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. Ashflow

    Ashflow Well-Known Member

    Jan 9, 2011
    787
    0
    0
    MI
    D:

    See post #2206. (page 221)

    Gift upgrades are each character's final upgrade, which only has one 'level' and applies to all other classes. Really expensive, and can only be bought after all other upgrades for that character. Can't help on the first question, sorry.

    Adding a room clear/floor clear notification would work best as an option you can toggle on and off, I think.



    @Nightshift Nurse
    Would it be possible for you to explain your play style during runs in general or for specific characters? I think that would allow us to give you better advice than the backlash you're currently getting, as your current criticisms don't really offer solid backing evidence/explanations that we can elaborate on or help explain. Just a friendly suggestion.
     
  2. Nightshift Nurse

    Nightshift Nurse Well-Known Member

    Jun 23, 2011
    74
    0
    0
    Conversely, you could just stop reading my posts. They're obviously not your thing.
     
  3. Thawkk

    Thawkk Well-Known Member

    May 9, 2012
    69
    0
    0
    As far as the whole upgrades argument goes, I feel like they're there to help give you some actual character progression while you get "skill progression", I guess you could call it. The upgrades besides the health upgrades aren't going to be really big game changers, but they do help you feel stronger in the game as you're actually getting better at it, which ultimately feels more satisfying than having just one or the other kinds of progression.
     
  4. Nightshift Nurse

    Nightshift Nurse Well-Known Member

    Jun 23, 2011
    74
    0
    0
    The "backlash" I'm currently getting is the usual assortment of asshattery that occurs whenever anyone, anywhere, ever suggests that a game may be difficult due to imbalances rather than challenge. It's the main reason why I've largely chosen to engage the developer rather than the "you just suck, this game clearly isn't for you" brigade.

    I mean, I guarantee you that somewhere out there is a person who truly believes Amagon is a balanced, well-tuned game and that anyone who says otherwise "just sucks at it".

    But since you actually asked, instead of just insisting I have no experience with Rogue-likes, etc., here goes:

    • Potions are broken. This needs no further explanation. Kepa's said as much.
    • The "mace knight's" (I don't really know what else to call them, but the guys swinging the spiked metal ball n' chain) timing is off. If you're at a safe distance or in the process of dodging, his swing executes like normal. If you're anywhere in the midst of an attack animation or located anywhere close to directly in front, his attack animation speeds up considerably. This seems like a glitch/mistake/whatever and leaves the player at an unfair disadvantage. Especially since these guys are so liberally peppered throughout the Silver dungeon.
    • Upgrades as a whole don't really seem to do much. This would bother me less if they didn't all take so long to save up for. The only two that presently make any difference at all are the upgrades to HP and regained health between floors.
    • The Mage's ability to attack enemies from a distance is offset by how rapidly she depletes her stamina and how quickly many enemies can close distances
    between themselves and the player.

    Those are just a handful off the top of my head, but give me some time to collect my thoughts and I can provide you with others.

    And as far as my play style goes, I've tried every approach from guns blazing to slow and steady and haven't found anything that really works. I've met with the most success playing conservatively with the Warrior, but even that isn't enough to overcome the issue of the potion drops alone.

    Hell, I think if Rocketcat would just address both the frequency and potency of the potions, that would solve many of the issues I'm presently experiencing.And before anyone jumps down my throat over that, no, I'm not suggesting potions litter the dungeons. But I'm presently averaging no more than one potion drop per dozen games (give or take) and - as previously stated - they're largely ineffectual given how little health one gains from them.
     
  5. chimSIMA

    chimSIMA Well-Known Member

    Mar 16, 2012
    63
    0
    0
    Personal Trainer
    Sacramento
    Man this game is awesome, literally the only thing I play on ios at this point :)
     
  6. CalinR

    CalinR Well-Known Member

    Jan 16, 2013
    384
    0
    0
    Criminal Defense Attorney
    U.S.
    Hahahahahahaha your posts are hysterical, but you're barking up the wrong tree with this crowd. Fanboyism's running pretty rampant in this thread. Glad you mentioned the mace knight's timing issue in that larger post. I don't think that's a bug, I think it's intentional to make the game hard. It's also super lame how his attack doesn't damage enemies, cause that'd make way too much sense. I've been stuck on the silver dungeon for awhile, and I'm hoping the next update (perpetually en route) might fix some of the balancing problems.
     
