Deep in the jungle lies a hidden temple, forgotten by any man for centuries. All this time, its secrets has been kept safe, its treasures - untouched, its gods - unworshiped... Until one day a young adventurer appears. Driven by an insatiable curiosity, he bravely steps into an ancient sanctuary -- without a pray, without a kneel, without a proper sacrifice. This made the gods furious, and so they’ve trapped the man in the temple, bounding his soul to the light of his lantern, his heart - to the traps of the sanctuary. Poor man is left with only one choice: keep moving forward, act quick to defeat the traps, activate ancient triggers, and hope to finally get out. “Soul Temple” is an arcade/action game, where you, the adventurer, have to quickly switch triggers, activate buttons and complete other types of assignments in the right order, to reach higher levels and collect gems. It is all based in the ancient cursed aztec temple, so be aware of the spiders, mummies and the rage of the forgotten gods’! Platforms: iOs, Android Status: in production. Planned release date: 30th of June. Team: programmer, artist, game designer.
This week we were working on the tutorial and added the mummy hand to guide the players. Turns out the dead are one of the best teachers for learning how to survive In addition to that, a pause button will give the player more control of when it is time to play and when to get back to the real world http://i.imgur.com/YUjLj43.png We also beautified the appearance of our main menu: now we can proudly show it to the world (and wait for many and many precious criticism. Hello, internet!) http://i.imgur.com/QHSofMr.png Also, just yesterday, while listening to the opinion of a tester, who talked about one of our known problems with the gameplay, he gave us a WONDERFUL idea of how to change one of the mechanics of the game to make it more interesting. Now the tasks to do in our game are "falling from the heaven" and if the player can't finish it in time, s/he looses a heart (gods' fury trully knows no bounds!). We made a little tweak in the game to try this out and it is AMAZING! Now we are even more hyped-up about how this game will look like when we will finish it ^.^ Feel free to comment what do you think of our game Every opinion matters
Another day, another update! This time we are ready to show a bit more soul! Here are the newest moving pictures of our game: http://i.imgur.com/jhWraOp.gif http://i.imgur.com/lF1mV4l.gif Of course, the levels will change. But our team hopes this will at least form a more accurate view of what are we doing right now
New game background and a pause menu Our graphic designer is back, so the pause menu has gotten a fresh new look. Check it out: http://i.imgur.com/5jhvT3K.png?1 We were working more on a new mechanic's realization so be sure to check us out the following week for way more cool stuff
Here comes the long awaited update! Sadly, our graphic designer were not able to contribute anything this week, but we still managed to build quite a lot without her So don't worry about art, it will change. Look at the mechanics, though! It finally looks like a good challenging arcade game (we're so proud of our progress!) http://i.imgur.com/MEFk7FX.gif http://i.imgur.com/8Yut1kX.gif Not only are the levels automatically generated and can go infinitely, but they also have more things to worry about than just some tasks. Now if you want an in-game currency, you can collect diamonds and beware of the spikes! (we're thinking of changing them into something else when our graphic designer will be back, but for now we at least have some "don't touch this" tasks ). Also, a combo system was added So the game really seems thrilling, challenging and interesting Can't wait till we'll show you all this with a better graphics!
Hello, everyone! Another week rolls in with another update. This time we finally sorted the art right, replacing box task with a totem and spikes with a bomb ! Our animated "line of life" finally looks complete, with its head added at the end. Also we made a new game over screen and a cool hurt effect. Now, when you don't make it in time to do a task, at the bottom of a screen one of its parts will show up along with an overlay effect of darkness. So don't fail too much, or you will get completely consumed by the dark forces of Soul Temple . Another small thingy we added is a board at the top of the screen clearly separating score from the actual gameplay. Last but not least- we animated our gem pick up .So check out our awesome changes! http://i.imgur.com/F3qhJHM.gif http://i.imgur.com/TPH3lu4.gif Like always we're working hard to bring many more cool stuff in our game! Next time we will try make it really juicy with many more visual effects! Stay well and see you next week!
What else does a game needs if not more particles? That's what we thought too So now you can see sparkling stars whenever you finish the task. Also a boiling lava will remind you of how dangerous it is to leave the task undone for the longer period of time However, we had some serious discussions about our score board. On the one hand, a game with it looks more beautiful. But, on the other hand, the big chunk of UI on the top of the screen seems to narrow the player's vision and leave less time for the player to react. So for this update we will show you both versions of the game: with and without score board. In the version without score board you instantly want to move the written scores to the side of the screen, but without such little change: which version seems best for you? Don't be shy, tell us what you think http://i.imgur.com/nnHKCUJ.gif http://i.imgur.com/5gakSmO.gif
Here comes the big fat Friday update! We've figured out the game's UI problem, so that the score board will not interfere with a player's attention on the tasks. Also, new bomb exploding and daimond-picking animation has been included Now you can feel the response to your actions. Not to mention a combo bar, which shows you how close you are to the next combo option. If you loose a heart, combo bar goes back to zero, so beware Luckily, if you loose all the hearts, you can still revive yourself and carry on to beating your highscore Here's how it all looks like: http://i.imgur.com/3XDViP6.gif http://i.imgur.com/pKfTvwd.png Also, I've noticed that we've haven't announced the change of the combo text, so if you're curious, here's how some of higher combo text looks like in-game (and, yes: we are aware of the combo text getting in a way of the game. Work in progress ): http://i.imgur.com/7zO6Xlj.gif http://i.imgur.com/njB6iWC.gif And last, but not least: next Monday our programmer will publicly defend his bachelor's degree and show Soul Temple's game to the jury. Wish him luck!
