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Soulash

Soulash is a fantasy roguelike where you play as a forgotten god set on destroying the world. · By Artur Smiarowski

Impression/ suggestions

A topic by ditoLoco created Apr 03, 2020 Views: 324 Replies: 5
Viewing posts 1 to 5
  1. Skill issues.

I look forward to level to have new skills. Its fun bc with it comes a sense of progress and growing in power. It should give you also new skills to deal with enemies. So far my skills are kind of disappointment: the first one - acid attack is great. But than I got vampire touch - which never gave me more than 2-3hp (and I have 140 of them at the moment). It has also cooldown. Winds of decay are good one, except I am avoiding the fights involving more than one enemy, perhaps it will be useful in the future, but as of now I have not used at all.

When I am asked to choose the skills often I have skills not good for me at all (like all weapon skills ). I am thus forced to choose one skill, I do not feel I have choice.

Solutions

A) have more skills to offer . Actually I am not sure what's your planned level cap, but perhaps 2 skills out of 5 would be great- or if you really want to offer just 1 skill on leveling up make it 1 out of 5.

B) Regarding my guy you could think of many new skills: shouts for your zombies (to wake them up lol, or gather them around you, or temporarily boost their aggressiveness etc.) You could have many summon skills - skeleton warriors, archers, magicians, or different type of zombies. More tools more fun.

C) defensive skills: teleport, fog (since rain is so cool - congrats on that), various protections …. Not sure you got those but so far I have not seen many.

2. Sleeping

  • It would be good to have option to sleep till morning just to kill time if going out at night is too dangerous
  • When I sleep to recover fatigue I recover hp at the same time, but if I sleep to recover hp I do not recover fatigue …. Weird
  • Sometime sleeping goes very fast sometimes it really drags

3. Crafting

I am not sure what your idea of crafting and how important you envision it in the game. However, for now I see this problem- to craft u need materials. But our inventory is very small, and u cant carry many things around. So you need a base, and at best somewhere close to tools (furnace, anvil etc.). Here is a problem - travelling in the game is very time/resources consuming, so I cannot see myself travelling for 3 days just to make a new sword. Or if I find resources to bring them to my base ….

In general, we need also fast travel of a sort - maybe as a skill , or as crafting (cast/build portals). Maybe there is fast travelling, but I havent found it yet.

4. Very needed - to scrap the things on the ground ….

Its very time consuming - many times I pick up things just to get receipt - but than sometimes I have to drop items on the ground, than pick up new thing, scrap it, drop materials on the ground, pick up item I dropped in the first place … It would be easier to scrap them while items are on the group and pick up material if I want.

5. Enemies

Its good that they are marked on the left side of the screen when u investigate them. I am playing zombie master and there is usually lots of zombies around and they move back and forth. If I am fighting enemy I would like to keep a watch how their hp goes. But they constantly move up and down in the list of beings my hero sees … Could they stay at the top? Or zombies always at the bottom of the list? (it would be nice maybe to change the background color of they symbol so one can spot it faster - color could be related to hp - like green healthy, red almost dead - that applied to enemies not my zombies)

Also - there is no way to distinguish an enemy zombie from your zombie - only reading a log and looking for a names.

  1. Human archers shoot at night - can they see at night?
  2. Endurance of weapons

So I don’t use any weapons. But I wield them to have bonuses , like strength. However, they deteriorate fast - I think its from hitting walls while walking … even my shield deteriorate - not sure why. 

6. Aiming issues.

So i know its hard to aim sideways if your world is divided into squares (po przekatnej). I have zombies that get into the way. Often when i am at enemy i cannot cast a spell at them, bc my zombie blocks shoot. But if i aim over their head than i can do so. Many times i see the path for my spell to go through crowd of zombies and hit enemy but when i put aim directly at place where enemy is it shows me path that is blocked. There is another path but i have to move mouse all around to find it. Lets say enemy is two tiles north and one tile east from me. Aiming can show the path in many ways:  east-north- north , or like that: north - east-north, or north-north-east . If one path is clear it should be automatically selected. Often the blocked path is chosen and i have to move mouse around to force system to select a path that is clear. 

When i cast spells there is this weird moments that my spell is blocked right in front of me. I mean there is nothing, empty tile, but it shows as something blocks my spell and i cannot cast it. If i do anything, lets say, rest than always on that tile appears zombie. When i am casting a spell he is not there, but somehow he is. Also sometimes hunters shoot me with arrows through the crowd of zombies when there is no possible path between them - like i want to shoot them but all paths are blocked, yet i get shot at. Its like almost aiming presumes that zombies will move , and opening will be there, and they shoot through that ... 

