Third Playable Demo


New Features:

  • Player can now use heavy and launch attacks to stun enemies and set up combos
  • New enemy type - the tengu! Attacks the player with both melee and ranged attacks for an extra challenge
  • Tons of new rendered environment art
  • One-way platforms that allow for multiple platforming paths in each level
  • Three levels with unique themes and pacing
  • Magical enemy rooms that challenge the player to defeat all enemies inside in order to leave
  • New SFX and VFX for killing enemies
  • End of level review screen for players to see how well they did
  • New title screen illustration with animated cherry blossom petals

Bugs Fixed:

  • Enemies no longer stay stuck in a pre-death stasis
  • Enemies now also check player Y value before chasing
  • Attack inputs no longer get eaten when player is running

Files

InariBuild2.zip 75 MB
Dec 16, 2022

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Comments

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(1 edit)

Inari feels pretty good in this version and I can see the potential in their new attacks. It's also cool that multiple new levels were able to be made this sprint.

The one thing that could make the most of what assets there are is to add a stronger element of risk to the game. The enemies you have look distinct enough to have unique roles in stopping the player but each one gets stun locked by the player's basic attacks before they're able to fight back. Making some more aggressive or giving others more evasive actions could help in shaking up encounters and get players to form different strategies. If the cat were more agile it could jump behind the player while they're busy trying to open up the tanky kappa who shrugs off light attacks to make a different vulnerability more useful(heavy attack or attack a weak point from above etc). The ranged tengu and the swarming cats could fight for the player's attention depending on the room layout. The player could choose an enemy to isolate with with the air combo because they're the biggest threat. Maybe the player is managing a resource of some kind that encourages them to play aggressively, probably related to that hit combo meter. These are just examples of ways the game could have a better risk/reward element, I'm sure there's more creative ways to apply that.

The score at the end could be used to encourage a lot of interesting play as well though I think the highest combo conflicts with the level up progression. Leveling up attack strength would directly lead to having a shorter combo, maybe it would work better if rather than hits all together, the combo meter tracked a chain of kills or amount of multi-kills and that was what was represented in both the gameplay and score screen, there's more risk involved in dropping the kill combo by not evening the damage between different targets before starting the chain. It's hard to balance a progression system against a skill based scoring system so one has to be careful what they allow the player to adjust.

Even if this demo is the last one for Inari I look forward to what lessons the team learned from making this beautiful game.