UPDATE #2 Was a busy day! But Beydo has started his journey! Help him to rebuild his world! Leashed Soul is now available on iOS App Store here > LEASHED SOUL Drop some comments below, and dont forget to RATE the app! Get IT and Have fun! UPDATE #1 Leashed Soul finally released with its all new glory! Long waited but it worth the waiting! The original game weve been developing now boosted with all the seasons, animations and effects are rocks everywhere! We are looking for testers from AU,CA regions before global release, are you in? If you are interested drop here a line and we will sort out some redeem codes of course. We would like to have some personal opinions and thoughts! iTunes Link Leashed Soul - Survive & Rebuild Beydo Block World LumiNet Kft. It's a TRICKY LOGIC-PUZZLE game that CHALLENGES YOUR MIND AND DELIGHT YOUR SENSES. HELP BEYDO TO SAVE LIFE, AND PLANT AS… $19.99 Buy Now Watch Media DetailsIt's a TRICKY LOGIC-PUZZLE game that CHALLENGES YOUR MIND AND DELIGHT YOUR SENSES. HELP BEYDO TO SAVE LIFE, AND PLANT AS MANY TREES AS POSSIBLE. YOU SHOULD FIGURE OUT THE WAYS HOW TO HOLDING THE TRAPPED SEEDS. Saving the Earth isn't so easy! ***Our team created an immersive logic game with a heart-warming story, unique style with smooth controls to bring an epic experience for everyone. Players help Beydo in his adventure, they need to swipe through the levels while solving puzzles and rebuild everything that Beydo lost. After the players completed all levels of the game, could discover Beydo's guest hopefully with happy end. PLAYERS CAN EXPERIENCE ALL LEVELS OF FEELINGS, will be depressed in the dark winter, and will feel happy with the rebirth of nature in spring. The Story of Beydo Once upon a time Beydo, the boy – who is a wooden doll – got a gift from Mother Nature. He's got the best gift that a wooden doll can get. The gift of a real life... When he realized that he lives, he started a quest. His quest was to give as many life as he could give during his short life....and this is the point where the story begins.... Our game, Leashed Soul is a strange combination of the popular puzzle games, with emotional power and narrative gameplay. We were inspired by Mekorama, Minecraft, Portal, but CREATED UNIQUE CHARACTER, STORY AND GAMEPLAY. „Leashed Soul is a great looking adventure puzzle game" - DroidGamers „Pinocchio's most beautyful adventures displayed in Leashed Soul" - Mobil Gamer Features - EMOTIONAL BACKGROUND STORY, with plant-a-tree mission - heartwarming character, named Beydo - NARRATIVE DESIGNED storyboard, HIGH QUALITY graphics - adventure puzzle structure that challenges your mind - deep and addictive gameplay with collectable items - hand-crafted 50 levels - smooth animations and FXs - BEAUTIFUL ART STYLE, realistic physic on the trees and the elements of the levels - Interesting items: changing seasons, valves, slippery ice, flying blocks etc. – these elements are the keys of the gameplay - relaxing themes and music - No IAP, no monetization, no currencies HELP BEYDO IN HIS ADVENTURE! Follow Beydo on Facebook: https://www.facebook.com/leashedsoul/ If you have any suggestions or problems using the app, please email us. This will help us make the app better. Please, don't forget to tell your experiences, rate our app, and post a comment! Stay in touch to hear about new releases and promotions, visit us on facebook: https://www.facebook.com/levelonegames2015/ Information Seller:LumiNet Kft. Genre:Adventure, Family, Puzzle Release:Dec 13, 2016 Updated:Mar 16, 2017 Version:1.6 Size:281.6 MB TouchArcade Rating:Unrated User Rating: (1) Your Rating:unrated Compatibility:HD Universal Follow Beydo on Facebook: Leashed Soul Official Facebook Page If you have any suggestions or problems using Leashed Soul, please let us know. This will help to make the Leashed Soul game better and more shiny. Please, don't forget to tell your experiences, rate our game, Leashed Soul, and post a comment! Stay in touch to hear about new releases and promotions, visit us on facebook: LevelOneGames Official Facebook Page Subscribe to the TouchArcade YouTube channel You can follow US and Beydo on social: Facebook | Twitter Jenohart Well-Known Member Oct 29, 2010 289 0 0 Australia #2 Jenohart, Dec 6, 2016 Australian here, I'd like to be a tester since I fit the region. Joy Doe Well-Known Member Mar 2, 2014 182 0 16 Freelancer Beijing #3 Joy Doe, Dec 6, 2016 I've sent the redeem code for you in pm! Thank you! TontikBunny Active Member Nov 14, 2016 42 0 0 #4 TontikBunny, Dec 6, 2016 It looks so amazing, I'd like to be a tester Joy Doe Well-Known Member Mar 2, 2014 182 0 16 Freelancer Beijing #5 Joy Doe, Dec 6, 2016 Thank you! The redeem code is just sent out in pm for you! Jenohart Well-Known Member Oct 29, 2010 289 0 0 Australia #6 Jenohart, Dec 6, 2016 Received a promotional code. Played the first 8 levels, here are my impressions: First of all, amazing story and art in the opening. Love the concept. The main character looks super creepy, and there's actually a very good reason for it in the story, but in the opening