Universal Wayward Souls (by Rocketcat Games) [TouchArcade Game of the Year 2014]

Discussion in 'iPhone and iPad Games' started by Sanuku, Apr 23, 2014.

  1. RollingSkull

    RollingSkull Active Member

    Jun 19, 2010
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    I think that speaks to what you expect out of the game. Personally, I like the game as is. It's not so much of a roguelike grindfest as it is a combat-game, like DMC or the like. To me, the dance of combat, sidestep, swing, pattern recognition and all that is the true meat of the game. Give me a dodge move and a bunch of jerks who will flash for a second and then swing at me and I'm usually in hog heaven.

    All the excess crap, merchantry, straight upgrades, fiddly stats, ALL of that represents a muddying of the pure skill component of the game. I am totally in favor of WS's minimalist approach.

    Take the fighter's shield. You could have it wear down, require him to find new shields, collect flint and iron and craft better shields that give 2% crit or are 3% faster to whip out or a bunch of other pointless minutiae or find campfires to repair, but, really, in the context of the game, all of that is just excess bloat, excess fiddly nonsense to replace what is essentially an ammo counter.

    To me, it represents a lot of guts and understanding of what you're trying to make in a game to avoid throwing all that excess bloat in the game and just make something like that a simple ammo counter.

    The dungeons are dry and boring, but without fail EVERY roguelike with randomly generated levels makes boring ugly, soulless levels (I'd put even the real classic roguelikes in that number but I've only played DoomRL, Nethack, and DC:SS of those.). Risk of Rain cheated with stock levels with random crap spewed everywhere and it was STILL boring as hell (And because that game has abysmal combat). It's to WS's credit that the level design is not the point of the game but the combat, and that the RNG manages to produce largely fun and interesting combat situations with a rising difficulty curve as you go deeper is to the game's unending credit.

    Back to your topic, I can understand you wanting something with a bit more of the usual razzmatazz we see in big AAA feature-laden games but I don't think a lot of that helps WS.

    WS does have some issues with the upgrades, too many of them weaker, too many of them not telling us all their effects (Weaker damage, shorter range, more energy cost.) but for the most part I like the idea of upgrades being so different without always just being straight incremental improvements. Keeping the power creep low also reduces the sort of weirdness we see in, say, the DS Castlevania games where boss rush is pointless because you have grinded up so high the first half of the bosses die in two hits. I want the game to focus on the inherent skill of the combat and not all the +20 dmg upgrades you have collected.
     
  2. miroa

    miroa Well-Known Member

    May 22, 2013
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    Just so you know. Opinions are beliefs about something that may or may not be true. Facts are things that can be proven.

    Don't make the confusion between the two unless you want to make a fool of yourself.
     
  3. asd1234

    asd1234 Well-Known Member

    Mar 30, 2014
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    i said the game isnt that hard -my opinion
    i also said the characters are well balanced -a dozen of ppl beat the game with all characters -that makes it a fact

    you should learn to read entire comment/s before you judge
     
  4. Apricosomoso

    Apricosomoso Well-Known Member

    Mar 4, 2014
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    You dont understand the word balanced. Even though you have beaten the game with all characters it does not mean they are balanced. If you used exactly the same amount of tries to win on each characters they would be balanced. If you forexample completed something with the warrior on the 1st try and 3rd try with the rouge they are not balanced even though you completed with both
     
  5. smegly

    smegly Well-Known Member

    Mar 27, 2012
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    My issue is not that the game is TOO hard. I like the level of difficulty. It's not fact that the characters are balanced, especially when Kepa doesn't even think that they are That's his opinion, not fact, but it's likely closer to fact than my opinion or yours. If that's what the developers want to work on right now, that's what they should work on.

    Specifically, I have generally found that the nature of the difficulty in this game mostly boils down to getting a sense for the cast of enemies in each dungeon over time. It's more of a cerebral pursuit than a "skills" issue. I have not had time to master the third dungeon yet, but I have got to the point where I find the first two dungeons easy even though I found them hard at first. That said, I'm not going to turn around and change my opinion about the difficulty, nor will I when the third dungeon becomes easy for me.

    Also, if you can't present a list of overhead-perspective action RPGs that are anywhere near as hard as this game is, you probably should stop going on about how easy the game is because there's no frame of reference.
     
  6. jameslavis

    jameslavis Well-Known Member

    Mar 15, 2011
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    Maybe it's just me but if you've beat the game with all the characters it's highly unlikely you care about balancing. I'm done, great experience and ready for more. Each level and character takes learning and skill. Way way too much thought going on here
     
  7. smegly

    smegly Well-Known Member

    Mar 27, 2012
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    Totally, but that doesn't make you the sole motivation for what the developers should be working on.
     
  8. asd1234

    asd1234 Well-Known Member

    Mar 30, 2014
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    my first tips, suggestions and tons of screenshots was posted just after i beat the game a couple of times. i didnt start posting without havin no idea -i first practiced and tried alot of tactics and diffrent ways to aproach the game.
    all the characters are equal balanced if you are good at arpgs or diablo like games. maybe my rich gaming history on all platforms helped (i didnt start my gaming experience with flappy bird). i'll take a brake from ws thread and i'll just enjoy the game after the update arrives.
    gl&hf all
     
  9. miroa

    miroa Well-Known Member

    May 22, 2013
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    And you should learn how to prove your facts. I just see an opinion disguised in a fact.
     
