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. Gilgilad

    Gilgilad Well-Known Member

    May 15, 2013
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    #2981 Gilgilad, Jun 24, 2014
    Last edited: Jun 24, 2014
    Had some unusual free time this past weekend and saw the new update for Wayward Souls so decided to buy it and give it a shot. Man this game is so much fun! I don't think I have played an action rpg top view game like this on my ipad that had this good of movement controls.

    I love the design of the game, perma-death roguelike that actually has progression from game to game as your characters get stronger! I really enjoy the hidden storyline elements where you might randomly encounter a story event on your 100th time playing the same dungeon. I also like how fragile the characters are, mistakes are very unforgiving and to be honest this is how I like to play. No IAP makes this game A+ and worth my time.

    The following are my only suggestions to Rocketcat for improvement:

    1. Movement works perfect but sometimes the downswipe action doesn't register. On the mage I hate when you are in a tough situation and you try to downswipe to wind blast and instead you get an "out of energy" response instead from it not registering the downswipe which ends in an early death. Could be my user error in not doing it properly but sometimes I feel I do a really nice clean downswipe and it still doesn't register. I don't even try to use the warrior's shield action since I am either not skilled enough or it doesn't register reliably enough to work. Edit: I am using the default sensitivity, just realized that it can be changed so might play with that tonight.

    2. More information on upgrades. I wish at the forge when you are picking between the two upgrades that it gave more quantitative information on what they actually do. Do they increase energy cost? If so by how much? Does it do more damage or less? If so by how much. Increases crit chance? Does that mean by 5% or 40%? Kind of vague as it is now and makes a big difference. I have beat the first two dungeons and I still don't know what hidden information a lot of the upgrades actually do. Also more information on the skills that randomly drop from chests, would be nice to know how much damage that fireball actually does and its AoE range.

    3. Tooltips for upgrades on pause character screen. Would be nice to reference which upgrades you have when you highlight over the weapon/armor/amulet/etc. and what they do with a hover tooltip. In case if you have to put the game down and come back to it later and can't remember what upgrades you have.

    4. Make it easier for mage to break items. I love breaking all furniture, bones, lanterns, etc. everywhere on every stage. I am not satisfied with going to the next floor until EVERYTHING is destroyed. With the warrior or adventurer you can slash through these items super fast. With the mage it is much more difficult, many items you have to stand right on top of it plus you have to wait for energy to be able to break it. Takes twice as long for a mage to clear the stage if you are breaking all items. Could you possibly make it so that the mage basic attack breaks all items (like bones and other items that are on the ground) from range without having to stand directly beside or on top of them?

    5. Perhaps additional forge skill upgrade unlocked by random event? Maybe a random secret hidden event rarely appears that allows you to permanently learn a new skill you can use at the forge. Would be really cool to find this event and a nice rewarding bonus for the player.

    Great game, having tons of fun!
     
  2. Hawkster59

    Hawkster59 Member

    Jun 16, 2014
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    Finally did it! Got my Adventurer past the The Fallen Kingdom. Used Wispfire lantern, Giant's Knife and Brilliant Medallion II.
     

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  3. Quazonk

    Quazonk Well-Known Member

    Mar 30, 2011
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    Agree with all the suggestions above, great ideas and that don't sound impossible to implement.

    One thing I really wish could be tweaked, is that the Catacombs levels (and some before it) are just too DARK. I have great vision, and I have to crank the brightness to 100% to even see where I'm going. With your phone on 50% brightness (which is where most like to keep it to maintain a good balance between visibility and battery efficiency), you're constantly running into obstacles that you didn't see.
    "Ok, I have corralled a huge pack of enemies and am going to pick them apart from the outsi-....what the hell? *can't move* *takes 3 hits trying to get out of way of random bench that was too dark to see*"
    This can be very frustrating when health is so precious in levels as difficult as the Catacombs, where those 3 hits can make the difference between beating the level or not.
     
  4. speedyph

    speedyph 🌊🌊🌊🏃🏃😂😂😂⚡️⚡️⚡️

    Feb 3, 2013
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    good job man ####
     
  5. Kepa

    Kepa Well-Known Member

    May 16, 2009
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    #2985 Kepa, Jun 24, 2014
    Last edited: Jun 24, 2014
    We'll mess with adventurer more in Update 2. Thinking of making his lanterns more powerful, but actually make you stop moving for like half a second. That'd give him his own flavor and make him stronger. The balance issue with the lanterns is that right now you can machinegun-flash them to nuke monster groups.

    Edited quoting:

    1. Yeah I think the upswipe may be easier than the downswipe. For future games, I'll probably either only have one swipe (like the Rogue dash) or make it so you can assign say items to the different swipes (ala Zelda). That way you could assign your important-to-use accurately item to what swipe you find easier. ALSO, I'm starting to really like the idea of trying out a control scheme where the attack/power attack still has no button, but the upswipe/downswipe are replaced by two buttons onscreen. The problem is that this will take awhile to do, because I want it to be really customizable. So likely in the more far-away Update 3, or possibly later.

    After thinking about it, I think I want more fine tuned customization of the controls anyway. Like a SENSITIVITY SLIDER for the swipes seems like a great idea, instead of just HIGH/LOW settings. Just need to make time for this at some point.