cinematic for two panels the game seems to ignore this and give him a normal cute little boy face. Kinda odd inconsistency, doesn't really matter. I dunno what I expected, but I was kinda hoping in-game that face is a little less horrifying and somehow more sympathetic? Really it's a minor point. Probably intentional as an artistic choice, I get it. The gameplay is cute but I'm of two minds with how you designed it. It feels like it's caught between two gameplay styles, being partially sequential and partially pre-planned if that makes sense? Basically you walk on square grids and grass tiles fall after you walk on them, and you gotta make all the grass tiles fall and then reach the exit. The problem is that you hold and draw a line that your character walks when you lift your finger. This feels... odd? Like I was expecting either swipe to move one step OR you draw out the whole path and then press play to have them all play out at once (which you can't do as you can't draw overlapping paths even though some tiles allow and require you to step on them multiple times). You also have limited view of the stage at any one time which sometimes means you can't draw the whole path, you have to stop and move the camera a bit each time. Ultimately what I really feel like begging for is a back button. A button that basically rewinds one "path" drawn with a finger. Especially on smaller screens, there's a worry that one mistake and you'll have to redo the whole stage, and the slower pace of this puzzle game kinda feels like it would be better suited if you could undo a step instead of needing to restart entirely. Now I know that both might not be feasible depending on how the game was made and might defeat the point of each stage if the intention was to do it in one shot. Then may I also suggest adding an option to have a "play" button? I'm using a 6s and I find I have to look really carefully when I draw without lifting my finger up. I'd be a bit more comfortable if I could freely draw a path, being able to lift my finger to see it carefully and move the camera a bit, then only have Beydo walk the path if I hit a "play" button or something. This one could be made optional, like enabling it in the settings. Conceptually, I think the former option would increase the pace of the game a little (by allowing players to experiment more since they can fix small errors) while the latter option would slow it down (by allowing players to more carefully plan their route in peace). As the game is now I feel like it needs at least one of those options as my instinct is to draw out as long a path as I can but without lifting my finger and on a small screen it feels a tad more tedious than it needs to be. Trying to backtrack after drawing a long path and changing my mind is a bit tedious specifically. If a "play" button were added then you could have it so just touching any previous point on the line retracts the line to that spot instead of needing to retrace your line. Another small point on the first few level's tutorial. On starting the second level your screen will look like this. I can't see what the text says. "That's okay, just move the camera" you say, but the game didn't tell me how to move the camera and I had to restart the stage when I tried dragging and accidentally made Beydo walk. I did figure out you have to drag on the screen where there's no tiles, but that minor bit of aggravation could've easily been saved just by adding another bit of white text that says "drag where there's no tile to move the camera". In the fast paced world of the iOS app store, first impressions are important. So in closing, it's pretty good. There's many other puzzle games about moving a guy on a grid in a specific way, but this one at least has a very interesting story and I'd say a decent artistic direction. The basic idea is easy to get into once you understand it too. But yeah, some quality-of-life adjustments to the gameplay would be appreciated. Joy Doe Well-Known Member Mar 2, 2014 182 0 16 Freelancer Beijing #7 Joy Doe, Dec 6, 2016 WOW, Thank you Jenohart! These informations are priceless! Very special point of view and i really like it. Most of the features you've described is now on the todo list! I like the idea of draw-a-line-examine-and-decide-if-i-want-to-move-or-not! Great! Joy Doe Well-Known Member Mar 2, 2014 182 0 16 Freelancer Beijing #8 Joy Doe, Dec 7, 2016 Jenohart, may i ask you what device have you used in the test, and what was the experience regarding to the performance? Joy Doe Well-Known Member Mar 2, 2014 182 0 16 Freelancer Beijing #9 Joy Doe, Dec 7, 2016 Did you've played the game by any chance? What is your first impressions? Joy Doe Well-Known Member Mar 2, 2014 182 0 16 Freelancer Beijing #10 Joy Doe, Dec 7, 2016 I am still looking for players who want to join our test period! Joy Doe Well-Known Member Mar 2, 2014 182 0 16 Freelancer Beijing #11 Joy Doe, Dec 8, 2016 The new update is now under development! Let me know your thoughts about the game! Joy Doe Well-Known Member Mar 2, 2014 182 0 16 Freelancer