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. Darth Ronfar

    Darth Ronfar Well-Known Member

    Nov 20, 2011
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    Animal related
    LA
    Hmm thanks for the response...

    I dunno I would've though Belt of the Trickster is her best upgrade.

    Alright well that all makes alot more sense concerning the warrior and rogue.

    I didn't know Akumu's Scrollshell prevented damage? (It doesn't say that) thats better than I though then.

    I still have to disagree with the Mage's Tome sure it may be powerfull but I still find it extremely difficult to land mostly cuz you never really wanna get that close in with the Mage and when they do you wanna hit them back, not stun one enemy..

    Also is the Rogue's Slick Kicks suppose to only work some of the time? I dunno I find it not really working sometimes.

    And When is the first update suppose to happen?
     
  2. Kepa

    Kepa Well-Known Member

    May 16, 2009
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    Rogue isn't designed for stealth, Cultist is. And she does fine with it.

    1 (and any number I removed): Any balance fix for Rogue's problem can't just be for one equipment forge item or one-use item. 5. That's Cultist's thing, plus I want to keep Rogue as a one-ability character like Spellsword. 8. This is interesting, though this wouldn't really help her with her main problem (gigantic crowds). I don't think she necessarily needs help against small crowds of big enemies.

    It'd be all enemies nearish the decoy that focus on the decoy, just like Walwin's. It's pretty generous. It's like a more dangerous blind I guess, because they can still hit you if you're in between their shot and the decoy.

    Yeah, check out Walwin's. In the description it says it "confuses foes". Do a back-dash and watch all the enemies swing at your old location for a couple of seconds. I think we need to make the decoy actually visible, to be more obvious.

    Scrollshell is a real teleport. If you use it at any time before an enemy's attack actually hits you, the attack will miss. This is of pretty niche use, but there's still a point for it. For rogue or ignite scrollcase dashing, they can still hit you with melee attacks if you dash too late.

    Electric tome can hit multiple targets, it's just got a really tiny range. My record is hitting 5 enemies with one shot. It's risky to do this, but it's really strong if you manage not to kill yourself with it.

    Slick Kicks have some sort of bug with them, it's supposed to make you pass through enemies every time.

    Update was taken down because of a bug with the new rooms locking incorrectly, which would get you stuck. Resubmitting it soon.
     
  3. smegly

    smegly Well-Known Member

    Mar 27, 2012
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    NY, NY
    Go with your instincts, Kepa. They've lead you well so far.
     
  4. zombiemuscle

    zombiemuscle Well-Known Member

    May 6, 2014
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    I think I'm getting bored before the first update. Really need equipment or something other than weak upgrades to spur the gameplay on and give the player feeling of accomplishment. Sorry I may be alone but I really need more stuff than hats. Still a great game and I think other people can learn from rocketcat games. Just wish more character customization even if it is only aesthetic.
     
  5. Ashflow

    Ashflow Well-Known Member

    Jan 9, 2011
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    Rogue idea:

    The more enemies there are in a room, the more damage Rogue does with both normal attacks and backstabs.

    For example-
    1-3 enemies; normal damage
    4-5 enemies; +2 damage to all attacks
    6-7 enemies; +4 damage to attacks
    8-9 enemies; +6 damage to attacks
    10+ enemies; +9 damage to attacks

    (Damage numbers are arbitrary as I'm not personally clear on what the game's actual values are.)

    The more enemies in a room, the easier it is for Renee to whittle that number down. As the room clears out, she gets back down to normal power levels. I personally think this would be a really elegant, effective solution. 'Course, there might be an obvious issue that I'm not currently seeing from my perspective.

    As for an explanation for this ability, just say that Renee's got magic gloves that empower her weapons/knives with danger detection/reduction capabilities.
     
  6. UrbanVermonter

    UrbanVermonter Active Member

    May 18, 2014
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    Ah, I always took that "confuses foes" line to mean the act of reversing dashing is confusing in and of itself, not that it had an extra capability of causing confusion. I will have to check it out next time I play the mage.

    Having the decoy be visible would be useful, especially would help in terms of knowing when the decoy has run its course and is no longer active.

    Fake Out seems like it will be a welcome addition to the rogue's arsenal.
     
  7. JackMule

    JackMule Well-Known Member

    Sep 26, 2011
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    That might be the best idea I've read yet. It could be a skill that can be upgraded - Ex: When there's 5 or more enemies in a room damage gets boosted by: Lv 1 - 3, Lv 2 - 6, etc. It would really help out with mobs while keeping the 1 v 1 combat the same.
     
