts in a position where it hits the players’ pads straight in the middle if they don’t move, so at the beginning of a match there the AI will just let the ball bounce back and forth if nothing changes its trajectory.

(9 edits)

Sharing bugs and ideas I have for potential new card effects. The ability to battle your own decks is a nice addition by the way. I hope to see this game continue to grow just for that alone.

Bugs

  • Undeen’s Taunt doesn’t seem to work against Water minions.
  • Elf Archer's Double Strike doesn't work.
  • Is it intentional for an Eldritch Hound summoned via Dark Queen to not be able to use its Charge ability?
  • Poison does 3 damage per turn instead of 1. Also do you think it might need to have an additional effect or new effect altogether, with Deathtouch just being a better version of it? (Personally I’m thinking lowering an enemy’s attack value would be a better effect.)
  • The game seems to have controller support, but there don’t seem to be any controls for selecting cards.
  • The Sort by Value option doesn't seem to do anything to the collection.

Ideas For New Effects

  • You can summon a minion from your graveyard, but you must pay its cost.
  • Your minions without effects gain +X/+X, or cost less mana to play.
  • If you have less minions in play than your opponent, gain +0/+X equal to the difference.
  • If you have more minions in play than your opponent, gain health equal to the difference.
  • Gain +1/+1 for each card in your hand.
  • Do more damage to minions with Taunt
  • Negate Aura/Steal Aura/Do more damage to minions with Aura
  • Immune to Deathtouch
  • Resist Effect Damage
  • On Ally Death effects
  • On Kill effects (An effect that gives you 1 more mana for the turn might work with this condition.)
  • Effects that require the opponent to have leftover mana, like using their mana to summon a minion.
  • On Ally Summon effects (Requiring specific types of allies to be summoned would probably be the way to go about this.)
  • Effect that "hides" minions by flipping them face-down and shuffling them around during your opponent's next turn, leaving the opponent guessing who they're attacking. While Hidden/When Revealed effects might be something that could go with this. Probably makes sense for these effects to work exclusively for Dark minions.
  • Transform effects
  • During your opponent's next turn, their minions must attack in order of strongest to weakest/weakest to strongest.

Really solid card game with a lot of cool ideas. I look forward to seeing the full version.

(6 edits)

1. Some sound effects can still be heard even if you set the sound effect level to 0, tick the box to mute all sounds, or even set the master volume to 0. The ones I know of so far are:

  • M.O.L.A’s dash, parry, and Laser Drone
  • When the ball gets lit up at the Kazan Dojo
  • The ball spawning in and the pigs from the Manzai Farm
  • The cannon and holograms at the Arcus Munitions Deck

2. If matches are set up to go for more than 1 round, the UI for the rounds won doesn’t get refreshed when starting a new match.

3. There’s some kind of inconsistency with using the Pause menu (at least while using a PS4 controller) where the Square button is sometimes used to select the options instead of the Cross button.

4. Galenta’s not supposed to start matches with 3 meters, right?

5. If P1 is Chi and P2 is any other character, and they’re playing in a match that goes for more than 1 round, P2 doesn’t start any round after the 1st one with full HP. I think Chi needs to be nerfed a bit as well. At the very least her shadow clones should disappear and she shouldn’t be allowed to make more while her Bullet Barrage attack is in effect, especially since the extra balls she makes don’t even damage her anyway when they go through her own goal. The big issue is that she can stall for time with Bullet Barrage since a new ball doesn't spawn in until all those extra balls are removed.

6. After time runs out or a player gets KOed, players who aren’t KOed still need to be able to move to try stopping any projectiles still in play, since there’s a period of time where they can still take damage before the end result of the round is decided.

I’ll leave out any criticisms on the AI, since improvements for them were originally planned for an update once upon a time... Wish I chose to look into this game sooner. It’s an incredibly creative take on Pong, with so many cool ideas implemented, with the characters, stages, and the overall playstyle.