    2. Mostly we ran out of space to cram more information in without putting in a MORE INFO popup or something. In hindsight there's ways we could have gotten around this. But for this game, I'm not sure if we'll ever change this to be honest.

    3. Yes, this was intended. Should be in update 2.

    4. We did! Though she needs to be really close to stuff. Before, she couldn't break most items lying on the floor. We can probably add more stuff in this vein if there's enough demand for it.

    5. I like that idea a lot, but we're not going to be adding any forge items ever. The only way we'll add a forge item is by removing an old one.

    Yeah this is a problem. We made things a little brighter in our beta build right now. We'll keep bumping up the brightness if it's still an issue.
     
  6. Hambo12

    Hambo12 Well-Known Member

    Jul 23, 2012
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    image.jpg

    omg omfg i was so close omg why why whyyyyyyyyyyyyyyyyyy you know how long it took to get here :(
     
  7. mkaen

    mkaen Well-Known Member

    Dec 9, 2011
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    #2987 mkaen, Jun 24, 2014
    Last edited: Jun 24, 2014
    Thank you! So happy to see this. Any chance we won't have to wait potentially months (i.e. until Update 2) for this change?

    Currently it feels like you need to be in a darkened room with device brightness on max in order to play the catacombs optimally.
     
  8. Gilgilad

    Gilgilad Well-Known Member

    May 15, 2013
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    Thanks Kepa for the quick reply to my suggestions.

    Wow, those ideas sound great. I will look forward to any that are implemented in the future.

    Aww, thanks for consideration anyway. If you do consider it maybe something like an encyclopedia in the main menu that lists all the upgrades with more information?

    Awesome, thank you!

    Cool, yeah I was just imagining how much better it would be if her basic attack destroyed all the stuff on the floor for its full range of the attack instead of just at her feet. She still wouldn't be as fast as a Warrior clearing items since her basic attack has an energy requirement but it might help her speed up to be on par with the others in destroying all the items.

    To tweak my suggestion then maybe make a random event on a floor without an established forge (this event would be difficult) that leads to an extra forge upgrade (one that is already in the game). By encountering it and beating the event you get one additional upgrade for the dungeon than you would normally. Also in that same vein perhaps have an event that restores life or replenishes ammo to full. (I am just starting the 3rd dungeon so this might actually already be in a later dungeon so ignore this if that is the case haha).

    I am glad to see this implemented as well.
     
  9. Kepa

    Kepa Well-Known Member

    May 16, 2009
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    Some are in for update 2. If it's still too dark for people, we can always hotfix more brightness changes very easily. It's hard to get the right balance of mood and visibility, especially since we have a lot of lighting styles.
     
  10. mkaen

    mkaen Well-Known Member

    Dec 9, 2011
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    Meant to say Update 2, or whatever the next major update is. Figured that was still 1-2 months away.
     
  11. Touchmint

    Touchmint Well-Known Member

    Oct 19, 2011
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    Very sweet! Thought the price was going up with every update. Or did it already?

    Opps saw it did. Either way well worth it!!
     
  12. Quazonk

    Quazonk Well-Known Member

    Mar 30, 2011
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    Just beat The Fallen Kingdom for the first time with the Warrior! Somebody cue up a touchdown dance gif!

    Greatest feeling of satisfaction from an iOS game so far, besides 100%ing Mage Gauntlet.
     
  13. ryanini01

    ryanini01 Well-Known Member

    Apr 29, 2014
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    Behind you
    Really starting to hate the random generator. I've made two labyrinth attempts wit hrogue. The first ended on the 16th floor in a huge multi-wave room, and the second, just now, ended on the nineteenth floor. I got three hard before-the-boss-levels, the mines one was a huge orc room wit hat least 4 waves, the tower was all slimes (stupid slimes) and the catacombs was a stupid giant cage of zombies. I went into the 19th level with a tiny amount of health, and then was killed by a trio of royal temerators.
     
  14. WooHooII

    WooHooII Well-Known Member

    Aug 14, 2009
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    The Paladin's name is pretty awesome as well.
     

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  15. ryanini01

    ryanini01 Well-Known Member

    Apr 29, 2014
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    Behind you
    Yeah haha noticed that too
     
  16. ryanini01

    ryanini01 Well-Known Member

    Apr 29, 2014
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    Behind you
    Beat Labyrinth as the cultist first try, startouched sash II, brisance knife II, shining orange II, throwing daggers + stealth are the most helpful things in the game (maybe besides a dash)
     
  17. casualty

    casualty Well-Known Member

    Mar 24, 2010
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    Did the what thing?! How does one make this magic happen?
     
  18. WooHooII

    WooHooII Well-Known Member

    Aug 14, 2009
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    Since you can't select a character before the credits level, it gives you whatever character you played as most recently. If you replay the intro immediately beforehand, that's the Paladin.

    Now I really want TUTORIAL the generic-faced Paladin to be the seventh playable character, or at least a rare encounter or something.
     
  19. zombiemuscle

    zombiemuscle Well-Known Member

    May 6, 2014
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    The darkness is awesome!! I have no issues. Maybe these people have their brightness turned down to save battery?? I really like the dark levels with glowing stuff.
     
  20. FateRiddle

    FateRiddle Well-Known Member

    Jun 3, 2014
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    I'm confused here, the passives seems useless except that health stuff, and upgrades in game play seems even worse. So is this just an action game not an ARPG?
     

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