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A jam submission

Mirrored SoulView game page

A monster-collecting detective story spanning two dimensions. What mysteries await in the world beyond the mirror?
Submitted by mammothplant (@mammothplant), GreasyMcBeef — 2 days, 15 hours before the deadline
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Mirrored Soul's itch.io page

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Comments

Submitted(+1)

Don't have much to say about the game, it looks and sounds nice so far, I'm not into Shin Megami Tensei, but I can see the appeal. The characters are well realized and the writing mostly funny or in character for who's talking. 

Issues I had:

I like to cycle my save slots, so I was pressing down then saving in the next one. There was confusion when I got to the end of the list, I pressed down and accepted without thinking, and it quit the game. Once I knew I knew, but to avoid that it may help to make the player press right to select quit, put quit bellow the save files so it's obvious that will be the next selection, or to put quit elsewhere in the UI.

When I got to the first real mirror dimension area, I collected the 2 shield parts before talking to the guy who wanted them. When I did, it seems I'm stuck since I have both shield parts, and he says he has the third one, but he just won't give it to me.

Developer(+1)

Lmao that's not the first time I've gotten this complaint about the shield parts. He's not holding it, that's him reading a ransom note he was given. You have to find out which NPC is holding the piece.

Submitted(+1)

I recorded playing games with commentary, and your game is one of them.

Here's the link to the whole DD50 folder:

https://mega.nz/folder/GclCXISL#gwE9S1kRTbe6amYLH2RiYA

I think I should apologize, because I ended up very quiet and I don't think the video was entertaining at all. I have no idea what you would like feedback on since the game is more of an early access with a continuing story, rather than a demo. If you would like a figurine of one of your characters in my game, then let me know.

Developer

Oh shit yeah a figurine would be cool. Up to you who to make one of. I look forward to seeing it.

I'll watch the video in a bit. 

Developer

ah damn, seems you played the Mac version. Didn't see a combo meter. That version's actually outdated; couldn't manage to export it on my current OS (yes I was dumb enough to get a computer with win11)

Regardless, hope you enjoyed it

Submitted(+1)

I did not even recognize it was a mac version. I will try to make the figurine by next DD since I got a backlog.

Developer

looking forward to it

Submitted(+1)

I didn't finish the demo due to a lack of time, but I liked the art and music. The art during the battle scenes are pretty good. There's a lot of dialogue and it can be a bit much at times and it takes too long to get into the meat of the game, that being the actual battles. That said, once I did get to that point, I got minced pretty quick.

I think it's interesting, keep at it.

Developer

Finally uploaded a Linux version of the current build, Mac still seems impossible. Someone tell me if it works

Submitted(+1)

Dialogues feel a bit too long at times, writing could be edited to make it snappier.

The intro should probably start at the moment you arrive at the pink house, everything before that feels unnecessary.

(+2)

Very nice, I like that you're developing your own tone and style here. It's good. The writing can be pretty funny, but a little on the nose at times. I think some editing is in order, with the writing and also with the world design. A lot of the writing could be cut down by like half, and I think it would help the character and jokes actually come through a lot better. And the level design could also probably be condensed by half. Walking around the city for instance, it feels like there is basically one single joke/thing per screen. Which feels too sparse. These basically all fall into what I consider "pacing issues", which are fortunately not hard or laborious fixes. Just about keeping the various types of content smoothly going into one another, timing them right, keeping things tight. 

Also, the game would benefit massively from a simple 2d screen space lighting system. It would add so many layers of character to the world. You don't need anything fancy, just basic point lights. Yellowish ones for the street lights, white one for the player and NPCs, flickering one for the TVs, etc... It's really quite easy to implement.

https://docs.godotengine.org/en/stable/tutorials/2d/2d_lights_and_shadows.html

Good luck!

(+1)

Haven’t played much yet but I’m really excited so far. Earthbound is one of my favorites, and the psychedelic battle backgrounds are a lovely sight. Clever writing. Really looking forward to continuing my playthrough.

I don’t really like looking at the typeface you chose, but it’s whatever.

Developer

CHANGELOG:

-Majorly revamped battle system. There is a Combo Meter now which, when filled up completely, will give the monster an extra move. This is for both the player and the enemies. Also, supereffective hits no longer pierce Defense because that was stupidly overpowered

-Added a debt system; you can now go into overdraft if you purchase items past what you can afford. This has an effect on gameplay, so be warned.

-Added a weakness chart you can buy

-Oh and there's a little surprise for those who beat the demo

Also keep in mind this is just for the Windows version so far because I'm trying to figure out how to export other stuff with this new version of Godot. Sorry folks