A downloadable game for Windows and macOS

Yin Fang is a heavily internally divided werewolf who was cast into the lowest circle of the inferno - Treachery - for disobeying himself. Fight through the nine circles of hell to earn redemption, and perhaps bond the two conflicted halves along the way.

Theatrum Inferni was created by Max Levine, Andrew Campbell, Cameron East, and Logan Bodenheimer for Dr. Julio Bahamón's Introduction to Game Design and Development class at UNC-Charlotte.

In the realm where shadows intertwine, a Werewolf named Yin Fang,
An inner battle, a cosmic pang, in him, conflicting currents sang.

A noble soul, within him lies, yet an uncontrollable tide,
His other side, a feral guide, in the cosmic dance does bide.

For disobedience to self, he plummeted, to the abyss profound,
The lowest circle, Treachery's round, where redemption is rarely found.

Nine circles await, trials profound, each a cosmic test,
Tarot cards, his only bequest, in this infernal quest.

Yin Fang, in the dark abyss, must confront his inner strife,
A symphony of cosmic life, through nine circles, his journey's rife.

Yet within his Lupin form, salvation howls through the air,
Through trials profound, a savior rare, in the cosmic tapestry's solemn glare.

Download

Download
Theatrum Inferni for Windows.zip 15 MB
Download
Theatrum Inferni for Mac.zip 20 MB

Comments

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Glitched out, used one of the summoning cards and neither did the summon...summon but also did the UI disappear.
Used all the other cards, their UIs also don't disappear and I can't move.

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Hi, this game is currently still in development. Thanks for the feedback! I have never experienced this bug. Are you able to provide a way to reproduce the bug? What order of steps did you do?

The sun and moon cards behave a bit differently and swap from human to wolf form (all other tarot cards do the same summoning thing), and currently you have to click the move button to move mode if a tarot card is selected. I'm wondering if that could have been the issue, as the UI is not entirely clear.

No I got the UI, the issue was the yellow boxes not going away.

I tried replicating the issue, no success, I don't remember any specific steps since I didn't do this intentionally.

Hmmm... maybe the issue was you were out of mana (the bar next to health) to cast cards? What happened when you tried to click on the yellow squares?

The card and mana would get used.

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So the card is exhausted but no angel appears, and the yellow squares still highlight the board... Strange. Definitely a bug, and no idea what would cause it. Hopefully it will just be resolved when I recode that part of the game (the current version was rushed to meet a deadline). Thank you for the report!

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Were you playing on Windows or Mac?

W

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Also another question for you if you don't mind: you said you were unable to move when the bug occurred. I managed to reproduce the issue, and I was still able to go into move mode and move. Are you sure you weren't able to move? (You would have to select move mode - clicking on an adjacent tile in spawn mode wouldn't work.)

I messed around with it and was able to reproduce the issue. Am writing the following down here for future reference. The issue occurs when you have 1 mana and attempt to use a summoning card which is hardcoded in obj_tile as costing 2 mana. (The only way to have an odd numbered mana currently is to use the moon card.) Summoning tile, when clicked, is supposed to use the tarotCost function (which currently always returns 1), but is just hardcoded in this case as 2. This results in obj_card successfully being selected, said card being destroyed by obj_tile, but obj_boardElement does another check on available mana - it then sets the action to null, and thus doesn't spawn the angel and doesn't decrement mana. All of this would just be solved by using a consistent amount of mana by calling the tarotCost function. So yeah, that was definitely the result of a rushed job. Whew.

I wasn't really aware there was an option to enable a Move mode.

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Ah, okay then