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. CalinR

    CalinR Well-Known Member

    Jan 16, 2013
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    Criminal Defense Attorney
    U.S.
    Kepa,

    Fantastic game, bought it as soon as it cmae out. Sorry if I'm repeating questions/suggestions, the thread is 60 some pages long. Also, the "how come?" parts of all the questions are curiosity-driven, ntot meant to be flippant or rude in any way.

    Also, if the answers to my questions have already been answered, anyone on this threadnshould feel free to chip in, unless its with a "why the hell didn't you read 60 some pages of comments before posting" type comments.

    1. I absolutely love the scripted sprite events, really gives each char flavor. Do they only happen once though? Im not talking about the story board drawings, but the actual in game sequences. Was making those only happen once a code thing, or a balance thing? I would love it if they happened more than once, have done several playthroughs with each char. What're the chances of that being implemented, and if not, how come?

    2. Same question for in between floor story boards.

    3. Im not sure what the consensus is on the pro swipe controls, i hate them, and the sensitivity's off in general for the skill swipes. (Ipad3, most recent os, 7.whatever.). Sounds like yall are planning to fix that though. My question: i love the joystick control scheme, hate the fact that its so big. The advantage the pro swipe has is that there's no breaking of the 4th wall. Any plans or posibility to make the joystick smaller?

    4. Ive only beaten humphrey(?) the butler once, but i was dissapointed to see that the game ends and you're prompted to "restart" your progress from the next floor. Is there any way to make it continuous? The ember forge system is INCREDIBLY cool, never seen anything like it before (and i'm close to 30, been gaming for awhile). Is there anyossibilit to keep playing after you beat a boss without losing your char upgrades and essentially starting a new game? If so, that'd be cool, if not, how come? Balance, coding, artistic design? I feel that since the currency for the upgrades isnt an IAP model, there's no problem financially speaking with y'all implementing that.

    Again, fantastic game, and kudos on the pricing scheme. I know you guys have had problems in the past with your financial model, and as an older gamer, I can respect what you're doing now. It really bugs me when i pay "good" money (by app standards lol) for a game to support the devs, and then it goes on sale a week later. Also, IAP blows, but y'all gotta eat too, i definitely understand how that goes. Hope it works out, wildly excited to see future updtaes and content.
     
  2. Exact-Psience

    Exact-Psience Well-Known Member

    Jan 12, 2012
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    The Work-At-Home Guy
    Philippines
    If i do small short swipes, it doesnt register. But i have discovered the right length of swipes and im not having much trouble anymore.

    That said, I hope the swipes do get fixed. iPad Air too btw.
     
  3. xzamplezz

    xzamplezz Well-Known Member

    Jan 3, 2012
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    Hey, I bought this yesterday, and I thought I'd get a bunch of hats! Is there something I'm missing?
     
  4. ScotDamn

    ScotDamn Well-Known Member
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    They're only cosmetic. No buffs, only sweet looks. :)
     
  5. HansKaosu

    HansKaosu Well-Known Member

    Nov 19, 2013
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    check my message above
     
  6. ScotDamn

    ScotDamn Well-Known Member
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    Sorry for such a late reply, Havelcek. :eek:

    Playing strictly on an iPhone 5s - iOS 7.1.
     
  7. ScotDamn

    ScotDamn Well-Known Member
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    All I can say is that the controls work perfectly on iPhone. It sucks people are having issues on the iPad. I would hate virtual button implementation, but if it's added as strictly optional, than it wouldn't matter to me. In fact, much like Ayjona was saying earlier, if people are that bent over it, it would make sense to add them as a secondary option, to appease the masses. But it seems Kepa despises them as much as I do. :D
     
  8. bhavukjain1

    bhavukjain1 Well-Known Member

    Jun 14, 2013
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    Controller support coming up in next update.
     
  9. pjft

    pjft Well-Known Member

    Feb 15, 2011
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    Similar comment on lack of diagonal shooting for our characters - is it set in stone, or open to reconsideration?

    Also, I expected the dynamite blasts from the enemies to also hurt enemies as well - similar to magic blasts, which seem to do that.

    Great game, still looking for the iPad controls update.
     
