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. Thawkk

    Thawkk Well-Known Member

    May 9, 2012
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    From what I've noticed about friendly fire, only red fireballs can hurt other monsters, not blue ones. Faceless guys only shoot blue fireballs, not red, which is why you haven't seen them hit each other.

    Anyways, I finally beat the third dungeon with the Rogue. Holy crap, that was tough. So now I've beaten all 3 dungeons with all 3 characters. I'm finally FREE of this game.

    Until the update that is.
     
  2. UrbanVermonter

    UrbanVermonter Active Member

    May 18, 2014
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    Players of the Cultist, have you had any trouble with the belt that's intended to make you invulnerable for two seconds? It doesn't seem to work for me. I've activated it and shots and attacks still seem to damage me. I don't know if there is a delay associated with being invulnerable or if it simply doesn't work as the label says it does.

    I bring up the delay because I've noticed similar things with the stealth options on the cultist in general. If you go invisible and enter a room, the enemies for the most part don't notice you until you become visible again. But, if you go into a room and they charge or shoot at you, then go invisible, they will keep shooting and firing for a moment. This makes sense to me in that they appear to be tracking your last known movement.

    In some situations, though, it seems like stealth doesn't work at all. Some enemies keep tracking me for some time after I am not being seen. One clear one is zombies and undead. Walk into a room invisibly where undead crawl out of the ground. The ones that do will track and attack, even if you've been invisible the whole time. I've seen Faceless dropping in from the ceiling do this as well.

    Has anybody else seen this happen? On one hand, it feels like it could be a bug, but on the other hand, maybe they have great sense of smell.
     
  3. UrbanVermonter

    UrbanVermonter Active Member

    May 18, 2014
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    Yeah, you're right. The golem bishops have red fireballs and they can engage in friendly fire as well, but I can't think of an enemy without a red fireball that can do that. The rule is probably no more complicated than that.
     
  4. ryanini01

    ryanini01 Well-Known Member

    Apr 29, 2014
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    Behind you
    #2304 ryanini01, May 22, 2014
    Last edited: May 22, 2014
    Kepa I would definitely like it if you gave the players who put time into the game an actual shot at getting the paladin.]

    EDIT: Maybe a miniboss fight against the paladin to unlock him? (I think cultist should stay where it is, the difficulty level between the third and fourth dungeons seems like a jump from pro player to god of WS)

    Also, I was wondering which update the fix for skull chests not giving you hats after you have all the rare ones would be coming in.
     
  5. ryanini01

    ryanini01 Well-Known Member

    Apr 29, 2014
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    Behind you
    I think it has something to do with large amounts of enemies and projectiles, as it usually happens for me immediately after a dog room or zombie room.
     
  6. Kepa

    Kepa Well-Known Member

    May 16, 2009
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    What video games have you been playing? Not a lot of games even have enemy friendly fire, at all.

    A good case against friendly fire for more of the enemies is the Helboar. That's the big pig that constantly shoots 8 way shots. Generally what he does is kill all his allies, and you just ignore him until he's the last enemy left alive.

    Monsters with big area of effect attacks tend not to hurt other monsters because that would make it so you'd just always want to keep them alive. They're be more a help to you than their allies. The dynamite throwers, especially. Shockwave emitting enemies like the Lifters and Guard Captains too, because their shockwaves would then be completely stopped by other enemies (or we'd have to change it, but then they'd demolish even more enemies per shockwave trail). For magic users, we separate "clumsy" magic with "ethereal" magic. Like the red demon's (red) fireball does friendly fire because the red demon doesn't care about his allies. The blue demon is more careful, and supports his enemies by logging ethereal fireballs past them.

    In a future game I'll maybe separate it better. Something like magic = never does friendly fire. Physical ranged attacks (arrows, dynamite) = always friendly fire. Or maybe not, because at the same time, we'd have to make friendly fire sources much rarer. Melee attacks aren't going to do friendly fire ever, just due to the nature of the game. We'd need to do a really good AI system *devoted entirely so that enemies didn't murder each other instead of you*. Stunningly awful use of our time.
     
  7. zombiemuscle

    zombiemuscle Well-Known Member

    May 6, 2014
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    Just seems like a stick of TNT should hurt everyone ;)
     
  8. Kepa

    Kepa Well-Known Member

    May 16, 2009
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    To change this and not obliterate game balance, we'd need to (all of the below):
    1) Make the TNT throwers rarer. Like, maybe the miners would have a single thing of TNT sometimes instead of a boulder. No spamming.
    2) The TNT thrower would have to be fairly smart about not nuking his teammates AND/OR the enemies (at least other humans) should run from flashing TNT.
    3) If you did get the enemies to get hit by TNT friendly fire, the effect would have to be way more valuable. Like say, a really good stun or something. To justify the rarity of the friendly fire.

    So maybe for a future game. In this one they're uh just really careful TNT throwers or something.
     
  9. CalinR

    CalinR Well-Known Member

    Jan 16, 2013
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    Criminal Defense Attorney
    U.S.
    Not since leaving communist Romania, have I actually seen a businessman be rude to their clients, but putting that aside, in answer to your question, I've been playing video games since computers only had one color in their displays, and 64 bit polygon graphics were sci-fi straight out of a Heinlein book. I can remember a time before the internet, where a copy of Warcraft: Orcs and Humans came on 6 floppy disks, because the game was just that big. I've played everything from the original Prehistorik, to Baldur's Gate, to Close Combat, to all the Castlevania games, Megaman series, Rygar, etc. Howver, I apologize, because I had the gall, to suggest, that friendly fire should exist in a video game. Clearly I'm advocating apostasy of the highest caliber, because there's never been a game anywhere, ever, where that's been done.