  10. Zeillusion

    Zeillusion Well-Known Member

    Sep 30, 2013
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    Quit bragging.

    It's not that easy, you've banked 30 hours into a mobile game. That is why, it is easy for you.
     
  11. Kepa

    Kepa Well-Known Member

    May 16, 2009
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    We tried making really buried secrets in Mage Gauntlet and it absolutely didn't work. The secrets being readily visible in Wayward Souls wasn't a mistake.

    Oka-mi: The only thing I'm really confused about is your comments about how things are samey, versus your suggestions of what to add. Seems like the suggestions don't have much to do with the complaints? They just seem like unrelated feature requests... Also having a little difficulty thinking of WS as having less variety than Punch Quest. Maybe I'm misreading it.

    Maybe for monsters we could do like in Punch Quest where there's about 10 monsters or so instead of 100, but they all have completely different attacks.That'd have to be for a different game, though.
     
  12. L.Lawliet

    L.Lawliet Well-Known Member

    Jun 28, 2011
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    #1992 L.Lawliet, May 12, 2014
    Last edited: May 12, 2014
    My personal thoughts are that I do like the difficulty (even though the farthest I've gotten is beating the 2nd boss with one character, I can't get any further). It's a fun challenge. Tbh, this game is far far from easy. The average person is not going to be able to beat this game without a lot of effort.

    As for balance, I'm not sure. I do think some characters have more advantages than others. You even have to take in account upgrades each has on and off the field. They're all incredibly different.

    But I do enjoy looking for hats. If not for the hats, I probably would take a few days break before playing again because I'd feel I'm not "gaining" anything from losing.



    The biggest change I want is to remove the charging rooting. Just let us charge while moving. Often I've gotten killed because when I hit charge I realized I couldn't move. It bothers me because normally when you charge you can move but when you don't have enough to make an attack, the game punishes for it. It ruins the fluidity of the game to me.
     
  13. Retro Nug

    Retro Nug Well-Known Member

    May 9, 2012
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    The Netherworld
    Are skull chests different from the big chests I already have been seeing? Maybe I just didn't notice a skull on them.
     
  14. Bluellama1

    Bluellama1 Well-Known Member

    Jul 25, 2009
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    They are indeed a little different, they're black instead of brown (iirc) and have a pretty big, noticeable skull on them. I think the FAQ the blue rocket was maintaining had screenshots of at least the skull chest on it.
     
  15. Thawkk

    Thawkk Well-Known Member

    May 9, 2012
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    You only find them in "special" rooms. They're rare rooms that don't look like they were randomly generated and usually have some sort of theme, like only one kind of enemy or a miniboss. You'll know them when you see them.
     
  16. Retro Nug

    Retro Nug Well-Known Member

    May 9, 2012
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    The Netherworld
    Ok, cool thanks for the reply and information. I guess I haven't come across one yet. Not that I remembered, or noticed, anyway.
     
  17. darnoc703

    darnoc703 Well-Known Member

    Mar 24, 2013
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    Man, I don't want to start a argument again, but I would love to see someone beat the tutorial boss :D
     
  18. Ashflow

    Ashflow Well-Known Member

    Jan 9, 2011
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    #1998 Ashflow, May 12, 2014
    Last edited: May 12, 2014
    Amaranth "boss fight" superglitch. Could not proceed :/

    Also, I'd like to advertise the wiki I've been working on again (it had absolutely nothing when I first found it) by demonstrating this newly completed (for functional purposes) page:

    http://wayward-souls.wikia.com/wiki/Ember_Forges

    You guys can help out whenever you want to. I'm thinking I'll be working on the "Enemies" page as my next project.
     

    Attached Files:

  19. Apricosomoso

    Apricosomoso Well-Known Member

    Mar 4, 2014
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    A theory about what happened after mage gauntlet:

    You may think that wayward souls is set during mage gauntlet because you can meet lexi. Lexi was locked in the dark realm at the end of mage gauntlet so it is unlikely set after atleast.

    But in the sealed tower in mage gauntlet you can find a note where a bard called jepp wants whitebeard to join him in an adventure to a lost underground kingdom. You can meet jepp in the catacombs meaning that wayward is set after jepps letter. To support this is: lexi was never in the catacombs or mines during mage gauntlet.

    So why is lexi in the mines/catacombs? (Cant remember unless its both) Jepp wanted whitebeard to join him in the cataombs so whitebeard has probably join jepp. Lexi has broken free from the dark realm and is searching for whitebeard.

    To conclude:
    Wayward souls is set after mage gauntlet, lexi has broken free from the dark realm and is chasing whitebeard and jepp in the catacombs.

    Kepa is this theory correct?
     
  20. Ashflow

    Ashflow Well-Known Member

    Jan 9, 2011
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    #2000 Ashflow, May 12, 2014
    Last edited: May 12, 2014
    Jepp's note could have been written anytime in the past. Years, in fact. (BTW, he totally reminds me of Gilderoy Lockhart.) Who knows how long he was stuck in that cell? :p Lexi does not pass into the mines/catacombs, but she does pass directly next to them, as shown during the cutscene(s) in WS. In Mage Gauntlet, the middle portion of the map is this tower and the tunnels beneath it, and Lexi very obviously passes through it. The cutscene occurs during Lexi's passage through the middle map of MG. Conclusion: WS and MG occur at pretty much the exact same times.
     

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