(5 edits)

In case the game does end up growing... I compiled a list of all the potential ideas for new effects and effect conditions I could think of.

Effects

  • Place spells into the opponent’s next chain.
  • Increase/decrease damage done by a spell(s) cast after the spell.
  • Negate the effects of a spell(s) cast after the spell.
  • Draw/discard a card for each spell cast before/after the spell.
  • The opponent is forced to renew/draw on their next turn.
  • The opponent can’t use “Chain Level X” spells on their next turn.
  • Your next spell in the chain can be one with the same Chain Level as the spell.

Conditions

  • If HP is above/below a specified level.
  • If your hand is empty.
  • If all 4 elements are used in the same chain (assuming the element limit gets removed).
  • If multiple subtypes/no subtypes are used in the same chain.
  • If multiple copies of the same spell are used in the same chain.
  • If no other spells in the chain have an effect/do damage.
  • If no spell is adjacent to/cast after the spell (assuming placing spells in opponent’s chains is implemented).
  • If the spell is used on the turn you drew it.
(2 edits)

No problem. Deck building card games that let you play against your own created decks are rare to come by, so for that alone I'm glad to have come by this. Glad you're interested in revisiting the game. If you do manage to add to it, I'll definitely do my best to keep giving feedback.

About the element limit, it might still be viable to keep if your game ends up with a lot more cards, although it honestly looks like the cards do well creating the limits on their own, as a fair amount of them need to be used with cards of certain elements or subtypes (usually their own). Requirements similar to what the Ocean's Bounty card has is another good way to implement limits.

This is a pretty solid card game. Kinda bummed this was just for a university project; if this were fleshed out a little more to be sold as a full game, I'd probably have already purchased it. After a couple of test matches I'm already thinking about new card ideas like cards that could put spells into your opponent's next chain they'd have to work around.

As far as actual criticisms go, I've got 2.

1. The game doesn't save any changes you make to screen resolution.

2. Is the 2 element per chain limit for balance reasons? Since there aren't a lot of cards in this game it feels like that limitation is just taking away potential for more deck building/chain building strategies and potential new card ideas (like cards that could benefit from having multiple elements used in the same chain).

Thanks for the fix, it works well. I guess the most accurate way to describe it would be that you put a "speed limit" on repeating light attacks. They're definitely less abusable now.

(1 edit)

Alright, I've done some further testing and learned how to backflip and frontflip at will, but more importantly, I think I've finally thought up a decent solution for the Overheat gauge.

Currently the Overheat gauge IMMEDIATELY starts emptying itself when you stop doing actions that would fill it, which is why repeatedly extending your arms doesn't really do much to fill the gauge, since there's a moment between button presses where you're not pressing any buttons, causing the gauge to empty in that time. So I think there needs to be a delay (like half a second) before the Overheat gauge starts to decrease. That should help limit repeated small attacks.

Also thought of an idea to use in substitute of additional colors/changing AI player setup manually. And I think this game could probably use this in the future anyway: the ability to save and quickly access your favorite builds.

(1 edit)

Hey there, back again with a couple more bugs/issues to report. I've got them on video this time. The 1st clip shows a bug where the Overheat Gauge still increases at normal speed during bullet time if you're trying to mash arm extensions (no torso turning), even though your fighter isn't actually attacking. The other 4 clips showcase how mashing arm extensions + holding your torso down can leave an opponent unable to recover. This ties in with the issue concerning the Overheat mechanic I brought up in my original comment. I've come to the conclusion that extending your arms may need to build up Overheat faster to mitigate this.

After seeing how stealing weapons works, I can now say that I no longer have an issue with the weapons as they are now. I'll cross out the 5th point in my original comment in recognition of this.

If you're still looking to update the game, would more color options for the players be something you'd be interested in? This is more of a personal request, 'cause I know I'd benefit from this, as I have a special set of tournament rules I'd like to test, and 4 participants (red, green, blue, purple) won't be enough for my tournament. I'd need at least 8.