    Concerning your initial statements, Sir, a title which I use with all the frigid cordiality it implies, you have managed to not only alienate one of your customers, but ensure that, as per the rules of the capitalist marketplace, alienate everyone else whom I know and can convince not to buy any of your current or future products under the Rocketcat brand. I wish I could take back the dollar I donated to your company, when with the utmost class, you added a "donation" IAP in Punchquest, and I felt sorry for your team, since all I seemed to read on Toucharcade was how Rocketcat couldn't figure out how to make money.

    Initially, I stood up for your team's artistic rights as developers to not be barraged by comments asking to change your game. I've sat with bated breath, day by day for this entire month, waiting for an update which was supposed to come at the beginning of May, but still hasn't. I sincerely wish I hadn't. Your game is unbalanced, and I know I'm not the only person who thinks this.

    Despite what you might think son, I'm not some teenager who's using his parent's credit card on here, I work for a living, just like I assume your development team does. In the future, you might want to consider the advantages of a polite tone and a respectful demeanor if you want to stay in business long.

    You know what might not be a stunningly awful use of your time? Listening to customer feedback instead of acting like your company means anything outside the sphere of mobile gaming. You can afford to behave like this to your customers when you're someone like Ken Levine, Sid Meyer, or John Carmack. I'm sure you think you're talented, which probably gives you the right to bestride the narrow world like a colossus, while we petty men walk under your huge legs and peep about to find ourselves dishonorable graves. Talent alone however, doesn't earn you a lick of respect from people like me, unless it's accompanied by a modicum of humility. I'm going to unsubscribe from this thread, and ask for a refund, as I no longer wish to support you or your company's artistic and financial endeavors.
     
  10. zombiemuscle

    zombiemuscle Well-Known Member

    May 6, 2014
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    Ya that's cool I can handle no change. Was just thinking of tactics for when they die and leave sticks behind.
     
  11. WooHooII

    WooHooII Well-Known Member

    Aug 14, 2009
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    Well, that's unfortunate. Max health is good, but in my experience health recovery is much better, and having the Mage be the only character without a boost to health recovery sounds like a major disadvantage. It probably won't be a huge deal (the Mage is really strong regardless), but it might shift my favorite character to the Spellsword.
     
  12. Kepa

    Kepa Well-Known Member

    May 16, 2009
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    Haha whoaaaa. I think you misinterpreted my tone? Or I came across wrong. Why would I insult you intentionally? If I didn't like your post, I just wouldn't have responded.

    What video games have you been playing recently that have friendly fire is what I meant. Also, making a 2d game like this that required a separate AI system to handle melee friendly fire WOULD be a stunningly bad use of our time. I'd understand your reaction more if the previous sentence was all I typed, without carefully explaining the details.

    I guess this is the danger of being responsive to people over the internet, where you can't really hear tone.
     
  13. zombiemuscle

    zombiemuscle Well-Known Member

    May 6, 2014
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    Probably u came off as sarcastic or dry idk because there are plenty of games with friendly fire. Don't make me google it ;)
     
  14. bilboa

    bilboa Well-Known Member

    May 23, 2013
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    Boston, MA, USA
    I think Kepa is referring to games where the AI opponents can hurt their allies. I've played games where the player can hurt their own allies, but I haven't seen one where the AI opponents hurt or kill each other. I'm not saying it hasn't been done, but I think it's pretty unusual for the reasons Kepa stated.
     
  15. Kepa

    Kepa Well-Known Member

    May 16, 2009
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    There's still a bunch, just seems rarer nowadays because it can be a real pain to design around. Also, I couldn't think of one that had it so that enemies could damage each other with melee attacks.
     
  16. JackMule

    JackMule Well-Known Member

    Sep 26, 2011
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    #2316 JackMule, May 22, 2014
    Last edited: May 22, 2014
    I've never seen something blown out of proportion as much as that essay. If your job revolves around the use of a lot of hyperbole, it's safe to say nobody's replacing you anytime soon.

    Ah, the internet.
     
  17. zombiemuscle

    zombiemuscle Well-Known Member

    May 6, 2014
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    I rather enjoyed the writing it was very well done
     
  18. Teh_Ninja

    Teh_Ninja Well-Known Member

    Mar 12, 2010
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    Waiter at Chili's
    Dallas
    kepa y u make game that so unbalanced!?! y u no apologize for this!?!


    Y!
     
  19. zombiemuscle

    zombiemuscle Well-Known Member

    May 6, 2014
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    #2319 zombiemuscle, May 22, 2014
    Last edited: May 22, 2014
    Hahahahahahha really that's funny I'm not sure if it's a joke but c'mon really the appeal for wayward is the difficulty. I doubt we would still be playing if it was cake

    KEPA here's a cool suggestion/ if u crit a treasure chest u should get double or triple treasure
     
  20. Teh_Ninja

    Teh_Ninja Well-Known Member

    Mar 12, 2010
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    Waiter at Chili's
    Dallas
    I love cake. ;)
     

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