Very nice, you can tell its made with love.
Two things i found:
1. When you open the menu and hit left or right, the menu flickers and makes a sound. But it seems to be useless.
2. I found a house in which there is no frame around the text when listening to the TV. This makes it hard to read because of the bright floor tiles and it doesnt happen with other TVs.
Play game
Mirrored Soul's itch.io pageComments
I recorded roughly my first hour of gameplay. The video is still processing, so the embed will probably break, but here's the link:
Happy to see another SOULful game coming from /agdg/. The title music is fantastic. The writing and concept are nice. People will definitely notice the Undertale influences, but sometimes that's not a bad thing marketing-wise; it makes the game easier to explain.My only thought is that maybe there should be some randomization in the Negotiations. Right now the convos seem to branch like a VN, so once you figure out the correct path for a particular creature, you can just keep spamming it whenever you encounter them. Maybe you could write a couple of different paths for each creature so that it would take longer before the player memorizes all of them (and by that point they're be through the area anyway).
An unfathomably based game for unfathomably based gamers.
One-handed control scheme by playing with either mouse or keyboard provides peek comfort while grinding negotiations or save-scumming fusions.
OST so brilliant i paid the composer to do mine #notbiased.
Spritework is excellent and animations are snappy, which gives battles a surprisingly fast pace for a turn based RPG.
If you play, which I highly recommend, be sure to read as much as possible as the writing is top notch stuff.
I give Mirrored Soul: Sprumking one-shot my tardigrub with a firecracker, but I still got his ass in the end/10
very cool I liked that the story starts with a mystery and I liked the Humer especially the main characters issue with doors.
Couldn't get past Leon because the First Shieldshard wouldn't spawn.
When you combine mons, the "u made a fren" reads weird considering the rest is written in proper english.
When dead I only could enter back to main menu via ENTER not LMB, even tho the rest of the Game was fully mouse control-able.
Once an enemy chases you, running pretty much becomes impossible, since they seem to be faster than you and are only stunned for a rather short period of time.
Mons don't seem to get stronger through Fusion, only keep the Skills of their Partners and change form.
A Monster compendium would be nice, or something else displaying the result of a Fusion if you already fused those 2 together. I lost some cute rabbit thanks to messing around with Fusions I'd already done.
That being said, even tho I couldn't get far into it, its still really fun, I loved the new Mons you added.
by the first shield shard, you mean shard A, right? that one's normally supposed to show up in the lowermost section of the forest; the bigass area with the hedges. it shows up on the version I played, so that's...strange. just so you know, one of the shards you get by talking to one of the guys in the Shroot village.
as for enemies chasing you, this is based on level. enemies are less likely to chase you the higher your level is compared to theirs. if you find enemies chasing you frequently, it probably means you should opt to fight a little more and to run a little less.
as for everything else, thanks for letting me know, and I'm glad you liked it!
First, a bug: if Cecil is dead, then during combat he still tries to take his turn, but every option is greyed out and the game's softlocked. Got stuck in the forest.
Regarding the writing, which is so important for the YIIK-like genre: it's pretty good, got a couple of genuine chuckles. The premise is a bit silly, Cecel is too tsundere for the old Chief, allegedly hating him but still returning to the city.
Maybe Cecel isn't kooky enough for my tastes, but being a walking cliche, he probably needs some additional drive or charisma to stand out among fedora-wearing supernatural private eyes. He just sort of vaguely reacts to the wacky flavour text, makes snide comments, and goes along with the plot.
I don't play much RPGs (last one was mario luigi superstar saga as a kid lol), so take what I say with a grain of salt. Your level design is pretty solid. Even after skipping the (funny) dialogue I still was pushed into the right are, and it felt like I made those decisions to go there. That's the sign of great design.
I wish there was auto save because I died during the first fight and it kicked me out. Especially during the first introductory parts of the game, it should be very forgiving.
Overall I enjoyed it, great job!
hahaah yeah I should have done a better job of actually reading the dialogue lol. So that's on me.
From what I've seen of limited playtesting on other games, a lot of people tend to skip through dialogue. So could be worth it forcing an unskippable, very noticeable "THIS GAME DOES NOT USE AUTO SAVE" popup window at some point
so far so good, I like the jokes and I will try playing more after doing some grinding
tho tbqh I think being able to run would be nice
one thing I noticed that if at least two of those enemy encounter thingies overlap, if you run away from one, you will immediately get into battle of the other encounter and repeat if you run away again, it would take running away 3-4 times for me to get unstuck
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