For the most part it's a fun and well made game, though I do think there are a few things about it that feel, for lack of a better way of putting it, incredibly BS. This might just be an issue with the web version, but sometimes the movement controls lock up for no apparent reason and I'm unable to move my character for about a second or so, usually leading to damage taken that I should not have taken. There are also a few attacks from the boss, particularly those sort of wavy bird shaped ones, where it can drain like half of the health bar in a single hit which is especially irritating when the attack is as unpredictable as it is while simultaneously taking up as large an amount of screen space as it does - I really think attacks like that should be at least a little more lenient and not stack so much damage on the player all at once like it does, maybe by making it its own special damage type that does a specific preset amount of not-half-of-the-healthbar damage and then deactivates if the player connects with it if you don't want to go the route of just introducing temporary invuln frames after the player takes damage. Also, I'm not sure whether or not the downloadable version might already alleviate the following issue, but in the web version it is INCREDIBLY difficult to see where the mouse pointer is on the screen to be able keep attacks targetted on the boss and could REALLY do with a custom reticule which is well-defined and heavily contrasted against the color scheme of all the chaos happening on the screen so it can't be lost in the noise of it all so easily. Similarly, the indicator for where the boss is located when offscreen really shouldn't be the same color as all of the bosses attacks and needs a better constrasting color as it also is extremely easy to lose track of amongst the chaos. Additionally, I feel like the "reload" for the bullet-deflecting scythe swipe could do with a bit of a rework to make it clearer to the player when the cooldown period is over as it was a bit difficult to tell at times when I could use it again. I also think the mechanic would benefit from having the length of the cooldown slightly shortened, as the interim period as it is sort of just felt "off" to me and often made engaging with it more frustrating than it was rewarding. Overall though I found it to be an enjoyable, challenging, but also a little bit frustrating, game. Definitely something I could see myself picking up when it is complete.
I loved this! I've been thinking of learning c sharp (not the piano key) and making my own game and this demo has revitalized this dream. Are you going to make this a payed experience? Also if you have a targeted deadline for the game's release could we know?
I hope this awesome game develop well, can't wait to play the full version! But recent months i didn't get new post from your X, is development goes well?
Development is ongoing every day! I stopped posting on X because we will be looking for a publisher soon enough and don't want to interfere with their marketing plans.
Right now there's no way to actually see how much total time you've put into it, it resets every time you close the app sadly. The full game will record your all-time stats though.
This game really can greatly challenge Undertale or Hollow Knight, we just need the full version. Hai yo and Anuke, remember, if you need it, take your time :). We want Infernae to be developed as good as possible when it comes out, so keep in mind that we can wait as long as you need us to :).
As I was playing this I realized that there were few fights that captured this essence, the one hit and you're dead aspect of pure pain, This game is going up there with Sans, Malenia, and the other greats, I deeply hope this game gets a full version
Oh that's some great news! Not like Lucine is easy, but she becomes a bit boring on her own. And I can guess that if you want us to wishlist Infernae on steam, that has to mean that we're really close. :)
Well you need to go around her and make use of reflection attack. She does 3 streams of bullets while doing her tornado attack, yoi have to around her and reflect whenever its necessary. It takes some time to master, and i think third phase is actually the biggest threat
It's a binary executable file; those don't have extensions. It's not packaged as a .app or .dmg, so you'll have to run it through the terminal by executing ./infernae-mac64
If you don't know how to do that, you should play the web version instead. MacOS support for the demo is barely tested.
Dashing would be redundant. You have the slash, which not only does it disables projectiles but also throws them back. It's difficult to use, but it's worth the pain and effort to master it.
Plus, dashing wouldn't fit the theme. I mean, the character you control is quite literally the interstellar Grim Reaper, a judge, jury and executor all in one. Why would someone like that doge out of the way? The game even says "Fear is not a shield". If that's not enough of a hint, then I don't know what is.
When you slash at her right before she attacks it it will damage her by a good amount, just make sure you do it right. (It's a very risky move but if you can do it successfully it will help) The screen will shake when you have done it successfully.
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For the most part it's a fun and well made game, though I do think there are a few things about it that feel, for lack of a better way of putting it, incredibly BS. This might just be an issue with the web version, but sometimes the movement controls lock up for no apparent reason and I'm unable to move my character for about a second or so, usually leading to damage taken that I should not have taken. There are also a few attacks from the boss, particularly those sort of wavy bird shaped ones, where it can drain like half of the health bar in a single hit which is especially irritating when the attack is as unpredictable as it is while simultaneously taking up as large an amount of screen space as it does - I really think attacks like that should be at least a little more lenient and not stack so much damage on the player all at once like it does, maybe by making it its own special damage type that does a specific preset amount of not-half-of-the-healthbar damage and then deactivates if the player connects with it if you don't want to go the route of just introducing temporary invuln frames after the player takes damage. Also, I'm not sure whether or not the downloadable version might already alleviate the following issue, but in the web version it is INCREDIBLY difficult to see where the mouse pointer is on the screen to be able keep attacks targetted on the boss and could REALLY do with a custom reticule which is well-defined and heavily contrasted against the color scheme of all the chaos happening on the screen so it can't be lost in the noise of it all so easily. Similarly, the indicator for where the boss is located when offscreen really shouldn't be the same color as all of the bosses attacks and needs a better constrasting color as it also is extremely easy to lose track of amongst the chaos. Additionally, I feel like the "reload" for the bullet-deflecting scythe swipe could do with a bit of a rework to make it clearer to the player when the cooldown period is over as it was a bit difficult to tell at times when I could use it again. I also think the mechanic would benefit from having the length of the cooldown slightly shortened, as the interim period as it is sort of just felt "off" to me and often made engaging with it more frustrating than it was rewarding. Overall though I found it to be an enjoyable, challenging, but also a little bit frustrating, game. Definitely something I could see myself picking up when it is complete.