Beijing #12 Joy Doe, Dec 9, 2016 Submitted the new version! Soon available for World Wide in App Store! While you are waiting please enjoy the posted a new video! https://www.youtube.com/watch?v=anh7uoriWJ8 You can find us on Social below, don't forget to post your opinions: Facebook | Twitter Lavender Well-Known Member Dec 31, 2013 2,966 0 36 United States #13 Lavender, Dec 11, 2016 Would love to try this but I'm in the US. I guess I'll just have to patiently/ inpatiently wait for the release. LOL!! Joy Doe Well-Known Member Mar 2, 2014 182 0 16 Freelancer Beijing #14 Joy Doe, Dec 13, 2016 Beydo has started his journey! FIRST POST UPDATED Was a busy day! But Beydo has started his journey! Leashed Soul is now available on iOS App Store here > LEASHED SOUL Drop some comments below, and dont forget to RATE the app! Get IT and Have fun! You can follow US and Beydo on social: Facebook | Twitter Joy Doe Well-Known Member Mar 2, 2014 182 0 16 Freelancer Beijing #15 Joy Doe, Dec 14, 2016 Dear Lavender! It is out in the US now. AppUnwrapper Well-Known Member Oct 26, 2011 4,062 3 0 http://www.appunwrapper.com/escape-games/ #16 AppUnwrapper, Dec 14, 2016 Anyone know if these things have been improved? Because I'm pretty sure they would bother me, too. Joy Doe Well-Known Member Mar 2, 2014 182 0 16 Freelancer Beijing #17 Joy Doe, Dec 15, 2016 These are under development now. Beside a lot of other improvements. Apple appstore submissions won't be available after dec. 23, and it seems like we will release these features at the beginning of the next year. The other thing is, we need to rethink what Jenohart suggested, because the gameplay will be too easy after these changes. For now the game logic is built up like moving Beydo by smaller path draws. Thank you for your feedback, i will keep in mind there are others who would love these features! (however it is under development now, i was afraid because there was no other feedback about this improvements since now!) AppUnwrapper Well-Known Member Oct 26, 2011 4,062 3 0 http://www.appunwrapper.com/escape-games/ #18 AppUnwrapper, Dec 15, 2016 Well, I haven't played yet, so it's not my feedback. It just sounds like something that would bother me, too, so I was hoping it might have been changed before I grab it. For drawing a path, maybe look at Twisted Lines for ideas? At the very beginning, I thought I had to keep my finger on the screen to draw the path, and my finger was blocking my view. I quickly realized I could lift it up and draw the path bit by bit, also retrace it to undo. It turned out to be one of my favorite puzzle games, and based on Jenohart's comment, it sounds like maybe similar controls can work here? Drawing on a touchscreen can be finicky, and I would likely get frustrated, too, if there's no way to fix mistakes without starting over completely. Joy Doe Well-Known Member Mar 2, 2014 182 0 16 Freelancer Beijing #19 Joy Doe, Dec 15, 2016 I've already queued this feature in the morning Glad you've expanded your thoughts about it! Thank you very much! Fingers crossed to release the next update asap. Another thing: There was a bug on Level 9, we've fixed it within 2 hours, however on iOS it is still in the review process by apple! So if you see a problem with level 9, you have to know that the update is will be available pretty soon! y2kmp3 Well-Known Member Jun 25, 2010 1,784 3 38 #20 y2kmp3, Dec 16, 2016 Last edited: Dec 16, 2016 I have had an opportunity to play through the first few levels. My initial impression of this game is very favorable. It is somewhat different from that of the previous poster. The artwork is beautiful. I recognize the somewhat disjointed art style between the cut scenes / non-interactive scenes and in-game level renderings; however, this difference did not at all bother me. The game's core puzzle mechanic, while not new, is well implemented. I concur with previous suggestions to include an undo button and to allow partial path draws without auto-execution. The fixed perspective seems unnecessarily restrictive. The player should be allowed to freely rotate the level. A lock button can be implemented to prevent the level from being rotated unintentionally while a path is being drawn. I really like the ability to preview the actions brought on by button presses and other triggers; it really helps to plan out the attack and avoids any unnecessary frustration of experimenting with different paths (especially given that there is currently no undo button). The game, in its core, can be seen as a mathematical problem in graph theory. If one regards each panel as a vertex, then solving each level is equivalent to finding a Hamiltonian path that visits each vertex once and only once (some levels do not obey this property perfectly, as the levels may have panels that can be stepped on multiple times without falling away). The problem of locating a working Hamiltonian path has been shown to be a NP-complete (nondeterministic polynomial time-complete) problem. So while the complexity of computing a solution increases nonlinearity, it