Hello, everyone! This time our update may seem a little bit different... Long ago, before we've even started posting about our game on TouchArcade, we were thinking, talking and discussing about the special mode in "Soul Temple". What would it be? Should it have scarabs attacking the player and dropping out hearts and diamonds? (They are also known to us as "evil-ninja-Zoro scarabs" ) Or maybe it should be mummies, stretching out their arms towards something a player must defend? (Yes, Aztecs also had mummies!) Sounds great, but this mode should be only rewarding, it should be different, great and contain no defeat... To simply put it, it should be something GODLY. And so, here I present to you, an early version of a omnipotent, heavenly, sparkling God Mode: http://i.imgur.com/EPKtEGX.gif God Mode is reached through combos - fill up the combo bar and jump up into the clouds! In God Mode there is no way to die, only to earn! You, as a new God, press on a task and blast it into a bunch of precious diamonds! "But where's the funny-sounding evil-ninja-Zoro scarabs?" - you may ask. Well, this will be left for our future updates Stay tunned! And, as always, your opinion is always welcome
This week we focused on finishing the god mode. And here it is, in all it's glory! http://i.imgur.com/eVZiSbR.gif It's raining diamonds! Hallelujah! And finally no one will dare to say that combo bar is hard to notice --- Besides, we have finally realized that when a player dies, he ends up swimming in lava -- happy about his/her new high score, of course Well... at least s/he's not the only one swimming, right? http://i.imgur.com/GdksZyg.png?1
Last touches on tutorial... http://i.imgur.com/Uf4clOv.gif We had some playtesters try out our game this week. Got a lot of valuable feedback. Luckily, it seems that we just need to refine some features and the game should be done! Can't wait!
Now what better motivator for the user to keep forward than a possibility of unlocking new content? With this in mind, we added different backgrounds to Soul Temple. You could check and see few of them in this gif: However, we are re-thinking about the whole "soul" concept. Is the soul line still needed in this game? Will we have to change the whole concept, name and a story of the game? Or should we just ignore this and move forward? Especially since few playtesters got only distracted from it... What are your opinions on the soul line subject?
Menu animations? Check. Shop boost window? Check. Additional lives? Check. In-apps? Check. Cool, let's go play http://i.imgur.com/1L4liGL.gif
3 wonderful words, which flew among us for these past few days? Optimization, optimization and... optimization! And finally our game works flawlessly even on phones with 1GB RAM *happy* Also, we finally decided to get rid of the soul line. RIP. You will always be missed.
Boosts and 130 quests (missions) have finally been implemented! Here's a quick look of how an activated double score boost looks like: http://i.imgur.com/MhlSmG8.gif Next step: fix bugs, search and contact publishers, finish in-apps, draw different backgrounds as skins, implement ads and share screen. Our journey with "Soul Temple" is near the finish lines! Meanwhile, let's wish our programmer the best luck in fixing the bugs
Thank you, cokamouse for your comment! It has brighten our teams' day We're looking forward to finishing this game too Quests are already implemented and a glimpse of them can be seen in a gif below: http://i.imgur.com/DdwPT4C.gif However, when a designer sat down to do some quality assurance, even more bugs came out. We hope to fix them the following week. Meanwhile, an artist is working on a 3 cool new and totally different skins for both background and tasks for Soul Temple They may not be implemented in a publisher's version of the game, but it will certainly be something to look forward to
Sound Design Hey SneakyBox! My name is Francisco Rivera. I wanted to say that I was pretty intrigued reading through your changelog for Soul Temple and that the game is looking very polished! I know the release date is coming up but I just wanted to ask if you had a sound designer for your game yet. If not and you would like one, please check out my stuff and let me know what you think. You sound like a great team to work with! http://franciscosound.com/music/demo-reel/ Thanks for the consideration! Regards, Francisco
Hey, Francisco! Your shared songs were amazing, but we already have a sound designer to help us out Thanks for your proposal, we are sure you will find some great team to work with in the future. Regards, Sneakybox
Bugs are fixed and the game is working flawlessly Next step: publishers. Hopefully, this will not take as much of our time, as creating the game, though we've heard stories and met people, saying not to be too optimistic about that But if you know any good publisher, who publishes similar mobile casual arcade games, please share it with us This may speed up the process of finishing the game. In the meantime, we're preparing our final version of the game, adding skins, integrations, etc. This is how our prepared market asset for Google Play's Store will look like: Gorgeous, isn't it? Now wait till you see the skins this graphic designer made for us! Stay tuned Soul Temple team