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Netherworld Heroes's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #5 | 4.250 | 4.250 |
Overall | #12 | 4.125 | 4.125 |
Authenticity (or, Creativity in use of resolution) | #21 | 4.250 | 4.250 |
Audio | #21 | 3.938 | 3.938 |
Graphics | #30 | 4.063 | 4.063 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Themes
Initially, it was "Self-Destruction For Gain", and it was meant to be a puzzle game about kamikaze squirrel... However, I messed it up along the way.
Tools
Godot4 is amazing.
Lessons
I WILL NEVER TRY TO DO A PROJECT OF THIS COMPLEXITY IN 2 WEEKS AGAIN!
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Comments
Very well-put and complete game. Amazing how much tactics can be involved in a seemingly simple 5x5 turn-based grid. You really nailed it! The only thing I miss is if I realize I messed something up, there is no admit defeat/reset option, but instead I have to keep playing until I lose, but that is a minor issue.
I have lost too much time playing this.
Oh, and I can totally understand what you wrote under "Lessons". This game has indeed a lot of amazing complexity. Great work!
Thanks for your feedback and comment! The surrender button was in the plans, like so many other things, and then suddenly august 15th happened. As a workaround, the browser page can be refreshed to restart the battle, the game saves player state locally all the time.
Yeah, the deadline approaching faster than it should is a very familiar situation.
I forgot to add that the enemy AI is very good, it seems to always pick the best/smartest option. How did you make it so good?
It was much easier than I expected and took very little time. In a nutshell, it’s all OOP. Each skill generates targets, each target generates actions, each action has a score (can be either positive or negative). The AI chooses the target with the highest score.
Completely in love with this. I think I've spent more time playing this than any game in the jam so far. Was hooked from the opening, and then the gameplay really got me. The first fight I unfortunately fell victim to the Netherquakes, seemingly not blessed by the RNG gods. But honestly just well polished all around, incredible for a two week project, and 100% my type of game. Quite an amusing sense of humor as well.
Thank you so much for the feedback and for your time! Again I have to repent for the difficulty of the first battle, it was careless of me, perhaps it is even more difficult than the final.
This rules! I'm amazed by the level of polish. The sound effects, the animations, everything feels so natural, it pulls you right into the world. Gameplay's super tight too!
I like how the player states 'I have to leave again' before disappearing into the hole.
Game has elements of Heroes 3 but I appreciate how the game emphasises positioning over brute forcing with combat or spells. Great Work.
Glad you made it to the end and thanks for the kind words! Overall the game doesn’t have much in common with HoMM apart from the name, I was more influenced by Into The Breach and The Dungeon Beneath, but it turned out to be something completely different.
Awesome! Very complete game!
Congrats!
Thanks, your fleas are awesome too )
Really snappy and well polished!
Thank you, it’s very nice to hear.
This is really smooth! I wish it was easier to tell the difference between my guys and the other guys, and I never made it past the first battle – but really nice!
Thanks for the value feedback! Totally agree about the problem of distinguishing between teams, so far our guys are facing right and others left. Thought about colouring them with a shader, but didn’t have time. And yes, the first battle should be more forgiving.
Amazing! This really feels only a few steps away from a fully fledged release. I'm blown away by how you managed to implement all the mechanics, dialog, AI, story, and intricacy in such a short time frame. Incredible work!
Thanks! Yes, it was hard to get it done in time, but without the time restrictions I wouldn’t have been able to finish it. But now I can leisurely polish these pixels for the rest of my life.
Really well implemented mechanics, fun to figure out strategies for the fights, and great humor! And a good amount of content too!
Thanks, glad you enjoyed it!
Really great game, congratulations
Amazing game. No idea how you got so much content, along with so much polish) in the game in just 2 weeks. Also pretty well balanced which is tough to get right for game jams. I have been playing this for at least an hour. At one point it was a 1v1 between my ice mage and a laser cyclops, and i was just praying the netherquake would take him out. When it did, I had a total "YESSSSS" fist pump moment. For the text, were you using a RichTextLabel node? Seems like the way you animated it was to add one character of text every few milliseconds. That causes some jaggedness when a long word has to wrap onto another line. Try the "% visible" parameter in a RichTextLabel node to make it more clean!
Thank you so much for the review and for the time spent! Netherquakes are the only random thing in the game, so you’re in luck then. The dialogue boxes are done in a terrible rush and really need tweaking, I used a simple Label node with word wrap so I’ll definitely take your advice.