(22 edits)

I NEVER imagined I'd have a reason to come back to this card game, but this simulator having the way more fun to play with older cards, and more importantly the hot seat functionality allows me to make custom rules for more interesting matches. So thanks for the inspiration. Just here to report some bugs; based on the comments I guess development for this has stopped, but I'll share what I found anyway.

1. "Old Rod" lets you get a Trainer card if you flip 1 heads and 1 tails.

2. "Pokedex" and Hypno's "Prophecy" attack don't return the cards you rearrange to the top of the deck.

3. "Devolution Spray" returns the Evolution card to your hand instead of discarding it. Pokemon who devolve by any effect also have all of their damage counters removed.

4. A "Buzzap" Electrode being used as Energy can't be discarded for retreat costs, and can only be treated as 2 Electric Energy.

5.  Alakazam's "Confuse Ray" attack ignores Resistances.

6. The damage for Tauros' "Rampage" attack doesn't scale correctly. It's able to do hundreds of points of damage with this attack.

7. Dark Magneton's "Magnetic Lines" attack causes the Energy being transferred to the opponent's Benched Pokemon to take its place, acting like a Pokemon that has no attacks and can't retreat.

8. The 2nd Energy "Super Energy Removal" discards is chosen from the Energy in your opponent's discard pile.

9. When discarding Energy to use a "Max Revive", the 2nd Energy card you choose doesn't get discarded.

10. Ditto's "Transform" Poke Power doesn't copy the Weakness and Resistance (or lack thereof) of the Defending Pokemon.

11. If a Pokemon that evolved from a "Mysterious Fossil" gets KOed, that "Mysterious Fossil" is still treated as a Basic Pokemon while it's in the discard pile.

12. Evolving a Meowth into Persian (not Dark Persian) KOs it.

13. Diglett's "Dig Under" attack only targets Benched Pokemon. You can still select the attack even when the opponent has no Benched Pokemon, at which point the game can't continue since you can't choose a Benched Pokemon to attack.

14. After Dark Arbok uses its "Stare" attack on a Benched Pokemon with a Poke Power, clicking on that Benched Pokemon prevents the game from continuing, as it brings up a menu that can't be closed with the only option being "Attach", which does nothing.

15. Charizard's "Fire Spin" attack doesn't let you choose which Energy to discard.

16. Damage from Raticate's "Super Fang" attack rounds down instead of up.

17. Dark Muk's "Sticky Goo" Poke Power and Dodrio's "Retreat Aid" Poke Power don't work.

18. "Transparent Walls" doesn't work.

19. The Promo Arcanine is being treated as a Water-type Pokemon.

20. Not a bug, but the old rules apparently made it so Confused Pokemon had to flip heads in order to retreat successfully; that feature's missing here.

Ah. I see. Well, if the game does grow from its current state, I definitely look forward to it. Considering this is your starting point, you've already done quite a bit. Also, I'll definitely give stealing weapons a try in the future, thanks for the tip. That might need to be added to the weapons tutorial.

(6 edits)

Sharing some small bugs I've found and ideas/criticisms I have:

1. Starting new Death Matches with less players than you had in any previous matches causes rounds in the new ones to end only when the timer runs out instead of when one or no players are left alive, at which point those rounds either end in an Equality or with a non-existing player winning the round. The game still seems to register any removed players as participants.

2. Setting the time limit in Death Match to infinite, then leaving and returning to Death Match replaces the infinite option with 130 seconds until you cycle through the time options again.

3. Any settings you change go back to default after reloading the game. Also ticking/unticking the boxes used for the Sound and Music options does nothing.

4. The Overheat mechanic needs improvement. Waiting for your Stamina to recover once it runs out can leave you helpless since you can still lose Stamina to your opponent's attacks while you're recovering, and the Overheat gauge isn't forcing attacking players to back off after getting those consecutive free attacks, which means it needs to build up faster and/or decrease slower.