  8. Kepa

    Kepa Well-Known Member

    May 16, 2009
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    #2628 Kepa, Jun 11, 2014
    Last edited: Jun 11, 2014
    Yeah I like Ashflow's idea, though it'd have to be modified like you said to work smoothly with the upgrade system. It's either that or the Fake Out change, though.
     
  9. JackMule

    JackMule Well-Known Member

    Sep 26, 2011
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    I'd imagine Ashflows' suggestion would work better, just because Fake Out wouldn't be much of a help when charging into the heart of a large mob. Also, if Fake Out only works on an enemy once, you'd have to get every backstab possible the first time you dash through a mob in order for it to truly help, but that seems very unlikley to happen against a big group. What about implementing both, or would that take too much time? I can't really say I've ever noticed the effect of Fake Out during gameplay.
     
  10. Kepa

    Kepa Well-Known Member

    May 16, 2009
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    Fake Out change (above) hasn't happened yet, won't till Update 2. And with the new one, it would work once per enemy, not once per enemy group. So if there were 6 enemies in a group, if you were really careful to only dash through one at a time, you could put a decoy down 6 times. But yeah it's one or the other, need to check if we have the functionality to do a "get stronger the more enemies are around" mechanic already or not.
     
  11. Kepa

    Kepa Well-Known Member

    May 16, 2009
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    We found and fixed the "lock you into a room" bug for the new area. Should be submitting again fairly soon.

    Revoked the 10 damage stab change, which was +5 damage. Instead seeing how things go with a mere +2 damage to daggers.

    Current values:
    5 damage for a frontstab. 15 damage for a backstab (20 for upgraded Cultist).

    New values:
    7 damage for a frontstab. 17 damage for a backstab (22 for upgraded Cultist).

    Examples of enemy health: Thorned Custos have 20 health. The stealthers have 15. The floating mage balls have 30. So old damage, it'd take 4, 3, and 6 frontstabs to kill these enemies. With the new damage, it takes 3, 3, and 5, respectively. So for low health things, generally one less attack if the enemy has 20 health or more. Against enemies with a lot of health it matters more, you're essentially getting 40% more damage if you can't backstab.

    Interestingly enough, even though it's a really minor change, it makes it much more possible to beat the new dungeon as Rogue. She's still going to be pretty weak in it until we can do more changes in Update 2, though. But it seems possible now which is good enough.

    Also I think Adventurer got some minor buffing. Off top of head his offensive abilities get 9 ammo instead of 6 max, his red sword takes less health and has a higher chance to activate, etc.
     
  12. Ashflow

    Ashflow Well-Known Member

    Jan 9, 2011
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    Awesome. Get that thing submitted! :D

    How long do updates usually take for approval? 2-3 days?
     
  13. oscar123967

    oscar123967 Well-Known Member

    Aug 1, 2012
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    Awesome thanks for the support!!
     
  14. RollingSkull

    RollingSkull Active Member

    Jun 19, 2010
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    Anyone who hit the zombie horde room as the Rogue knows already what the issue is. I like the Rogue a lot, I like everyone really, but it's really tough to figure out the answer to this. I thought about it while kiting the zombie horde around several times. It's tough to do it without giving her a redundant tool.

    Maybe if she had some way to slice off a bit of the horde, scatter a few so she could dispatch one or two quickly. No idea how to implement something like that.



    I think for the game as is that is an awful idea. Stat based player progression murders skill-based gameplay balancing as sure as Raid kills bugs. If the gameplay bores you, the addition of a Skinner box stat rat race won't help.
     
  15. ryanini01

    ryanini01 Well-Known Member

    Apr 29, 2014
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    Behind you
    Sweet, really looking forward to the update. At first, I read the post as you making the daggers only do 2 damage and I was freaking out haha
     
  16. zombiemuscle

    zombiemuscle Well-Known Member

    May 6, 2014
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    Still no update.
     
  17. zombiemuscle

    zombiemuscle Well-Known Member

    May 6, 2014
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    #2637 zombiemuscle, Jun 13, 2014
    Last edited: Jun 13, 2014
    If you read the itunes reviews people like the difficulty but want to purchase with gold: weapons armor and new characters (classes)
     
  18. oscar123967

    oscar123967 Well-Known Member

    Aug 1, 2012
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    #2638 oscar123967, Jun 13, 2014
    Last edited: Jun 13, 2014
    Just a suggestion. Maybe add an option to swipe down again to put away your shield? Seems like a small feature but I think it'll add some comfort with the warrior
     
  19. zombiemuscle

    zombiemuscle Well-Known Member

    May 6, 2014
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    So is the update out at midnight?
     
  20. zombiemuscle

    zombiemuscle Well-Known Member

    May 6, 2014
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    Plz?
     

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