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Into The Inferno

Rescue children kidnapped by demons in a classic first-person dungeon crawler RPG. · By Dragon Dropper

Feedbacks about the demo

A topic by CryptRat created Jun 28, 2023 Views: 134 Replies: 1
Viewing posts 1 to 2
(+1)

I've played until my characters eventually reached LVL3 and killed the characters from the tents of the first map.

Sorry in advance if all of this is messy, hopefully even a small part of it might be useful.

I feel like increasing the item drop rate would fix most of the problems I have with the game, more precisely that I don't even get enough gold to regenerate my mana and that the raise in power via equipment is too slow, leaving no real other way than grinding levels by turning around and killing enemies from the first area to be able and advance. It's not one I've played very recently but I'm almost certain than in The Bard's Tale you gain an item much more frequently.

I like the high number of items slots. I also like that the demo already gives access to party creation, it makes it fun to play. Judging by these next encounters with several groups of enemies that my characters have been too weak to deal with yet and the lvl3 spells I got the fights must get fun as you advance through the game.


There should be a way to speed up log scrolling during fights, and by the way not being able to speed up the intro gave a bad first impression.

The automap does not appear again when you leave some buildings, like I think the mana regeneration ones. Also the automap is sometimes broken outdoor, mixing with the town one. There's something weird in the town, I don't think there is any intentional illusionary wall but rather some misplaced doors or missing doors, I'm not really sure, I think there's at least one door leading nowhere inside a building.

When you turn left or right inside some buildings you trigger the building again, I think just triggering it when you're looking towards the wall opposite to the entrance would work,  which I think is how it works for some buildings but not all of them.

Magic Arrows and other attack spells ask for a target 1-4, I think it does not mean anything. By the way when you cast a spell such as Minor Healing it'd be cool if you were able to see the characters (their HPs ...) when choosing the target.

One way or another I'd like an Undo button during battles which goes back to the previous character (and ESC could do the same) and/or possibly a Validate/Redo question at the end (I don't think it's as important but I think some games have it so you can undo the command of the last character).

When you walk through the cemetery, the text will stack, eventually appearing as many times as you walk on the concerned tile(s?) while you walk, and I think that you can't even make it go faster so that you could rid of it, it can easily stay during the next few fights.

It's weird that ESC does not open a menu. I don't think the UI is good, but I'm so bad when it comes to UI that I won't risk making suggestions, just saying it does not feel good and it does not look good either (I don't like these shiny buttons).

To give my opinion about presentation, I like what looks "realistic" (the trees, the doors ...) the most, I think most textures mesh well enough with it but the wall with the rocks in the town clashes a bit. I wish the UI and possibly the monsters fit the same style too.

Have you considered a Rest/Wait button?

4 chars might be a bit low, is even 5 out of the question?


That's it for now, thanks for sharing the game and keep up the good work.

Developer(+1)

Thank you so much for the thorough feedback, and you make a lot of great points. The "too difficult at the beginning" problem is one I've been wrestling with and gradually adjusting, and I've been torn whether to allow a fifth character. I've gradually been leaning toward yes, even though that will require a lot of code changes (not too many, though).

The targets 1-4 question is asking which group of monsters to cast at, which only makes sense when there's more than one group of monsters. I plan to make those buttons show the monster group names instead of numbers in a future version.

There's much to think about and much to adjust, and I really appreciate you taking the time to test out the game and share your thoughts. :)