  10. Hambo12

    Hambo12 Well-Known Member

    Jul 23, 2012
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    image.jpg

    took me a million tries but finally beat amaranth
     
  11. jar0d

    jar0d Well-Known Member

    Jan 4, 2010
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    Europe
    Best. Post. Ever. ###
     
  12. Bluellama1

    Bluellama1 Well-Known Member

    Jul 25, 2009
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    Student
    Metro Detroit, Michigan
    Nice! I was just on a good run through the tower, but then I got a blorpx level on the 5th floor that completely wrecked me and so I didn't have shields or axes for the rest of the run, really. I still managed to get to the 7th floor (barely) but died shortly because the first set of enemies was a large and varied group.
     
  13. Cilo

    Cilo Well-Known Member

    Feb 2, 2010
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    Los Angeles
    #673 Cilo, Apr 25, 2014
    Last edited: Apr 25, 2014
    No concern over enemies attacking and shooting projectiles diagonally and heroes can't? Kind of an odd choice in design.

    I can work with the difficulty level, health drops, and lack of boss meters, those make sense coherently together, more than the attack issue.
     
  14. F34R

    F34R Well-Known Member

    Dec 21, 2012
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    I was seriously, about to ask the question "Will there be, or is there, controller support??"

    I appreciate the info. I'm buying for sure.
     
  15. gmattergames

    gmattergames Well-Known Member

    Mar 1, 2013
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    Reluctantly jumped in after glowing reviews and praise from the community. Didn't get it at first, but as I play more I see why it's so highly regarded. Still wondering though, why no diagonal attack, huge handicap for Mage, who's already so fragile
     
  16. Pitta

    Pitta Well-Known Member

    Oct 19, 2008
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    #676 Pitta, Apr 25, 2014
    Last edited: Apr 26, 2014
    Wasn't interested at all in Wayward but the hype made me buy it.
    I'm really glad I did.

    Loving the game so far (still stuck at first boss).
    Perfect controls (better on iPhone than on iPad where for some reasons some swipes aren't registered), nice variability, tons of different monsters....nice storybits and VERY cool little cutscenes here and there....everything makes the runs varied, always different and interesting...while every run you become a bit more powerful or you find a new tactict against a specific monster that always defeated you before.

    Some things I wish were implemented (game is still great but...).

    1) iCloud sync.
    2) Gamecenter achievements. (there are in game achievements). (See edit)
    3) Generally music and sounds are damn wonderful but I was expecting thunders and rain sounds when you see those.

    Other than that, is really damn fun and immersive.
    Loving it.

    EDIT: I'm dumb, Gamecenter achievements are there...for some reason there was a empty page first time I checked).
     
  17. Drexra

    Drexra Well-Known Member

    Nov 29, 2009
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    Colorado
    After like 1-2 hours of toiling on exclusively the warrior, I finally beat the first boss. Holy shit I must have been close a few other times like 1-2 hits off. This game just makes me feel accomplished.
     
  18. EightRooks

    EightRooks Well-Known Member

    Jan 13, 2012
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    UK
    Made it off the Mines with the mage as well, so I'm not completely hopeless. Yay! Though how the hell I'm supposed to stop the rogue enemies in the tower getting near me (without using special attacks) I don't know since, well, it's insanely difficult to shoot them at range since they won't stop moving until they attack, and the mage takes a fraction of a second too long to fire to consistently be able to shoot them without taking damage when they run in to stab her. :(

    They don't hurt themselves but I could have sworn they hurt others. Every other missile enemy seems to.
     
  19. andysmash

    andysmash Well-Known Member

    Apr 6, 2011
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    OK, someone decide for me and the others on the fence - iPhone or iPad. FIGHT!
     
  20. Kepa

    Kepa Well-Known Member

    May 16, 2009
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    1. We'll do a "replay story" option I think.

    3. Making circle pad smaller: Maybe!

    4. Balance issues. We wanted a clean slate per area. We also didn't want to encourage having to play from the beginning to get the maximum amount of power. We could have done it differently, but mostly happy with this way.

    Nah. The players and monsters aren't perfectly symmetrical anyway. Note that your attacks tend to interrupt enemy attacks, for example. Which totally sucks for them.
     

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