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Keinname7

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A member registered Apr 12, 2022

Recent community posts

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First of all: great game! Now for feedback:
It's just... i wanna play more of it, but kinda don't really feel an incentive to? I already beat all the secret bosses, beat both alternate modes, and won with the awesomely gimmicky crossover characters (Except for the most expensive char in league challenge, the pokemon colloseum one - i need to double check if he's so expensive because of his stacked pair of starters, or because he actually has a gimmick of stealing other people's pokemon via having the shop stock said mon' at a discount after every battle.). Sure, i could 100% the league challenge and normal runs, but the latter feels more like a side dish than a real meat and potatoes mode, and as for the former - finding an awesome rare card like a shiny feels amazing, and then i realize they don't fit my team and there's like 3 battles left before the run ends, and then it just feels bad.
I just wish there was a way to keep using all those awesome cards - and since you already themed the game after not just pokemon, but the pokemon TCG? Well, why not lean into it more, with an actual TCG mode?

Collecting badges for beating league challenges is neat, but ultimately boring.

Collecting new pokemon cards to use in future runs? Now that's what the series is all about!

Better yet, the VS/PVP mode already has the perfect UI for this, it just needs a few tiny tweaks. Here's how it could work:

  • You unlock TCG mode by winning a normal run. Doing so unlocks the starter mon' you beat the run with in your Pokedex/collection.
  • (I don't think beating the League challenge should unlock the respective starter mon... then again, that's just my gut feeling, and it's probably the most sensible way to unlock the crossover cards. Maybe just make exceptions for secret cards?)
  • As an aside, earning a badge (winning with a starter team/league challenge for the first time) should award bonus BP, in a manner that's clearly indicated to the player. This encourages trying out new things, and helps you unlock new content without having to mindlessly grind BP by abusing one strong starter set you found.
  • TCG mode is basically a normal run, but you start by picking up to 6 pokemon from your collection. Why not 3? Well, talk to Wattson, he'll explain why! Also because getting new mon' mid-run should be harder due to:
  • The card shop in TCG mode is modified to cost BP instead of Pokedollars. That's because it's the main way to add new cards to your collection, so it makes sense to cost the metaprogression currency. This leaves the cafe as the only spot where to spend in-run money, though... So maybe add a second card shop marchant that still sells pokemon for $ - but with the caveat that you don't unlock the cards you buy there unless you actually win the run.
    (Also, your starter mon should sell for minimum cash in that case, just so you can't abuse things by bringing a few legendaries as cash fodder. Or just disable selling cards entirely in the mode.)
  • To prevent the game from becoming too easy as a result of an all-legendary team, we can reuse the rarity limitations of the VS mode - and turn them into a difficulty selector. Higher difficulties make the game harder(via buffing enemy trainers - ideally it would also add legendaries to their teams at higher difficulties/ranks, but that's a lot more work than the few mechanics tweaks needed to add this mode and giving every NPC some vitamins..), but give more BP when you actually win.
    No reason to stop players from crushing rank 1 with a team of legendaries, or challenging the hardest difficulty with a ragtag bunch of commons, though.
  • Similar to earning badges, beating a run with a 'mon in your party should add a little star mark to it's icon, and give some bonus BP - this is to encourage players to try out different team comps, rather than mindlessly grind the same OP team.

I hope some of this was inspiring feedback - it should be rather easy and fast to implement the basics, but tweaking NPC teams to include legendaries rather than simply giving them generic stat boosts would actually take a ton of work..

Anyways, i'm looking forwards to the next update! where legendaries are supposedly more important?

(..huh, i'm  feeling some sense of DejaVu here. Did i already post this? I can't seem to find it, so probably not..)

Thanks a ton!

It's 4 AM, and i finally beat her on my 3rd attempt!
It was.. suprisingly simple?

I ran Growth Ray on Red, and Time Watch on the other two.

