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Soulash

Soulash is a fantasy roguelike where you play as a forgotten god set on destroying the world. · By Artur Smiarowski

My 2 Cents

A topic by ant77man created Oct 16, 2021 Views: 225 Replies: 1
Viewing posts 1 to 2

So I have been playing this for a little while now, about 15 characters. I think overall I really enjoy this game. Some things I would consider if changes to. Running over the map can be a little pain in the neck. I set up a "base" for all my extra gear, I go adventuring come back dump and repair. Over and over again. I don't mind it to much but I think there should be fast travel points already established on the map. Say for instance the player can get or have a blue print to make a fast travel point where the want to call home. They can build it already if they have it place it down.  For other fast travel points have them already set up at major towns or fortifications for AI bases. Or if they player can build them have them be able to place them where they want when they are traveling across the land. 

Secondly I know there was a thread about this already but being able to build a base would be really cool. Cut down trees or mine stone to build walls and maybe a little house or something with spikes to help protect your establishment. The crafting of weapons and armor I like that.  Also build stuff needed for weapon maintenance and armor, and crafting these items as well. 

Thirdly, I think the durability should be slowed down a bit in my opinion by about 15-30 percent at least minimum, or maybe offer the player some kind of customizability for this option. I say this because when I go and adventure I try and have two rows of weapons and extra shields. Usually for me I go through my two rows of weapons and shields if I am using them in one sitting going out and adventuring before I have to call it and go back to get my stuff repaired or swapped out. I think they should still break after usage to be repaired if not salvaged. I just think they should deteriorate a lot slower.

I also think that there should be two modes for this game, I enjoy playing and dying from my mistakes, but I also think I should be able to have multiple save files for one character in case I want to continue to play my character after he died if I tried something new. So the other mode have saving multiple files for one character disabled. 

I also think there should be world events that are happening without the player interaction, I think I saw something out there for factions will be really cool if they go to war with each other and what not. But there should be events like roaming caravans between bases, or scouting parties. On this line of thinking I don't know if there should be more interaction between character and the world beside just killing. I would really like to see being able to recruit people to my side of the game and fallow me around if I chose to help me in battle and what not, or tell them go kill stuff and if they survive come back to my "base" and drop off the loot. Something like this would be really neat. 

These are some of my thoughts on the game so far, I know if these things are not already planned they could be huge feature creep into the game. I know how that is. 

Thanks for great feedback ant77man :)

There's a worldwide teleportation ability, but it comes very late in the game after killing one of the gods. Soon there's going to be one artifact and one difficult-to-find item allowing such travel with limited uses as well. I'll see if any more will be needed, but I don't want free fast travel or waypoint traveling (at least not right now) - I think modding can solve it for people who will need it, it's possible to create this now.

I don't know if / when we'll get to building, but I have it on the list. Hopefully, I'll make it before 1.0. :)

Durability I keep a close eye on. From time to time I bump it on some items, but I want to keep the system where you need to replace your items. There's no chance involved when you kill everyone when we're talking about drops, everything used by your enemies gets dropped - that's the kind of system I want to keep, and breaking items is a good balancing counterpart to that goodness. There should be plenty of replacements even without base and crafting if you choose to play that way. And we'll probably see a working "no durability" mod when the game stops changing so often, it was one of the first created for the game.

I'm thinking about a "no-permadeath" mode for the game. Soulash has an interesting story and some people might want to enjoy it without that much challenge - I think that's fine. Having multiple saves and just loading back on death makes the stakes a bit too low in my opinion. I think I still want death to have negative consequences in the alternative mode, so nobody goes into fights without thinking. Maybe destroying some or all items worn by the player and respawning would be more fitting. I'm gonna try some options after 0.7.

There are god events introduced in 0.6 and the system is moddable, maybe some creative minds can figure out some interesting events for us. :) If not, I might add some encounters, we'll see.