I have forgotten to add - I played a lich / necromancer character exclusively so far :) 

(1 edit)

I will be adding stuff as i go :)

- when i turn around keys "e" and "q" dont react same way as movement keys, movement keys i press and the char keeps movie, when i press to turn it turns only once, to turn multiple times i have to press and release it . its minor but well would be better consistent approach

- if i have an item that gives bonus to strength and replace it with item without bonus strength i can go over limit of weight allowed to carry

(1 edit)

Hey ditoLoco, thanks for the great feedback, keep it coming. :)

1. The skill system is made in such a way that you always choose from the next level skill of your profession when you level up, and 2 skills randomly selected from other professions (or skills used by NPC characters for your new level). 

Some abilities will always be better than others, and many will depend on your playstyle. Vampire touch, for example, is one of a very few ways that you can heal during combat, it scales with your damage, and it can be difficult to balance because too much health gain can make the character immortal. It might need some tweaking, but it was already too strong once, so I have to be cautious.

Right now, there are a decent amount of abilities up to level 13 and a few on level 14. About 125 abilities in total to use, and there are editors available if someone would like to mod in new ones. Growing the choice to 5 abilities I think will be too wide, as it will provide most abilities of professions. I think it's better to have more replayability and the possibility of making different characters in every playthrough.

The next big patch will be about AI improvements, which will include the behavior of summons.

2. Sleeping

  •  It might be a good idea to speed it up like that. I'll have to think how doable it would be without freezing the world (so enemies can still ambush you if you sleep in the wild).
  • You regain health by waiting mostly, so both sleeping and waiting for health will regenerate it. Only sleeping regenerates fatigue, and it can have some consequences, like reduced hearing of enemies. You can sleep only if you have fatigue, while in some cases, you are hurt, but not tired and might want to wait it out a bit.
  • The sleeping speed depends on enemies around. If there is someone nearby, sleeping will be slower. The reason for this is to give you time to react if you get in danger.

3. Crafting & 4 Salvaging

These are excellent suggestions, I'll add them to the list of things to do. :)

One of the ideas I had was to create a godlike power to teleport anywhere in the world for your whole stamina bar, which would help with setting up base. This will likely come with other powers in one of the later big patches. Building (which includes creating anvils and other workstations) was moved for a further patch to focus on AI right now, but it will come eventually.

5. Enemies

I'll try to make the zombie situation more convenient.

  • Humans don't see at night unless you have a source of light (torch, candle, light spell, etc.). I haven't gotten the situation where humans shot at me at night (elves do, though), but I'll check it out.
  • Casters use weapons to scale their abilities, and these weapons deteriorate as they cast them. Mechanically speaking, every attack or ability that does damage will reduce the durability of your weapon. Shield deteriorates from getting hit. The hitting walls situation I'll get in control in one of the future patches. :)

6. Aiming

I think I understand. I'll see what I can do about it.

As for the shooting through obstacles, right now when you input a movement for example, all "attacking" is processed before any moves for AI. After your movement, the world moves forward by a set of time it takes for you to make your action. So let's say it can look like this:

  • You move, the world moves by 1 unit of time, and all AI can make actions depending on how long they didn't act.
  • AI that decided to make an attack go first. So, for example, a hunter might have shot you at your new position, where the line of sight was good.
  • AI that decided to make a move go second. A zombie could have moved at this point and block the line of sight, giving the perception of blocking an enemy shot.

I'm not sure if something can be done without slowing down combat by a lot, given the technical choices I've made when building the game. Maybe rotating some systems to process movement before an attack could help, but I'll have to think about possible consequences.

Bonus 7. Movement

I think we had the rotation that was processed while being held, but it didn't work too well. Moving forward is done in such a way to speed up walking as much as possible, even at the cost of moving a little further than intended. Rotating requires a bit more precision.

The going over the available weight limit, I have a task somewhere to debuff the character under heavy load. ;)

What does it mean use a weapon to scale their abilities? Do you mean abilities that are using / require weapons, or all of them?

And what i meant about the blocking is something else. I try to shoot but my shoot shows as it is blocked, when i move cursour at place where it is blocked and press shift it shows tile is empty, yet there is zombie there apparently. When i hit rest or move than zombie appears there. 

Other explanations - i get it . 

It also happens that when i attack from being visible immediately i get shot back at, the very same turn. Now i got it why. 

All weapons add damage to abilities. This includes weapons like regular sword adding it's damage to fireball. Different abilities have different scaling off weapon damage, some may not have that.

The zombie being hidden sounds like some kind of bug with field of view recalculation after something happened, I'll look into that.