The strat? Use the previous encounter to stock up on HP (and EXP, if you need it), make sure you keep defending on everyone who can, and then.. mock Darkness with Sam, use Red as either Healbot or to drain the Malice Kitsunes (they don't respawn if you keep em' broken), grow Vix to giant size, and hit away.

For some reason, both the Kitsune and Darkness HEAL from bleed, so Sam is relegated to a healbot in-between mocks. You might also wanna squeeze in some seduces on the Kitsune if you're able - but between debuffed defense, doubled attack from giant and guaranteed crits, she should go down easy enough.

I did *not* expect to get so much into this game: however, it's awesome!
Though i heard something about there being multiple (as in, more than 2) cheat codes: could someone please tell me HOW to unlock them?

I got the normal ending code, and i imagine the dark boss gives the second - but are there more? I tried beating the factory at full power, thinking it'd unlock the red robot skin, but no dice...

I, and a lot of other people looking for these codes in the comments would be really grateful!

Fighting her RN, though i lost due to a misplay.
Have you tried putting Time Watch on everyone?

I used Red as a healbot for the boss gauntlet, and then as my sole means of offense via draining, as the minions seemed to have too much regen for bleed to do the trick.
Also, break but DO NOT kill the adds in phase 2, she'll just summon a new one: keeping them broken seems to be the way to go.

I just wonder if you can out-drain her...

Had a run ended by Articuno using "Struggle" - except it's SHEER COLD.

A bug i found in version 1.4, which might not be fixed yet: lost a run to Articuno using Struggle - except it copied the effect and power of SHEER COLD..

Go upstairs, and find the door that say you feel relieved - you can use the key here. (Warning: the boss is MEAN. But super fun to play as in the League Challenge)

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Great game! Here's some bugs i noticed (SPOILERS, maybe):
-the newest update made it so that semi-frequently, one of the "duo event" NPCs spawns somewhere else - resulting in things like Silver talking to thin air, or N and Wally yelling at each other from different rooms (which is kinda funny, so not a high-priority fix).
-the music still fails to loop, like, at all (playing on Opera GX)
-running gets occasionally disabled (such as after beating the champion)
-the one time i used the save feature, it didn't work at all - in fact, it even undid me buying the starter set i used for the run, un-unlocking it and refunding my bp.
-In M2 mode, your levels are sometimes different from your opponents - sometimes in your favor, but other times you get doomed by having your entire team be 2 levels below the opponent's.

Now, for some fun stuff i believe should NOT be fixed:
-Grabbing the letter post-champion spawns the Team Rocket event upstairs: it's actually kinda nice, like you're in with the TR conspiracy all along, letting you grab an extra AP up - or some more exp.

-A certain pokemon with Transform keeps it's old ability while gaining the new one - had a lot of fun with transforming into my Megido Fairy(?), getting both Dia and Barrier and lots of PP. D-F is fun!

-Also, you can Transform into yourself for virtually infinite PP/HP/AP.

Now, as for what i'd love to see in the future... well, this game has a ton of fun and unique Pokemon Cards, i just wish i could use that Golden Azumarill for longer than 1/3rd of a run. I'd love a more.. meta-progression based mode?  I'd say.. basically a normal run, instead of starter packs, you get to pick any six cards you've unlocked (re-using the VS UI) - and you unlock cards by having them at the end of your run, or maybe a rework of the card shop?
Perhaps a currency split, where the card shop uses BP for boosters/cards (you can still sell cards for cash, but your 'starters' give way less), while the cafe works as normal - with buffs only lasting one run. This way, you can slowly assemble your dream team -and maybe include some tougher battles, maybe higher difficulties that just give opponents stat boosts in exchange for more BP?

It gives you some extra Exp and gold - basically a bonus fight.