5. Weapons need limitations given how powerful they are. I think having them break after a certain number of uses (guns having limited ammo; the Blast Gun especially needs to only have 1 shot, the Sword, Flail, and Lash breaking after 1 or 2 hits, the Shield breaking after taking/dealing a certain amount of damage, and the Laser Cutter and Laser Sword having enough energy to be used for 5 seconds), as well as having a player drop weapons they're holding when they take damage would help balance them out.

Aside from that, this is an incredible game. Easily one of the most enjoyable fighting games I've played. For what it's got so far, this is really only Version 0.1?

(2 edits)

If I find anything else I think I'm just going to join the Discord, but here's another possible bug where the Pugilist can't use Stem The Tide if she has full armor. I don't know if this was intended or not since the game tries to claim she doesn't have any Flow stacks to remove when she clearly does in this example.


Glad I'm able to help with finding these bugs... I think I may have found another. (These finds have all been accidental, mind you.) Dusk Temple's fire traps aren't turning on. Is it because they're incorrectly named/the targets for their switches are incorrectly named?

Thanks for the bug fix. I can confirm it works... and not too long after I found another bug. It looks like destroying breakable terrain can sometimes crash the game. I've recreated it several times but can't find a pattern or reason why this happens.

(1 edit)

Hey there. Got 2 more bugs to report.

The 1st bug shown off concerns the Pugilist; when she uses Flow Strike while having the +1 BLK buff from the Paladin's Intervention, that buff isn't applied.

I don't know if I can recreate the 2nd bug, since that was my 1st time encountering it, and it's unnatural for Creeps to bug out when they can't fulfill their routines. That Orc originally had a Treasure Hunter routine, and he wasn't able to fulfill it, but for whatever reason he switched to Wander Routine and the game let me control him... or more accurately, let me select a Creep to control. (Creeps don't just change to Wander Routine when they can't fulfill their original routine, right? They just... wander, IIRC?) I was only able to manipulate 1 Creep, then the other Creeps played out their own turns like normal.


Hey, it's been a while. I have some time to try recording matches for your game now, but while practicing matches and attempting to record, I came across a couple of bugs related to units dying when a new round begins. I've only been battling in the Desert Coliseum, so I don't know if these bugs occur in other maps.

If a player has their last unit killed at the beginning of a new round (via Pentagram or Giant Bomb in my scenarios), the game doesn't seem to be able to register that the game is over. This bug's a minor one since the turn player can just surrender after the effects are resolved and then the game gives out the end screen with the proper result...

...However, it looks like if a Creep is killed at the beginning of a new round, the game seems to crash. I'm not sure if it has to be the last Creep in play to cause this, but I know that this has happened to me twice.

This is a short clip of my 2nd crash for reference.

Ah, good to know. Well I'll be getting familiar with the game for the time being, and I'll be sure to get any interesting matches I get on video if I can. Thanks for responding.

(2 edits)

On the fence about making a video or 2 for this game, since there are none, and this looks fairly interesting. I just need to confirm: it doesn't seem the game lets you do hotseat with just 1 controller. Is that right?

Oh, and 1 criticism/question. Why no drafting for the Unit Playground?

(1 edit)

This is a cool rhythm battle game. The use of different characters with different playstyles was a nice touch. I have 2 criticisms for right now: 

1. It doesn't seem like the Marine can recollect the bullets he shoots. The game tells you to recollect them whenever you try to reload, so I thought you just had to reload while standing by one, but it doesn't work. This obviously makes the Marine weaker since this takes away his ability to attack or change up his attack loops and there's a period of time where his bullets are no longer a threat until they loop back.

2. AI Crusaders in Deathmatch become AI Marauders instead.

Out of curiosity... did you actually manage to beat that final boss? Because I made it to that point in the Campaign, and I don't think it can be done... not unless you get lucky and get Quad Damage twice in a row. His ship's self-healing ability is just too strong.

