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. goodboyback

    goodboyback Well-Known Member

    Mar 30, 2014
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    Maan I feel weak now.
     
  2. goodboyback

    goodboyback Well-Known Member

    Mar 30, 2014
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    #2562 goodboyback, Jun 7, 2014
    Last edited: Jun 7, 2014
    A fixed analog stick would be great and so will the increased swipe sensitivity, Maybe it's just me but I really prefer fixed analog to an invisible one.There are games that nail that feeling of tight control DMC probably has the best analog in any game closely followed by Oceanhorn(might be because of 60fps).

    Rogue is pretty great for starters,I was able to reach the first boss the very first time I played as a rogue.If anything I hate spellsword It just feels like a halfway cross between adventurer and rogue with worst of both.Mage is probably the hardest class in the game,Dunno about cultist though.Just curious how good/fun is a cultist?
     
  3. zombiemuscle

    zombiemuscle Well-Known Member

    May 6, 2014
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    KEPA thank you for this game it totally hits my diablo nostalgiam and it's the only thing I can play on the iphone now.
     
  4. Intendro

    Intendro Well-Known Member

    Aug 6, 2013
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    Excellent. :D
     
  5. zombiemuscle

    zombiemuscle Well-Known Member

    May 6, 2014
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    Don't u think it's cool the hats will stay on? It will feel like game progression when u start again and that last hat u found isn't off.

    Can u guys add some different skills to purchase with gold? Like maybe some new attacks or something.
     
  6. Intendro

    Intendro Well-Known Member

    Aug 6, 2013
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    #2566 Intendro, Jun 7, 2014
    Last edited: Jun 7, 2014
    The entire thing is excellent. :)

    I specifically wanted to comment on the mage not losing the health recovery, and instead even getting slightly more durable.
    They said they were thinking of changing the next floor recovery to max health. I agree with the decision that it would have been too big a nerf. :eek:
     
  7. zombiemuscle

    zombiemuscle Well-Known Member

    May 6, 2014
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    #2567 zombiemuscle, Jun 8, 2014
    Last edited: Jun 8, 2014
    Maybe a secondary temp upgrade at a forge which costs gold?

    How about different weapon sprites or something that costs gold?

    What am I supposed to do with my gold once every skill is upgraded?

    By the way the controls are spot on I really have no complaints in that dept
     
  8. Intendro

    Intendro Well-Known Member

    Aug 6, 2013
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    They said shops would be added in an update, so there will still be something to spend gold on when you have everything upgraded.
     
  9. zombiemuscle

    zombiemuscle Well-Known Member

    May 6, 2014
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    Omg yes!
     
  10. Kepa

    Kepa Well-Known Member

    May 16, 2009
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    Yeah she was way, way too fragile with that change. So we gave her both. She's still pretty fragile, so it should be ok.

    Monster shopkeepers are planned. You'd find them occasionally and they'd take a bunch of gold but sell ammo, random items, and most likely each one would sell a guaranteed health potion for some huge amount.
     
  11. WildBastion

    WildBastion Active Member

    Aug 18, 2013
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    Ok, had a few more random ideas for next game, or this one if apropos.

    One of my favorite ideas is for the rogue, and it is to give her another weapon upgrade that removes backstab functionality, but causes her crits to one-hit kill (or otherwise deal MASSIVE damage) which obviously wouldn't work on bosses.

    Huge reward, at extreme cost, and it has synergy with crit gear, but since it can't be planned it wouldn't be *too* broken. >.> lol

    Also, maybe if you want to replace one of her passives, you could make one stealth detection, as in +1/+2/+3/+4/+5 increased yds. (ft., cucumbers., whatever y'all use in game for distance) to see mines and invisible enemies, effectively increasing the distance before these enemies fade out or fade in.

    Adventurer might enjoy if one of his upgrades gave him mines similar to the ones in gold dungeon (without the hurting self thing.....maybe?) as one of his amulet or lantern upgrades. (if I missed this somehow and its already sort of a thing, my bad lol)
    I kinda wish that his amulet upgrade that says it gives a beam of light, would act more like the mage spell, but only in the cardinal direction you are facing, rather than acting like the mage charged shot.

    For the spellsword, how about a weapon upgrade that uses summon sprite either on crit, or as a charged attack taking your full stamina bar? it could even be ridiculously short range, or do 1 dmg per hit otherwise or something, but would allow a really strange passive sort of feel befitting the drakeblood thing with burning people. :p

    My opinion on the warrior at the moment, (knowing that things are changing) I think that his shield upgrades really shouldn't have such a huge downside as they do, specifically referring to the strong against/weak against shields. Every time I have picked one up, I have died shortly after simply because the game has such a perfect spread of magic vs. physical. That balance makes the shields really sub-par compared to the base shield, so instead why not make them things like the mirror shield reflects projectiles it blocks, and make the obsidian shield (i think) cause melee enemies that hit it to be stunned for a moment? (this may need to take two charges or something maybe, but numbers aren't really my focus lol) Each one would work on the intended enemy group, but not mess with the number of shields taken per hit.