That's amazing to hear!
Though i wonder how that'll work with shapes added into the mix.. then again, thinking about it, having to switch from puzzler to bullet hell due to an enemy attack sounds like it could be very fun. It would be much more chill than normal battles, as you can take your time to shoot everything down, so maybe it'll require cranking up the number of shapes to remain equally threatening? Then again, you can always adjust the difficulty slider for that...

Well, i'm looking forward to whenever you get around to releasing this  ;)

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I came here expecting a silly, simple Booba game... and instead, i got a full-fledged adventure game that actually got me invested. Like, just looking and clicking at all the little things shows how much passion and love went into making this!

This game is legit good enough that i might buy the full version (and i almost never buy games anymore) - if it wasn't for one not-so-tiny- thing (no, i'm not talking about my character's chest size): the combat isn't turn-based.

Look, i'm sure some people enjoy the fast-paced action, but i'm not one of these people: i *despise* the feeling of time pressure.  I mean, you can't expect to give me something as intricate as a four-bubble-chain-swap system right off the bat and expect me to *not* want to carefully abuse it to set up ultra-wombo-combos.

So, Dev, here's a heartfelt request: could you please add an option for
turn-based
combat in the settings menu? It shouldn't be too hard or time-consuming, just freeze the enemy's attack timer and progress it by 1 second or so every time you make a move - and if it makes things too easy or difficult, there's always the difficulty slider to adjust things. The only complicated thing would be the combo system, but i'm sure it won't be *that* hard to figure out, right?
...i sure hope so.

EDIT: Well, i played the game for a bit longer, and, wow, i did not expect this much variety!
Though the new features make a turn-based combat system rather unfeasible... shame about that. But at least it's still fun!

Soulash community » Modding · Created a new topic Hybrid Races Mod

This mod adds three new playable races to the game:

Centaurs:  very high movement speed, but gets hungry more quickly. +1 STR, +3 END
Arachna:  fast, stealthy, infravision, and can shoot webs. +3 DEX, +1 WIL.
Naga: slow, stealthy, infravision, can constrict enemies. +3 DEX, +1 other stats.

Download Link:
https://www.dropbox.com/s/7k38ak6sk6ej86z/Hybrid_Races.rar?dl=0

CAUTION: this mod was made for v1.0.0 of this game, so i'm unsure how it will work on newer versions. So back up your files before installation. Also, read the txt file that comes with the mod, as simply shoving it into the mods folder won't be enough, you also need to inject the spritesheet and abilities into the core files.

The racial abilities were made by giving said races custom items that grant them, meant to be equipped in the boots slot at all times. But you can do whatever you want, the abilities might still work if the item is merely in your inventory.

Have fun!

So, this is something i thought was part of the game when i first saw it, but since the 1.0 already came out, i decided to ask here:
do you have any plans for adding a rudimentary system for interacting with NPCs (beyond the usual murder)?

What i mean by this:

Imagine that, instead of every NPC magically knowing you are the dark lord (How do they know that, anyhow? Do we subconsciously radiate an aura of pure evil?) they don't. So, a human character could, at least in the earlygame, safely (barring any thugs or thieves) explore a human settlement, talk to the NPCs (whose slightly repetitive and often unhelpful dialogue tends to get annoying), and even do some very basic quests for them - for which you will often be underpaid, undeappreciated, or just feel like you're wasting your time on  stupid menial task. Sometimes all three of the above, just to drive the point home on how annoying the NPCs are.
You know, typical RPG stuff. It's like deciding to take a week off on the farm, except with human (or non-human) interaction. Until the NPCs, possibly through a stray event, inevitably ruin everything by getting on your nerves or exposing you and you unleash hellfire upon them like they deserve.