I loved this! I've been thinking of learning c sharp (not the piano key) and making my own game and this demo has revitalized this dream. Are you going to make this a payed experience? Also if you have a targeted deadline for the game's release could we know?
Love to hear that, good luck with your own demo!
The full game will be paid yes, and we're looking to release later this year
I hope this awesome game develop well, can't wait to play the full version! But recent months i didn't get new post from your X, is development goes well?
Development is ongoing every day! I stopped posting on X because we will be looking for a publisher soon enough and don't want to interfere with their marketing plans.
I have finally defeated her. And now I know the game tracks my statistics, how can I see them again ? without completing a run that is.
Awesome game, looking for the full release.
Nice job!
Right now there's no way to actually see how much total time you've put into it, it resets every time you close the app sadly. The full game will record your all-time stats though.
nah man im cowering, reflect doesnt do enough damage for me
I GOT 2:57 (yay 2:56 now)
no idea how lol
Why can't I put a screenshot here :(
insert the image
This game really can greatly challenge Undertale or Hollow Knight, we just need the full version. Hai yo and Anuke, remember, if you need it, take your time :). We want Infernae to be developed as good as possible when it comes out, so keep in mind that we can wait as long as you need us to :).
We need a little sneak-peek :)
How many bosses can we face once the full version is released? :>
I've been dropping dev updates almost daily on our Twitter so feel free to check that out (linked above in the Follow Us section)
Oh I didn't know that! Thanks, I will check that for sure!
"Not while I'm still breathing", one of the best phase transition lines. great game
As I was playing this I realized that there were few fights that captured this essence, the one hit and you're dead aspect of pure pain, This game is going up there with Sans, Malenia, and the other greats, I deeply hope this game gets a full version
You'll be happy to hear development is well underway :) Please wishlist on Steam if you haven't already!
Sadly I'm on a school computer so I cannot use steam, but I'm glad that a full version will be coming out
you and me both brother
Oh that's some great news! Not like Lucine is easy, but she becomes a bit boring on her own. And I can guess that if you want us to wishlist Infernae on steam, that has to mean that we're really close. :)
Incredibly difficult, but I enjoy the mechanics. Considering this is just a demo, I hope there will be much more content to come and mechanics.
Me when i have beaten 3 phase after 3 hours of playing: HOW THERE IS FOURTH ONE
Oh god, there's 4?
how did you get past the thing at the middle of phase 3?
Well you need to go around her and make use of reflection attack. She does 3 streams of bullets while doing her tornado attack, yoi have to around her and reflect whenever its necessary. It takes some time to master, and i think third phase is actually the biggest threat
please add win32 support
what is the file extension for the mac version? it doesn't have it and it looks like .zip and .dmg doesn't allow the file to be open.
It's a binary executable file; those don't have extensions. It's not packaged as a .app or .dmg, so you'll have to run it through the terminal by executing ./infernae-mac64
If you don't know how to do that, you should play the web version instead. MacOS support for the demo is barely tested.
ah that makes so much sense. i forgot about terminal. thank you!
cool game. that 3rd phase tho, it destroyed the crap out of me each time
THERE IS FOURTH STAGE
WHAT
It's awesome, but my wrist hurts now. WASD wasn't made for this.
Wow! Super hard but super fun! It gave me lots of ideas to implement on my survival game as well https://beorgames.itch.io/hero-battle-fantasy-arena
Are you still working on it?
Run time 4:21
so close....
bro what are you talking about fourth stage is a pain in ass
I just Got Good idk what to tell you
I just got 4:19
Literally
This is super cool and polished! I love what you've done
Please add dash ability
Dashing would be redundant. You have the slash, which not only does it disables projectiles but also throws them back. It's difficult to use, but it's worth the pain and effort to master it.
Plus, dashing wouldn't fit the theme. I mean, the character you control is quite literally the interstellar Grim Reaper, a judge, jury and executor all in one. Why would someone like that doge out of the way? The game even says "Fear is not a shield". If that's not enough of a hint, then I don't know what is.
Got up to phase 3. Simple, Super polished, and fun. Thanks!
HUGE TIP!!!!
When you slash at her right before she attacks it it will damage her by a good amount, just make sure you do it right. (It's a very risky move but if you can do it successfully it will help) The screen will shake when you have done it successfully.
Remember, Fear is not a shield.
If you reflect it while she's doing some sort of spread attack, screen will even freeze for a moment
I i think the game is really good, but I miss the ability to pause and skip cutscenes aswell as alternative shooting buttons.