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CraftedCircuitry

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A member registered Oct 14, 2023 · View creator page →

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(1 edit)

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.

(1 edit)

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.

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

(3 edits)

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.

(9 edits)

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.

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

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

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!

(4 edits)

The Free Demo of Deep Dark Wrath is finally released.


Deep Dark Wrath is a hand-drawn, card collecting, dungeon-crawler where you fend off countless enemies and find its source with the help of powerful Enchanted Cards.

  • Plunder and Grind for Points
  • Collect and Amass Enchanted Cards
  • Strengthen your Stats
  • Explore the treacherous Dungeon Areas
  • Survive and Escape the Wrath’s Anger

Quell the Deep Dark Wrath


Demo Features:

  • Most of the Enchanted Cards are available for you to grind for
  • The first 3 Dungeon Areas are available for you to explore and get used to.
  • The full Enchanted Compendium is there for you to check out information about the Dungeon.
  • You won’t be able to Quell the Wrath in the Demo, but your save will get carried over once the Full Version releases.

Check out Deep Dark Wrath on its itch.io Page

(10 edits)

The Free Demo of Deep Dark Wrath is available for you to experience and explore!

https://craftedcircuitry.itch.io/deep-dark-wrath#demo

I’ve decided I’ll simply be editing this thread with the changelogs and features for the Free Demos of this game. I didn’t want to make another Sticky for every single update I wanna make.

v0.7.14_1 Update

Quick Fix:

  • Forgot to change the ‘Debug’ on the Version on the Screen and Credits to ‘Demo’
  • Forgot to remove some unneeded features for the Demo

v0.7.14 Update

Features:

  • Same features of v0.5.11
  • Balanced Enchanted Cards
  • Fully featured Quick Access
  • Updated Controller Support
  • Speed and Attack Rework
  • GLES2 Renderer for better Compatibility Support
  • Dark Atmosphere but with more Vision
  • Fixed Bugs

v0.5.11 Update

Features:

  • Same features of v0.3.6 but revamped and has the final look of the Full Version
  • Balanced Enchanted Cards and Mechanics
  • Fixed Previously Known Bugs
  • Quick Access Options
  • Darker Atmosphere

v0.3.6 Update

Features:

  • Most of the Enchanted Cards are available for you to grind for
  • The first 3 Dungeon Areas are available for you to explore and get used to.
  • The full Enchanted Compendium is there for you to check out information about the Dungeon.

Known Bugs:

  • Enchanted Compendium area can cause some lag (Reading the books or checking the map isn’t too affected and even lessens the lag)
  • Using the Zoom Out in the Safe Area can cause some lag

If you have any feedback, bug reports, etc. on the game, please place it down in the Comments. It’ll greatly help me get the Full Version to its most perfect condition. Of course, I’ve done my best to make it as performant and bug-free as it can be but you never know if there’s something game-breaking until you get a ton more people to play it.