Sure, it would be quite a bit of work from a technical standpoint: you need to add a (very) basic quest system, the talk option, more dialogue, and a reputation system that determines how well you will be treated by various groups of people (a human would blend into a human settlement, but a lich would get attacked on sight almost everywhere). And a shopping system, too. A human could exterminate orcs and goblins to gain some reputation among his kin. Of course, once you thoroughly start your genocidial rampage and/or people become aware of who you are, all you reputation will inevitably and irreversibly hit rock bottom.
Although it might be a lot of work for what's basically extra flavor, i think it's quite doable as part of a "big" update, and it would enrichen the shallow massacre with some more depth and flavor - plus, it might be fun to pretend to be a "normal person" in the earlygame and see just how far you can go with that roleplay until you inevitably need to show your true colors.

I would mod such a thing in myself - the possibility of custom campaigns is quite fascinating for me, and i'd like to one day make my own with the setting of "you are stranded in a fantasy world, but the world is full of cruel people and you don't have any plot armor. Have fun!". Basically any Isekai plot ever: the roguelike.
But from what i learned so far, (granted, i'm still new to this), the event system doesn't look like it'd be able to handle this kind of thing - or maybe it could, but "neutral" NPCs aren't a thing in this game from what i gather so far, so it would be tough to do a scenario like "damsel in distress, but she betrays you afterwards" or "buying items in shops" - especially since there isn't any kind of trading system.
Well, this all is probably just a pipe dream, but hey, doesn't hurt to ask, now does it?

P.S.: Have a nice day/evening/night!

Thanks for telling me!
After about an hour of messing with the files, i finally found what was wrong: i had draw_all_glyphs set to "false" in my mod.json file. After setting it to "true", the blue squares disappeared: furthermore i also remembered to make the Armor Breaker and Corrosion abilities do more durability damage, just so they don't become totally worthless. 
The new version of the mod should already be uploaded, so go ahead and see if it works on your end as well ;)

UPDATE:
I managed to do the durability mod myself, check the forums!

As for the damage multiplier one, well, it might be impossible - but reducing enemy HP should be doable, if i modify the script i used for the durability. But for now, i somehow found the damage output less lackluster after boosting the durability of my items - or maybe that's because i switched over to a demon cultist.

Are you tired of items being unreasonably brittle?
Do you still want to keep the durability management aspect of the game intact instead of just removing it alltogether with the infinite durability mod?
Then i have just what you need!

This mod increases (or at least should) the durability of all items 10 times. So a Longsword would go from 60 to 600 durability!

Now, you can actually have some fun with your favorite items without them breaking halfway through the dungeon - but you'll still need to worry about repairing them from time to time!

The mod also comes with instructions on how to modify the values yourself, in case i missed any items or you want to make modded stuff more durable - you could also use it to reduce or otherwise adjust the durability of items to your liking!

Here's the download link, have fun!
https://www.dropbox.com/sh/s00j4ywy3brpe3v/AACibEbySjsnU9EDiKVO3Enwa?dl=0

Hello!

So, i tried to mod these in myself a few weeks ago, but i just couldn't figure out how to get them to work.
Anyways, i - like many other players - quickly got fed up with how hillarously fragile the weapons are. Yes, i know, there's a mod that makes them unbreakable, but i still want to manage my weapon durability - it's just, breaking two brand-new daggers made out of solid metal just to kill a single lowly peasant is ridiculous, and also jarring enough to kinda break my immersion.
In my opinion, an iron shortsword should be durable enough to last me through at least a dozen group battles or most of a dungeon, but as things are right now, it feels like i need a dozen iron shortswords to make it through a single big battle.
What also doesn't help is the fact that everyone seems to be needlessly tanky: having to stab the previously-mentioned lowly peasant thirty times, when five to seven should already be lethal, is just absurd. What are these farmers made out of, wood? I'd be okay with it if my character had 6 or so strenght (he's got 10, not great, sure, but even my average-strength noodly wizard arms should be lethal enough with a sharp metal object in hand to slay an unarmored villager within a reasonable timeframe).
Anyways, speaking of wizards, my warlock has all of his statpoints dumped into INT (as part of a self-imposed "INT only challenge"), yet even with this much and 7 levels, i still can't oneshot random low-level trashmobs with my fireball. It looks mighty and impressive, yet doesn't do nearly enough damage to be satisfying - it feels like i'm attacking with hot air rather than the fiery explosion of doom.


