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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, 13 hours before the deadline
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Comments

Submitted (1 edit) (+1)

I tried this game when the first demo was dropped (I dunno maybe 1 or 2 years ago) and its great so see how far its come. The monster fusion mechanic plays great and its adictive. The writing is amazing and the comments during the negotiate instance are cool and unique.

Here's some actual feedback

- I've noticed that you can brute force the randomness of the fusions just by moving the arrws and looking at the sillouette without even cancelling the fusion, dunno if intended.

- Another thing related to the fusions is that if I make a fusion unlocking that character and then reload a previous save file the new monster is unlocked even after going back. 

- I am also puzzled with how combos work, maybe a tutorial may come in handy.

I don't think I have any more feedback for the moment but I want to keep playing it for a while to see how far I can get in the game.

Submitted(+1)

Nice game, very polished:

Random stuff I noted:

- Very nice intro + music

- nice music choices overall

- ok pixelart in the common world, great pixel art for demons. So you should get into the mirror asap, and your marketing should be all around that

- I like the humor a lot, like the trash bit; hero drugs in the 90;

- If I put the game in 1200 res the window border disappears and I can't move the game. So I just go with alt+enter and played that way

- Most "doors" in the dungeon are easy to miss, they should be telegrapherd better, and in the same manner if the room it's not a secret. for ex, the transition between room 2 and 3 in the forest is a good choice with the road continuing in spots

- I don't think that the swearing is ok. like: fuck off, asshole, bullshit etc. You should point for an undertale crowd and for a "for everyone" rating. 

- Is intended to fusing be semi random? if I try to fuse 2 fireslug, I can change the result over and over till I like a certain silouette; 

- diagonal move is slower than normal

- demons in the forest charge you, sometimes if you escape/negotiate and there is still a member of enemy's party alive, you will get stuck between wall and enemy

- after knight boss pls give a save right away, I almost didn't wanted to enter the castle 

- knight boss is maybe too hard? my only party member that could actually fight him was a knagon lv16, the rest of the part was wiped out

- since knight boss is so hard, you should tutorialize demon fusion, and force at least one on the player, so he can know how powerful a fusion can be. 

- COMBO usage/activation should be more clear

Great potential, keep goin'. GL

Developer(+1)

Window resolution has been a pain; you're not the first to complain about the weird way it acts. We'll get it to a decent place soon, trust me.

Fusion is based on type; you'll get a semi-random result that will always share at least one of the types with at least one of the monsters you fuse to get it. 

We're also trying to get the hang of movement. You can run by pressing Shift, and I think that makes diagonal movement a bit more bearable.

Leon is supposed to be a bit of a wake up call for players, but maybe I did go a bit overboard.

Thank you for your feedback in general. Useful stuff.

(+1)

I really liked this as far as JRPG style games go.

Played until partway into the castle, shortly after the repeating room with three doors.

Music is really nice and generally fits the places and moods well.

Some parts are noticeably silent and lack sound effects. The very beginning of the game is the most obvious example.

I hate the walk speed when going diagonally. Either don't normalize the vector or if that's not acceptable because of the whole monster dodging thing eliminate diagonal walking entirely.

On a related note, the walk animation could need some syncing up to the walk speed.

The intro feels a bit long winded and it feels weird to be able to just walk into houses in a modern day setting. Some of the houses are also weirdly tiny.

Graphics are barebones but pleasant.

I like the negotiation/recruiting mechanic but once you know the dialog choices for a monster you can just recruit it over and over it seems.

As Dreamcast said the writing and dialog is really enjoyable. Lots of character there.

Please, please add some corner avoidance. Getting through doorways and tight passages was often a chore.

Difficulty seems to ramp up quickly leading me to believe this game will require quite some grind. Not a huge fan but then again I'm generally not into the genre.

I liked that little quest with Shroseph using the negotiation feature.

Why the fuck is X the back button? Make it B.

I'd like an option to make running require holding the button instead of it being a toggle.

When I used the type chart outside of battle it froze the game.

Developer

Okay god FUCKING damn it I swore we fixed the type chart issue. Fuck. 

Also, in regards to movement speed, you can run with Shift. I'm going to try and explain that in-game somehow.

Great feedback all-around.

Developer

I just realized you already mentioned the run button lmao I'm dense

Developer(+2)

Thanks for checking out the game and giving us your thoughts! I'm going through all of the feedback we got and making fixes. We plan on going through and giving all of the encounters a few balance passes, so we'll probably tune some of the fights back a big especially with considerations of the new combo mechanics. We'll also be doing the same with the maps and dialogue. Lots of polishing to be done.

I've updated the diagonal walk speed for the next release to use a "true normalized" vector (instead of the rounding we were doing in this release), then snapping the sprite's visual while storing the decimal position internally. Trying to get diagonal movement down right while working with the low internal resolution constraint has been an interesting challenge. We're trying a few different options to see what works best.

I've also added corner avoidance for the next release. This is a great suggestion. We also plan on adding a keybind menu so you can set the buttons however you like. Run toggle is also a good idea. Type chart crash should also be fixed. 

Submitted(+1)

Super funny, I love the writing in this game! I always checked out every nook and cranny to see if I could find another flavor text. My favorite is the chemistry between Cecel and Spot. Their banter while walking back to the police station is my favorite.

Same for the monsters, really, I love the distinct personalities each of them has. Almost makes me sad to fuse them, really, but a man has to do what he has to do to combat overpopulation.

Developer(+1)

Well shit dude thanks so much. Means a lot coming from you; I love the writing and character interactions in your game.

Developer

CHANGES SINCE PREVIOUS DD:

-Monsters now FINALLY learn skills upon levelup
-Choosing new skills for a fused monster has been nerfed a bit; you can now only choose up to three skills that the monster doesn't learn naturally
-Added a Volume/SFX Slider, also comes with screen resolution options (this one was long overdue I apologize)
-Added a couple monsters that can only be created through specific fusions

Developer

Also none of this is in the mac version since I'm still trying to figure out how to export for that on my new computer