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A jam submission

Deep ForcesView game page

Fight demons with precognition, clever tactics, and psychic powers.
Submitted by Zorch43 — 2 days, 10 hours before the deadline
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Deep Forces's itch.io page

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Comments

Submitted

I recorded your game with commentary. I was pleasantly surprised by the combat (I generally dislike games like that)

DD53 feedback videos:

Demo Day 53 videos of games starting with letters from A – J:

https://mega.nz/folder/DdVwTYAK#ZsxVSpsd5L2yvgaqtcvBsA

Demo Day 53 videos of games starting with letters from K – Z:

https://mega.nz/folder/zBIi2A5T#DE3_eooG3HE-K3XTmpnR0g

Submitted

Got stuck in a menu screen, when researching a skill or something. So, only played the tutorial.

When getting the third character, it wasn't clear at first that I had to do a combo kill. The introduction was too early imo as I didn't even know how the combat works at all.

After that, I think it was necessary to kill all demons in a single turn? That wasn't clear either. I just had to reset because I couldn't proceed while the objective wasn't completed yet. I was looking for a way to end my turn.

Then I played the mission till the end, but it wasn't clear that undoing a turn would result in "time loss". Not sure if I missed it or if it wasn't communicated properly. Anyways, that was annoying.


No commentary video.

Submitted

Nice ITB clone, interesting setting and cool base management.

idk why the team is so big when you can only use 3 people, it's much harder than ITB to not get anyone hit but at the same time I don't really see an upside.

In the first normal mission one of my units was permanently waterlogged despite never touching the water, pic related.


Developer

Thanks for Playing!

No idea what could have caused the errant submerge effect, but I'll keep an eye open.

There really isn't much of an upside to bringing more units to a battle.  Not no upside - each unit that survives the battle gets experience regardless of whether they did anything,  but this is definitely something I'm mulling over.  A couple of options that I'm toying with:

  • Disabling enemies - Adding enemies  that disable your units as an instant effect.  Bringing fewer units then means risking that a significant portion of your options for the turn are disabled.  These are getting added regardless, the question is how hard to go with these.
  • High Risk/High Reward - Bringing more units is tactically disadvantageous, but strategically rewarding.  Same idea as the mission exp already present.
  • Options are Power - Adding powerful abilities  with limited uses. The idea being that units with these abilities are powerful enough to justify expanding the size of the squad, while the limited number of uses means that it's risky to use too many of them in smaller squads.
  • Alternating Activation  - A unit that acted last turn can't act this turn (or is otherwise limited in when/how frequently it can act).  Smaller squads become far less flexible, but it's one more thing to keep track of.
Submitted(+1)

I see, but keep in mind that always having at least 3 units that won't move in a turn kind of limit what other objectives you can put on the map and maybe that can hurt replayability when compared to ITB.

Also I forgot to mention it but weapon hotkeys don't work if you're hovering over an enemy unit which is annoying.