(1 edit)

Just wanted to let you know that I've made my own custom ruleset for this game, and it looks like it's working out so far. Matches are longer, but that's fine with me because at least now players can't automatically win by having one incredible turn. I'll share the rule changes I've been using:

⦁ Before ending your turn, you must use up ALL of your moves.
⦁ You can't purchase spells from the shop until you have at least 10 gold. When you do have at least 10 gold, you must spend gold on spells in the shop until you can't spend any more before matching any more gems. (This means buying spells your apprentices can't use if there is no other way to spend your gold, but spells can still be used at this time.) 
⦁ If your health is at 5 or lower, you can purchase spells from the shop at any time as long you have at least 5 gold. When you choose to spend your gold, you must still spend your gold until you can't spend any more before matching any more gems.
⦁ You can only use each spell in your spellpool once, and can only scroll down to the next 3 spells in your spellpool after using the previous 3 spells. (Any spells in your spellpool your apprentices can't use are considered used.)

Alright, here's my video for the game. It's surprisingly easy to just get that one turn that goes on forever. I'm beginning to wonder if the bonus moves you get for matching 4 or more is what's actually holding the game back... Those spell charges are definitely going to be needed if this game gets developed further.

.

Haha, I only regret not finding it sooner... I don't even remember what I was looking for when I stumbled across this. But yeah, this game is really interesting, I intended to make a video on it if you don't mind. Competitive match-3 is definitely not something I've ever heard of until now, so this'll make a good addition to my collection.

Pretty interesting idea here, turning match-3 into a competitive turn-based duelling game. I like how you've given each character a "playstyle" by forcing them into using specific resources as well. I'd be interested to see what this game grows into, if you're still working on it. I've got just 1 criticism:

Since there aren't a lot of spells for each class and each class is limited to using spells of certain types, the spellpool doesn't feel like it adds much to the gameplay. You'll need to either add a lot more spells for each class, or make it so that each spell a player gets disappears after a certain number of uses, so that they have to continue buying them. Considering "Strike" is in the spellpool (which currently makes no sense since that's the default spell players always have from the beginning), I recommend the latter, but adding some more spells would definitely be a plus too.

I've got some ideas for spells:

Injure/Intimidate (name depends on what class you give the spell to): Remove 1 of your opponent's apprentices until the end of your next turn.

Cloak (illusionist spell): Select 1... you call the resources you're trying to match "gems", I believe? Anyway, the "gem" you select can't be moved by your opponent during their next turn, and can't be matched until your next turn.

Goldcasting (merchant spell): During the turn you use this spell, whenever you cast any other spells afterward, you can use gold and merchants as substitutes for whatever resources and apprentices would normally be required to cast the spell.

(3 edits)

This combination of visual novel and fighting game works surprisingly well, although the game's not short on bugs/issues:

  • AP calculations are wonky. You can sometimes perform reversals and pins when you're 1 AP short of the action, and can't override in some cases when you have enough AP. It seems the costs don't always match what's shown in the option.
  • Sana gets penalized at the beginning if she plays fair while Belle defends.
  • When Sana gets poked in the eye or fails her attack at the beginning or Belle gets hit from behind, it looks like the other wrestler is the one getting hurt based on the images used. 
  • Tiebreakers don't always go in your favor even if you had initiated a clutch beforehand.
  • Belle is sometimes called "Elesa".

Still, the idea is there. Not too shabby.

(1 edit)

I'd recommend adding a shot clock for matches that use time limits, and 0% friction matches in particular would work better if both players had their own independent cursors. Interesting game, though.

Alright, made it to the next world with no crashes. Thanks so much for this!

Ah, it's no big deal. Anyway, I tried out your solution, but unfortunately the DirectX package can only work with older version of Windows, and not Windows 10.

(2 edits)

Rooms you build on the floor you start with are supposed to be rent-free, right? Or did that change in an update? Because as far as I know, that's not actually the case. It's not a problem to me either way, it's just that you're told that the floor is rent-free when building rooms in it, like I did with this office here, when again, that isn't actually the case.