  7. Ashflow

    Ashflow Well-Known Member

    Jan 9, 2011
    787
    0
    0
    MI
    #2267 Ashflow, May 21, 2014
    Last edited: May 21, 2014
    Goddangit. Had a real nice post all written up and ready to submit when TA kicked me out and I had to log back in. All my work gone. Oh well, here I go again.

    Potions: Definitely see your concern. I've already beaten the game's current form with everyone and even I still wish potions were more useful. Not much to say about this issue, though, because it's getting fixed with the 1st update.

    Glume Captains: I've noticed that attack speed difference too. Honestly not sure if it's intentional or not, but I'd guess it is(?). Regardless, there aren't too many times you should find yourself directly in front of one of these guys in the first place. I find that even when I'm not focusing on attacking one of these guys, it's still best to reposition yourself around them while focusing on other enemies. They have a slow turn speed, and can't turn at all when swinging their flails, so maneuvering yourself around their sides to their back shouldn't be too difficult in most cases.

    Upgrades: I think many people don't give upgrades the credit they deserve. Some upgrades have a really significant impact on gameplay. Warrior's Shieldbearer upgrade, for example, gives you approximately a 1 in 3 chance (at max level) of conserving a shield upon being hit, extending his durability noticeably. That upgrade will become even more valuable when the 1st update comes along and nerfs his shield count and acquisition rate. As another example, critical strike chance upgrades may seem to have fairly low rates, and that's because they do. However, this is balanced by the fact that you'll be swinging/stabbing/shooting hundreds of times a run. Critical strikes are no joke, either, as double damage can turn two hit enemies into instant kills and super durable enemies into dust in a noticeably shorter time, allowing you to deal with other threats faster than normal and thus perform better.

    Mage: This advice I guess is good for all characters. I find that the most effective play style incorporates aspects of multiple styles: defensive, aggressive, hit and run, etc. The flow of my fights usually involves running around and/or dodging attacks until there's a momentary lapse in attacks. Then I go in, usually to face a smaller enemy, and attack as much as possible until I know I need to retreat again (it really helps to know enemy attack patterns). Then I run around and dodge stuff again and continue until I can safely beat up whoever's left. As for why I choose to kill off smaller enemies first: I find that, in many cases, enemy quantity is more dangerous than enemy quality. If you get rid of the smaller guys first, the more dangerous threats can be given more attention. If you focus on the bigger guys first, the smaller guys can swarm you. That's a fairly accurate description of events in most rooms.

    Don't know how much of that you already know, but there you go. Hopefully it helps, but if not, experimentation and practice with your own experiences is always good.
     
  8. urban083

    urban083 Well-Known Member

    Jul 21, 2011
    46
    0
    6
    I've beat the third dungeon with two characters and I've certainly purchased a few upgrades but no gifts. Are those upgrades more significant in terms of the percentage increases such as the adventurers increase to health for every floor or are they the same as if you were just purchasing the same upgrade for a single character?
     
  9. Nightshift Nurse

    Nightshift Nurse Well-Known Member

    Jun 23, 2011
    74
    0
    0
    Yeah, the same thing happened to me a couple of times, too. Which the reason my last reply to Kepa may have come off as a tad curt. I was really just trying to bang out what had been a lengthier post lost to TA booting me.

    I'll be interested to see what changes the updates bring, as I do genuinely enjoy Wayward Souls - despite my professed frustration with it.
     