    Um, If I end up thinking of anything else I think would be fun or interesting or whatever I'll post more :O I enjoy doing this thoroughly!


    I've noticed my favorite games are the ones that give me a backdrop for all these thoughts lol
    Eagerly awaiting the update, and thanks for the awesome game! :p
     
  12. Neehan

    Neehan Well-Known Member

    Jan 12, 2010
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    It'd be cool to have a way to favorite your hats. With so many hats it can be hard to find the ones I like in the hatbox.
     
  13. Ashflow

    Ashflow Well-Known Member

    Jan 9, 2011
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    Dat update log @ FB. Beautiful! Really glad with your Mage-health decision. So many things added that I thought we would have to wait for (skull chests giving normal hats, match hat color relocation, etc.) are in the update, which is really nice. Character balancing sounds really good (is Warrior still getting 3 shield charges per ammo pickup?) and I can't wait to try them out.

    That Spellsword idea is cool, but I don't think it would work for this game, considering that there aren't going to be additional forge upgrades. That Warrior shield idea, though, sounds excellent in general and appropriate for this game. I'd definitely support seeing that implemented.
     
  14. Kepa

    Kepa Well-Known Member

    May 16, 2009
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    #2574 Kepa, Jun 8, 2014
    Last edited: Jun 8, 2014
    Rogue had stealth detection in beta. It was removed because it didn't come into play much. There's only a couple common enemies that really rely on stealth, and then land mines, and that's it.

    Warrior shields: Ok sure. I just now did some quick changes:
    - Ruby Aegis gets 9 charges, takes 3 durability damage per hit at level I and 2 at level II. So at level II it can take 5 hits, only 1 under default, while having the advantages of the critical bonus and not slowing down your run speed at all.
    - Mirror Shield and Obsidian Shield, at 12 charges, now takes 3 durability damage for the wrong element at level I and still takes 2 durability damage at level II. So at level II, it's still a normal shield versus the wrong damage type. Mirror Shield already reflects at level II I think, also Obsidian shield slows at level II off top of head. Will test this.

    Having the mirror shield and obsidian shield just mostly be the normal shield, but with a perk added sounds like a good idea. May do this for update 2. They could both have 9 durability instead of 6, so they'd be straight upgrades from the basic shield. Obsidian shield could apply a slow to enemies that hit it, with level II applying a longer slow. Mirror Shield level II could just become lighter weight or something. Stonebeard shield would probably get a slight buff too, maybe making it have 14 durability instead of 12.

    Edit: Actually, that shield change is so easy I'm just going to do it now. DONE. Mirror Shield II is Light Weight, like the Thorned Shield. Stonebeard Shield II is juuust slightly heavier than the basic shield (30% slow penalty instead of 25%), while having 12 durability instead of 6 or 9. So all the shield upgrades should feel interesting now.

    2 per pickup now (for the basic shield). Ammo pickups work by giving a third of max ammo, rounding down. The 6 durability shields (basic and thorned) get 2 per pickup, the 9 durability one (ruby aegis) gets 3, the 12 durability ones (stonebeard, mirror, obsidian) get 4. Edit: After the above changes, the only 12 durability shield is Stonebeard.
     
  15. Registrau

    Registrau Member

    Aug 23, 2012
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    Hello Kepa

    With all due respect, I'm not really enjoying the game and I just don't get why. I love RPGs, been playing them for decades. But I really am not digging this one, and everyone seems to love it.

    So maybe, and just maybe, it's because the controls don't work properly on ipad. I'm not sure about that, even though the three hours or so I played the game I did on an ipad 3

    Could you please fix that as soon as possible, since it may be a game breaker for some of us, and deal with new improvements and suggestions later?

    Again, I'm not 100% sure that's the reason I'm not enjoying the game, but I feel it's a reasonable request to fix what's said to be broken before adding new stuff. Just my 2 cents.

    Thanks
     
  16. Kepa

    Kepa Well-Known Member

    May 16, 2009
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    We probably should have done a hotfix for stuff like this, yeah, in hindsight. That and the iPad 1 zoom-in fix. Though we're so close now that there's not a lot of point to it at this stage.
     
  17. zombiemuscle

    zombiemuscle Well-Known Member

    May 6, 2014
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    I just deleted every other game from my phone...
     
  18. Squablo

    Squablo Well-Known Member

    Oct 24, 2010
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    I'm on iPad 3 as well, and have pretty much stopped playing until the controller update arrives. Using the shield is painful on the iPad, so I pretty much don't even use it, which is a shame, because it makes the game much harder.

    I'll be playing Battleheart Legacy until we get controller support. Even if we had on-screen buttons, I could map it out with BluTrol, but as it is, it's just agonizing to play on iPad.
     
  19. WildBastion

    WildBastion Active Member

    Aug 18, 2013
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    Woohoo! Thanks for the reply Kepa! ^_^

    /excited for update
     
  20. zombiemuscle

    zombiemuscle Well-Known Member

    May 6, 2014
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    I firmly believe any control issues happen only with the iPads. Given the extreme support from KEPA and developer it shouldn't be a problem long. I am so excited for monster shop keepers and hats staying equipped.
     

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