Windows 10 "conveniently" hides the AppData folder from being seen regularly; almost thought it wasn't real XD. Anyway, I replicated the error where the game becomes unresponsive at the character select screen. Unfortunately I can't send files through here, but the file was mainly repeating the following:

(Filename:  Line: -1)

IndexOutOfRangeException: Array index is out of range.
  at CharacterFrameUI.SetPreview (Int32 characterIndex) [0x00000] in <filename unknown>:0   at Assets.Scripts.UI.SpiritFrame.OnSetActive () [0x00000] in <filename unknown>:0   at CharacterFrameUI.OnSetActive () [0x00000] in <filename unknown>:0   at Assets.Scripts.UI.UIEntity.StateChanged (UI_STATE prevState, UI_STATE newState, Boolean forceCharge) [0x00000] in <filename unknown>:0   at Assets.Scripts.UI.SpiritFrame.StateChanged (UI_STATE prevState, UI_STATE newState, Boolean forceCharge) [0x00000] in <filename unknown>:0   at Assets.Scripts.UI.UIEntity.Update () [0x00000] in <filename unknown>:0   at Assets.Scripts.UI.UISelectableC.Update () [0x00000] in <filename unknown>:0   at Assets.Scripts.UI.SpiritFrame.Update () [0x00000] in <filename unknown>:0   at CharacterFrameUI.Update () [0x00000] in <filename unknown>:0  

Then ended with this.

(Filename:  Line: -1)
Setting up 4 worker threads for Enlighten.
  Thread -> id: 285c -> priority: 1   Thread -> id: 7e8 -> priority: 1   Thread -> id: 1040 -> priority: 1   Thread -> id: 3fe0 -> priority: 1

Crud, I meant to respond to this sooner, but I've been swamped with work. My apologies. The error log file you're talking about would be in the Steam version, right? I'll look into it, although if you haven't gotten word of the bugs I listed there, I'd assume it probably is just a problem the itch.io version has. Thanks for getting back to me.

Hey there. I’ve recently came across this game, and have been enjoying the heck out of it. After many struggles, I finally finished World 4 in the Campaign, but I can’t go through the portal, because every time I try, the following error message appears. Is this a problem with my computer, or with the game?

SpiritSphere DX community · Created a new topic Bug Report
(2 edits)

1. Tutorial doesn't play out in full. After the phrase: "This century, the Nightworld is ours", nothing else happens.

2. The Campaign Mode sometimes bugs out between stages and prevents me from continuing to the next stage.  To be a little more specific, if I press the button to continue it will sometimes be unable to successfully transition to the next match and instead stay on the same page. This was an issue with the previous build of the game as well.

3. The game will sometimes becomes unresponsive when I try to add an AI player.  It says NAME where it would show the AI character's name whenever this happens; not sure if this has anything to do with the bug.

Aside from that, really good game. Glad to see the DX version made it to PC.

So... seems Paint doesn't actually make transparent backgrounds, even though it claims to have the ability to do so. But Paint 3D does, and 2D images can still be made there, fortunately. Can't believe I never looked into that. 

I've done it. I've finally done it! I've FINALLY finished the base designs for the first of my 2 factions for this game. Honestly I had my doubts that I could pull it off, since I have next to no artistic skills, but lo and behold, the Artificial Angels are now well on their way to descending upon the battlefield. I still have to do the animations though, so they're not complete yet... But for now, here's a preview of the units and structures.

(2 edits)

(I don't want the comments section to be filled with just my videos, so you'll have to go to my YouTube channel for the rest of the Marathon.) This Micro Marathon may very well be more intense than the original! Also, I'm considering a change in persona. Divine may be too kind and too neutral for what I wish my channel to accomplish. Perhaps... it's time to stop holding back my true feelings on the state of the gaming world.