Beneath Oresa

Beneath Oresa

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ShadowSpirit Jun 20, 2022 @ 1:16pm
Where the F*CK did this Broken Spear Inc. company come from?
Only available as a demo and already this is easily the best looking card game, if not of any genre of game, ever released. The music sets a great mood and holy hell is the combat entertaining to watch. Synchronizing the pacing for when the cards are played with how the animations progress is genius.

Very talented group working on this game it would seem. I can't wait to see the finished product and can tell already I'm going to likely consume anything you add to this or future projects.
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Showing 1-6 of 6 comments
LizMac Jun 21, 2022 @ 8:59am 
Thank you so much for the kind words!!! We're a small but passionate team so having the support from the community means the world to us! We can't wait to show everyone more of the game :)
The Reverend Jun 22, 2022 @ 9:50am 
I agree. I'm 36 years old. The last time I replayed a demo over and over again was in my teens (if you're interested, it was a demo of Age of Empires II).

Yet with Beneath Oresa I tried again and again to see what other cards or artefacts could get, or to test how the near and far distance mechanic worked, whether the teamwork attribute increase carried over from demo run to new demo run.... And when I had my fill of it, I went looking for more info (like... release date? Does teamwork level carry over to a new run? Is this a true roguelike or a rogue-lite?).

So to all the good folk at Broken Spear, good luck! If you play your cards right (hehe) you have a true gem on your hands. All the best. :)
Cubicool Aug 24, 2022 @ 10:51am 
I came here looking to make a post about the art style (or add to one if it already existed). The visual style and clarity of this game is stunning; the best I've seen in a long, long, LONG time.

As a developer myself (and a life-long vector graphics/typography buff), I would love to know what technology is being used for the UI, or if you are--and I'm going to be indescribably envious if it is the case--rolling your own. :) I didn't see anything I recognized that would indicate Noesis or Gameface, but maybe I'm wrong...

The gameplay itself is also pretty stellar (if a bit overwhelming until you read a bit and experiment), but that isn't necessarily a bad thing. I really think you guys have something incredible here, and you'll certainly be getting my money.
Cubicool Aug 24, 2022 @ 5:18pm 
UPDATE: Took me about 15 tries to FINALLY beat the first level; very fulfilling. :) Some advice:

- Pay close attention to the icons above the enemies head and plan your cards to try and avoid as much damage as you can.

- Don't be afraid to burn a ZEAL card if it means you'll prevent something nasty the next round.

- You typically only need to kill 2 of 3 enemies in a standard 3-enemy fight; the Counterattack will usually handle the last one.

- The cards that let you change an enemy from Near to Far seem to be some of the most useful, especially if you play around the enemies intentions for the next round.

- There are enemies with shields whose icons say "When this unit dies, gain X shield"; it's not clear from the wording, but it means the PLAYERS. It essentially means you can skip a defensive play IF you're sure you can take them out.

Again, super pleased with this game. :) Still waiting to find out more about the art style, though! *hint, hint*
jon-jon-jon Sep 2, 2022 @ 1:44am 
Hi, thanks for the good words. @Cubicool, I made the UI so can talk about it.
What i can say is we didn't use any particular technology or software. My process was pretty basic, mockups in photoshop, feedback, revise, implement in Unity. Add some juice with Animations and Shader shenanigans. And finally tweak things here and there to improve.
There are some SDFs textures (fore the animated dissolve animations) but it's mostly regular PNGs.
Hope that answers your question :)
Last edited by jon-jon-jon; Sep 2, 2022 @ 1:45am
Cubicool Sep 5, 2022 @ 6:08pm 
@keiisu Wow, that's really surprising to hear! I go back and forth between Gameface/Noesis and my own OSS stuff (mostly based on Cairo, although I want to find some alternative vector libraries that offer better hardware acceleration) in my own projects. It's really amazing to hear that most the UI is static/rasterized stuff, as it all SEEMED like scalable/vector stuff, rendered on-the-fly! Really great quality, kudos to you.
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Date Posted: Jun 20, 2022 @ 1:16pm
Posts: 6