Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

raynesu

15
Posts
1
Topics
77
Followers
7
Following
A member registered Sep 09, 2017 · View creator page →

Creator of

Recent community posts

Sure, I wouldn't mind making a new post about the progress if there is interest, it's been a bit hard to keep up this stuff since I am just the only dev working on the game. Though I do recognize it is my fault for not keeping up., I'll try to start the progress updates up again as I get closer to release, though I am leaning more towards early access first to get more feedback to improve the game.

Yeah it is! I am actually focusing right now on a steam release soonish. so I've been very bad at updating it here. 

For sure, I've actually have been going back and marking which assets need to be switched out to avoid any copyright issues when the game is released.

Good catch. I did forget to credit them. Adding it now. Also, those tiles are from RM and are just being used as filler for now and will be replaced later on since I can't seem to find a way to purchase a non-rm version of the assets. Anyways thank you again.

Hey, thanks for playing and the kind words! It really means a lot to me :)

In response to your comments:

1. He is slower by design. I tried to increase the speed of the AI and overall it looked strange. In combat however Leon's AI moves slower while his shield is up. However I agree he moves to slowly with his shield up, and will probably change this when I revisit his AI.

2. Good point! This is something I have also been wanting to do. I wanted the AI to be more reactive when it takes damage, such as dodging or retreating or even using potions. Again these changes are in the works!

3.  Yeah, right now the AI is kinda dumb... Working on making them smarter. Also looking into allowing you to revive them or pick them up if they do something stupid.

4. Enemies do not return in rooms you have already cleared. Essentially enemies are spawned when the level is being generated, so if you revisit the dungeon they should be enemies again.

5. Yes! This is something I want to do. I thought that the AI companion was perfect for Co-Op, but this is currently on the back burner for now while I work on the game and story. Think of Co-Op as the last thing I am thinking about putting in. 

Sorry for the late reply. You pose an interesting idea, I'll definitely have to look into this, though I do want to let the new changes in the new Demo sit for a while. I think using the "Burst" spell gets around the RNG element of the combo idea, since the spell cast will be the same as long as the combination of spells remains the same. Also, in the newer spell casting system is that you can swap which card you want to lead your Arcana chain using the num keys. This is important because the combination "Burst" spell is based on the element of the card you have leading your chain. 

Going with your combo idea, in the new demo's spell system I have reduced the time between casting spells as well as having each card in your Arcana Chain have their own cool downs, which overall increases the frequency and speed you can cast. As for the spell levels, ideally as you play through the game, you will find cards that are of higher level, that do more damage and may have a similar effect to the lower level cards you are using. I kind of want to avoid locking people into paths, but there is the affinities mechanic I am currently working with in which the player picks 3 elements essentially, and by doing it increases the rate of seeing cards of those elements when exploring. Anyways thanks for the comment, I appreciate it! :3

Yeah I think it is very important that these moves are over the top. You really need to feel the power behind it. That being said, the current ability that I do show I agree can be a bit better animated and look better. Think of it as a placeholder for now, as I keep evaluating whether or not to keep it in the final build. The limit breaks however will be available to you guys when the updated demo comes out.

Thanks for the concern! I do the weekly, or try to do the weekly updates not only to keep you guys up to date but also to keep myself on track. It really allows me to gauge the amount of progress I had that week as well as put ideas I have in words.  

It sure did, should be fixed, but it was pretty much over anyways.

I hope so! Thanks for the interest!

Thank you for your comments!

-Great idea i'll look into adding a toggle or a volume slider for it

-Anything regarding art unfortunately will take some time. This game is currently a solo project and my expertise is mainly in the development programming side. Though I do agree with you, and would like better animations down the line

-Currently you are allowed to swap between levels, but I am considering allowing you to instantly equip newly acquired spells.

-I am already working on a solution to highlight enemies behind objects. As for the UI, I agree as well. The game's UI is currently locked on 800x600 resolution regardless of the game's resolution. I am looking into changing this in the future. As for screen shake perhaps can look into a magnitude slider since I am looking to add more settings to the setting menu.

Thanks for the feedback I appreciate it!

Thank you for playing! In regards to some of the stuff you said,

1. Yeah, I've been having trouble making heavy attacks have a use. The main use of them, that is not seen in the demo, is that they are used to interrupt some enemies when they are doing combos or are invulnerable. I didn't want to just give them a straight numbers boost. I'll have to go back and reconsider. Oh, one thing to note too, is that you can charge the heavy while you use the light, though it will drain more stamina.

2. There are like rest sites between levels where spells can be changed. This is also where you can switch companions, vendor items, etc. Hmm.. it sounds like you were using a controller, there are still many glitches with that... >___> And yes LB/RB for controller is used to cycle.

4. Yes you get to pick a MC and the MCs you did not pick are available to you as companions. Each MC will have a slightly different story and choices available to them. Also, ultimately the choices you make may change events down the line in the story as well as influence the ending.

5/6. I wanted the forest to feel a bit cramped, and I can see how it could be annoying with a ton of projectile enemies. I am currently looking into diversifying the enemies that spawn and making them closer to what enemies are like in Secret of Mana and less of a bullet hell.  I am also looking into adding an outline or something for enemies hiding behind trees or bushes.

Again thanks for playing! 


Hero Soul is a 2D pixel ARPG with Rogue-Lite game play elements, which incorporates traditional RPG/JRPG game play with Rogue-Lite elements created using the Unity Engine. This game is mostly experimental as the main goal I wanted to explore/accomplish was to procedural generate story elements so the story of the game changes every time you play. Currently the game is still in development but I've polished up the 2nd level of the game for the demo!

To find out more check out my itch page here!

I look forward to any constructive feedback and suggestions because I want to make this game fun for, you, the player :3

Oh, also here's a little intro video of the characters.

Cool thanks!

Hi, I've purchased and used this tileset in RPGmaker and have loved it. I have now moved on to developing in Unity and want to continue using this tileset. Can I purchase a licence to use it in unity? Thanks!