should still be possible to algorithmically check to locate all possible solutions for smaller-sized levels in this game. In the first few levels I played, it is obvious that more than one solution exists for some levels. Has this been investigated systematically? If there are indeed multiple solutions for a level, does (or should) the game give preference to one particular solution over another? Update #1: Reached Level 9. Saw the bug. Alas, this bug makes it impossible to proceed any further in the game. Also, without a zoom function, the button preview is rendered useless in some cases because the triggered actions may appear off screen and are therefore too far away to be seen. (You must log in or sign up to post here.) Show Ignored Content Page 1 of 2 1 2 Next > Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
Received a promotional code. Played the first 8 levels, here are my impressions: First of all, amazing story and art in the opening. Love the concept. The main character looks super creepy, and there's actually a very good reason for it in the story, but in the opening cinematic for two panels the game seems to ignore this and give him a normal cute little boy face. Kinda odd inconsistency, doesn't really matter. I dunno what I expected, but I was kinda hoping in-game that face is a little less horrifying and somehow more sympathetic? Really it's a minor point. Probably intentional as an artistic choice, I get it. The gameplay is cute but I'm of two minds with how you designed it. It feels like it's caught between two gameplay styles, being partially sequential and partially pre-planned if that makes sense? Basically you walk on square grids and grass tiles fall after you walk on them, and you gotta make all the grass tiles fall and then reach the exit. The problem is that you hold and draw a line that your character walks when you lift your finger. This feels... odd? Like I was expecting either swipe to move one step OR you draw out the whole path and then press play to have them all play out at once (which you can't do as you can't draw overlapping paths even though some tiles allow and require you to step on them multiple times). You also have limited view of the stage at any one time which sometimes means you can't draw the whole path, you have to stop and move the camera a bit each time. Ultimately what I really feel like begging for is a back button. A button that basically rewinds one "path" drawn with a finger. Especially on smaller screens, there's a worry that one mistake and you'll have to redo the whole stage, and the slower pace of this puzzle game kinda feels like it would be better suited if you could undo a step instead of needing to restart entirely. Now I know that both might not be feasible depending on how the game was made and might defeat the point of each stage if the intention was to do it in one shot. Then may I also suggest adding an option to have a "play" button? I'm using a 6s and I find I have to look really carefully when I draw without lifting my finger up. I'd be a bit more comfortable if I could freely draw a path, being able to lift my finger to see it carefully and move the camera a bit, then only have Beydo walk the path if I hit a "play" button or something. This one could be made optional, like enabling it in the settings. Conceptually, I think the former option would increase the pace of the game a little (by allowing players to experiment more since they can fix small errors) while the latter option would slow it down (by allowing players to more carefully plan their route in peace). As the game is now I feel like it needs at least one of those options as my instinct is to draw out as long a path as I can but without lifting my finger and on a small screen it feels a tad more tedious than it needs to be. Trying to backtrack after drawing a long path and changing my mind is a bit tedious specifically. If a "play" button were added then you could have it so just touching any previous point on the line retracts the line to that spot instead of needing to retrace your line. Another small point on the first few level's tutorial. On starting the second level your screen will look like this. I can't see what the text says. "That's okay, just move the camera" you say, but the game didn't tell me how to move the camera and I had to restart the stage when I tried dragging and accidentally made Beydo walk. I did figure out you have to drag on the screen where there's no tiles, but that minor bit of aggravation could've easily been saved just by adding another bit of white text that says "drag where there's no tile to move the camera". In the fast paced world of the iOS app store, first impressions are important. So in closing, it's pretty good. There's many other puzzle games about moving a guy on a grid in a specific way, but this one at least has a very interesting story and I'd say a decent artistic direction. The basic idea is easy to get into once you understand it too. But yeah, some quality-of-life adjustments to the gameplay would be appreciated.
