Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Inner Realm Studios

54
Posts
5
Topics
35
Followers
A member registered Mar 23, 2021 · View creator page →

Creator of

Recent community posts

Please do

I'm looking forward to this one's full release, any plans for Steam?

Thanks for playing! I'm glad you enjoyed.

I'll give your game a play and review next

(1 edit)

Thanks for playing! Yeah, the letters are a bit fast, but are great for typing practice haha.

You should try playing as the mage, his letters fall at half-speed, giving you more time to focus on the words, emulates spellcasting a bit.

And thanks for the feedback on the instructions, I'll work on condensing them.

I'll take a look at your gameplay video and give ya a review back

(1 edit)

Hi! Thanks for playing.

So the combat gameplay is all about typing and when submitting your keys the game will add up attack and armor points. Consonants are worth 1 attack point, and vowels are worth 1 armor.

When typing, the letters will appear below your character, and hitting space/enter will submit the current text. If your texts spells out a word, you will get a multiplier for both values based on the length of the word. This is the core of the combat and dealing big damage.

You can receive new keys from treasure chests, which can be set to active or constant keys by clicking the keyboard in the top-left at the tower. Active keys are the ones that are falling down, and add to your points, where constants can be typed at any time, and aren't worth any points themselves, but they do count towards your word, so are great for forming words easier.

Hope this helps.

I'm honestly really impressed by the mechanics here. There is no way that it was easy to figure out. Kudos

Thanks! Hopefully it was a nice way to do a bit of typing practice heh.

Rated!

Here's mine Roguetype

Thanks!

Not too bad. Was impossible at first until I read about the sword attacks haha. I didn't like that after I attacked a spear/arrow, I still got hit while it fell, I guess it makes sense but seems like hitting it to eliminate it would mean no damage.

Overall it was ok.

(2 edits)

Thanks for playing and for your feedback!

Did you try clicking on one of the active keys? When clicking an active key, if your constants aren't full, then it switches that active key to a constant, or you can disable all together.

You probably figured this out, but active keys are the ones that fall, and count towards your attack/armor when submitting a word, where constants can be used at any time but don't add to those points; however, both add towards your word and it's multiplier.

You can have a max of 5 active, and 5 constants, and any of the keys can exist as an active or constant.

Haha, I haven't played it myself yet, but have watched people..it looks frustrating. I look forward to trying again once you update!

And thanks, looking forward to your review!

Ooh ok I understand now. I agree, being able to scroll the tower to see the upcoming options makes sense. I'll be sure to add that in. Thanks again!

(4 edits)

I'm a HUGE fan of slimes, so I really enjoy that aspect, and the animations are really cute...and while the gameplay concept is pretty cool, the controls aren't tight enough, and I spent more time missing ledges than progressing. It's fine to make it challenging, but it needs to be satisfying with the mechanics to keep more people invested.

Just for example, in Jump King, the mechanic of jumping is silly and unique, so it works to be frustrating, but if it's just standard jumping, even with the powers, idk...it didn't catch my attention for long. Maybe I'm just different, haha.

You definitely have something, just a little more polish and maybe a slimetastic hook needed.

What an infuriating game...I love it! Great style, and SFX. 

Oh wow, thanks for the review! That's a good point that combat isn't super different between the choices if there are multiple combat in a set, I'll have to think about how I can make that more interesting.

And showing more of the tower is a good idea, and would let you formulate a plan.

I'm a little confused though and not sure if you also meant you had an unlucky roll and only hit combat nodes...if so, there are 2 other nodes, a treasure that can reward you with a new 'key' to use or gold, and an upgrade nodes that let you train attack, defense, or max health.


I appreciate the feedback, I will return the favor tomorrow!

Ok, reviewed and left a bit of feedback!

A really cool concept, actually pretty unique with the shadow blocks...but it needs some polish.

The physics are a little bit off, and it broke because I died in the 2nd room when getting the shadow. It turned into a slime again, and I couldn't collected it.

From what I understand you can. It states this in the rules:

"After the submission period is over, you can fix bugs and add new ways to play (web build or any other), but not radically change the game. "

Thanks!

Thank you! I'm glad you enjoyed it. I'd love to get it wrapped up and the full release, maybe even on Steam soon. 

I appreciate the review.

Thank you! I appreciate that, and the unbiased position.

Traded!

Cute game, I like the vibe of the dialogue and animations. Losing is pretty funny. Simple gameplay concept, but I could see potential!

Review/Rating traded!

An interesting start, I like the aesthetic and the concept...It's a little difficult to use the grappling hook, it should be fun and quicker since it's the main aspect of the game. I had a couple issue, one was with pickaxe breaking the wall, and then when  jumping I got stuck in a block but the grappling hook pulled me out.

It's a great concept, just needs a bit more polish.

Returned!

Classic concept, but a wee bit too hard! Obstacles are a bit too quick to appear and colliders are slightly too big, though maybe that's a skill issue haha. Hope you keep working on this one

Ooh ok, that's my fault for not playing long enough to get the light upgrades. I will replay and give it more tim

(1 edit)

Returned! And thank you

Rated back!

(1 edit)

Not a bad little game, simple but a nice time-killer. The 2 issues I had were the targets going behind the UI, it meant I had to wait for them to emerge to attack, and it's almost too dark to see the them at times, which I know is likely intended, but it might be just a little too dark.

I really liked the portrait animations for the dialogue, those were really well done.

Thank you for playing! I really appreciate that feedback. I'll definitely keep all of that in mind, especially a difficulty setting for those who'd like to use it for typing practice. I'm trying to figure out the freezing issue in the browser, it's something strange going on where it shouldn't be, have been wondering if others are facing it too. Thanks again!

This is a really nice, classic shooter, and that intro narration was a surprised. I love the story concept. I might've missed it, but a way to pause would be a great addition. Overall, well done, especially for the time crunch! 

Your review is awkwardly similar to the last one...it's very strange haha. But I still appreciate it, I'll give yours a go in the morning and rate/review

(1 edit)

I feel like this banner is more interesting, and better represents the gameplay. I'd love some feedback. Roguetype

(1 edit)

Thanks! Yeah, it does need a bit of a tutorial. I should work in a tutorial match, good idea.

(1 edit)

Looking to get more feedback for my game. Let me know if you do, and I will return the favor.

Roguetype

(1 edit)

Rating and feedback? Please and thank you. Roguetype

Thank you! It was a lot of crunch time, I'm glad you enjoyed it.

Heh thanks, yeah I put the how-to in the games description, but it really needs a tutorial. Thanks for playing!