  10. zombiemuscle

    zombiemuscle Well-Known Member

    May 6, 2014
    190
    0
    0
    I find the mace knights flail timing off too, maybe because it's just a different sprite attached to an old bad guy, making it seem off. In which case it should be doctored. Also think the dinamite guys that throw the sticks on TNT should damage other bad guys
     
  11. CalinR

    CalinR Well-Known Member

    Jan 16, 2013
    384
    0
    0
    Criminal Defense Attorney
    U.S.
    #2271 CalinR, May 21, 2014
    Last edited: May 21, 2014
    I totally agree, kudos for bringing up the dynamite guys. I knew there'd was another area damage one I was missing but couldn't think of it.

    If you'll permit the nerd in me to come out for a second, I get why the magic users wouldn't affect their own kin, what with the curse being over the castle and all, but returning to reality here, I've never met a zombie who didn't at least get staggered when a living suit of armor/zombie buddy hit him with a big metal ball or chucked a stick of dynamite at him. I'm super confused about the logic behind the lack of friendly fire For the bad guys, cause it can't be anything but intentional imo.
     
  12. smegly

    smegly Well-Known Member

    Mar 27, 2012
    990
    0
    0
    NY, NY
    I think the mace guys' timing may seem off because attacking them speeds up their attack.
     
  13. CalinR

    CalinR Well-Known Member

    Jan 16, 2013
    384
    0
    0
    Criminal Defense Attorney
    U.S.
    #2273 CalinR, May 21, 2014
    Last edited: May 21, 2014
    Either way, it's wildly unpredictable. I've gotten hit several times cause I expected the three swings and got two. There isn't a noise, a diff animation, anything. And the two swing attack only happens if the player sprite is close enough. I totally get they're meant to be attacked from anywhere but the front, but the mage should theoretically lob off one projectile before the third swing hits, except she always gets beaned cause the mace guy only swings twice.

    It's got nothing to do with perception or the player sprite's attack triggering an early enemy sprite attack, it's an active "if/then" algorithm that screws the player massively because it's triggered by sprite proximity. Especially unfair because whatever other enemies are in front of the mace guy don't get damaged.
     
  14. zombiemuscle

    zombiemuscle Well-Known Member

    May 6, 2014
    190
    0
    0
    As much as I advocate the difficulty and praise it, I will be extremely disappointed if the paladin is not accessible due to the game being hard. I understand having to work for it, but I doubt I can beat the diamond dungeon with every character: I would probably quit first
     
  15. Bluellama1

    Bluellama1 Well-Known Member

    Jul 25, 2009
    919
    3
    18
    Student
    Metro Detroit, Michigan
    If I understand the Paladin's place correctly (and what Kepa said about unlocking him/her) the Paladin won't be playable in the main areas of the game, instead getting a special (and probably more story oriented) nightmare epilogue level(s). It also will be a secret, unlockable by beating the diamond dungeon with all characters or knowing how to choose him/her.
     
  16. zombiemuscle

    zombiemuscle Well-Known Member

    May 6, 2014
    190
    0
    0
    Looking at your character, there are three emblems on the left to indicate beating dungeons, three on the right- the top one indicates max upgrades: what are the two empty slots below the maxed upgrade emblem?
     
  17. Bluellama1

    Bluellama1 Well-Known Member

    Jul 25, 2009
    919
    3
    18
    Student
    Metro Detroit, Michigan
    Middle one is all achievements for that character and bottom one is for beating the diamond dungeon.
     
  18. Zunda

    Zunda Well-Known Member

    Mar 6, 2014
    83
    0
    6
    #2278 Zunda, May 21, 2014
    Last edited: May 21, 2014
    As for right middle medal, even though I've beaten gold dungeon 2 times with the warrior, I still can't get the medal. Just a couple of minutes ago, I beat the gold dungeon for the first time with adventure and got the medal, though.
    Any ideas?
    Edit: The other achievements are filled and I don't have "Golden Warrior".
     
  19. zombiemuscle

    zombiemuscle Well-Known Member

    May 6, 2014
    190
    0
    0
    Have u tried killing the app in the background and then restarting it?
     
  20. jameslavis

    jameslavis Well-Known Member

    Mar 15, 2011
    360
    0
    16
    I have the same issue with the gold warrior achievement. It's done but didn't register with Game Center
     

Share This Page