WOW, Thank you Jenohart! These informations are priceless! Very special point of view and i really like it. Most of the features you've described is now on the todo list! I like the idea of draw-a-line-examine-and-decide-if-i-want-to-move-or-not! Great!
Jenohart, may i ask you what device have you used in the test, and what was the experience regarding to the performance?
Submitted the new version! Soon available for World Wide in App Store! While you are waiting please enjoy the posted a new video! https://www.youtube.com/watch?v=anh7uoriWJ8 You can find us on Social below, don't forget to post your opinions: Facebook | Twitter
Would love to try this but I'm in the US. I guess I'll just have to patiently/ inpatiently wait for the release. LOL!!
Beydo has started his journey! FIRST POST UPDATED Was a busy day! But Beydo has started his journey! Leashed Soul is now available on iOS App Store here > LEASHED SOUL Drop some comments below, and dont forget to RATE the app! Get IT and Have fun! You can follow US and Beydo on social: Facebook | Twitter
These are under development now. Beside a lot of other improvements. Apple appstore submissions won't be available after dec. 23, and it seems like we will release these features at the beginning of the next year. The other thing is, we need to rethink what Jenohart suggested, because the gameplay will be too easy after these changes. For now the game logic is built up like moving Beydo by smaller path draws. Thank you for your feedback, i will keep in mind there are others who would love these features! (however it is under development now, i was afraid because there was no other feedback about this improvements since now!)
Well, I haven't played yet, so it's not my feedback. It just sounds like something that would bother me, too, so I was hoping it might have been changed before I grab it. For drawing a path, maybe look at Twisted Lines for ideas? At the very beginning, I thought I had to keep my finger on the screen to draw the path, and my finger was blocking my view. I quickly realized I could lift it up and draw the path bit by bit, also retrace it to undo. It turned out to be one of my favorite puzzle games, and based on Jenohart's comment, it sounds like maybe similar controls can work here? Drawing on a touchscreen can be finicky, and I would likely get frustrated, too, if there's no way to fix mistakes without starting over completely.
I've already queued this feature in the morning Glad you've expanded your thoughts about it! Thank you very much! Fingers crossed to release the next update asap. Another thing: There was a bug on Level 9, we've fixed it within 2 hours, however on iOS it is still in the review process by apple! So if you see a problem with level 9, you have to know that the update is will be available pretty soon!
I have had an opportunity to play through the first few levels. My initial impression of this game is very favorable. It is somewhat different from that of the previous poster. The artwork is beautiful. I recognize the somewhat disjointed art style between the cut scenes / non-interactive scenes and in-game level renderings; however, this difference did not at all bother me. The game's core puzzle mechanic, while not new, is well implemented. I concur with previous suggestions to include an undo button and to allow partial path draws without auto-execution. The fixed perspective seems unnecessarily restrictive. The player should be allowed to freely rotate the level. A lock button can be implemented to prevent the level from being rotated unintentionally while a path is being drawn. I really like the ability to preview the actions brought on by button presses and other triggers; it really helps to plan out the attack and avoids any unnecessary frustration of experimenting with different paths (especially given that there is currently no undo button). The game, in its core, can be seen as a mathematical problem in graph theory. If one regards each panel as a vertex, then solving each level is equivalent to finding a Hamiltonian path that visits each vertex once and only once (some levels do not obey this property perfectly, as the levels may have panels that can be stepped on multiple times without falling away). The problem of locating a working Hamiltonian path has been shown to be a NP-complete (nondeterministic polynomial time-complete) problem. So while the complexity of computing a solution increases nonlinearity, it should still be possible to algorithmically check to locate all possible solutions for smaller-sized levels in this game. In the first few levels I played, it is obvious that more than one solution exists for some levels. Has this been investigated systematically? If there are indeed multiple solutions for a level, does (or should) the game give preference to one particular solution over another? Update #1: Reached Level 9. Saw the bug. Alas, this bug makes it impossible to proceed any further in the game. Also, without a zoom function, the button preview is rendered useless in some cases because the triggered actions may appear off screen and are therefore too far away to be seen.