But enough of this overly-long introduction, let's get to the point: can somebody make, or help me make, at least one of these two mods?:

  • Durability x10: make all items ten times as durable. Simple, right? This could be achieved by manually adjusting the durability of every existing equipment - but we also can't forget to empower skills like the Knight's "Armor Break" or whatever it's called - it'd be a shame if they suddenly became useless.
    Perhaps an quicker and more elegant solution would be to add a event/script/mechanic which adds a 90% chance to not consume durability, period. EXCEPT it doesn't trigger on durability-busting abilities, because that would render them useless - this exception might complicate things something fierce.
    If anyone could please tell me where i can find all the item and skill stats and how i could adjust them, i'd happily make the mod myself and probably even upload it to the community.
  •  Damage x3: the mooks in this game are too tanky, period. Is it possible to make a mod that simply triples or doubles ALL damage (after factoring in resistances, so armor doesn't become useless)? That's it, that's all i need to make that fireball more satisfying, and pointy metal sticks do more realistic amounts of damage to unarmored farmers.

Thanks in advance for any and all help!

Hey, thanks for taking the time to reply, i really appreciate it!
In hindsight, i should've replayed the game more thoroughly before posting this, i kinda wanna facepalm for forgetting about willpower affecting stamina.
Also, it's awesome to know that some gods do give powers - guess i didn't get to slay the right ones ...yet. Some of those sound really awesome!
The dagger/knife breakage was actually on my first ever character, which was DEX-based, but i dumped all my points into VIT the first two levels to gain just a little more max HP. I guess 12 or so DEX didn't quite cut it.  I also think the game bugged and removed the bonus stats from my race, so that might've been a factior. It also affected my menagerie of failed (and the one succesfull) mages, but they at least could help themselves with spells.
By the way, is there any way to add a mod with your mod-making tools that adds a "90% chance to not consume durability, UNLESS Armor-Breaker or similar skills are used"? I guess i'll just ask this question on a mod-related forum. Maybe they'll even help me make it myself!

So i tried the game,  managed to get a Feline Poacher and Genie Warlock to decently high level, as well as getting said Warlock's four predecessors killed on the SAME_FRIGGIN_BEAR which decided to show up right next to spawn, and proceeded to chase me all over creation into groups of orcs, adventurers, guards, elves, amazons, villagers and whatnots - all in all a fun time (and by that i mean a bit frustrating, but in a good way. It was hillarous in hindsight!).  And, guess what, i like this one enough to actually bother making an itch.io account just to give you my feedback! Keep in mind it's been a little while since last time i played,  so some of these might've been patched already.
So, good things first:


  •  I love how slaying gods has a very tangible effect on the world.  But could we maybe get to inherit part of their power? Maybe a pop-up screen with epic god-slaying music giving us the choice between consuming their soul for more exp or learning an ability related to the god / gaining statpoints or resistances? Well, it's just a suggestion, not something i particullary care about/
  • There's some fun abilities (infinite undead! FIREBALL!) and races to play as!
  • The worldbuilding has a nice feel to it.  Although i kinda wish i could blend in more with the locals to do trading, quests, and get so fed up by annoying NPCs trying to scam me all the time that i resume my genocidal rampage - but i guess that's not the game's intention, and our character just subconsciously radiates an aura of "i'm the evil god, kill me!".

But sadly, there were some things that were just... jarring, and really brought down the fun in the whole thing:

  • Earlygame villagers were WAAAY too tanky - enemies in general are too tanky in this game (you just don't feel powerful if you can't oneshot a horde of low-level mobs with a fireball...), but it's especially bad early on with the 80-100 HP villagers. Like, seriously: i remember having to defend myself against a random, unremarkble, unarmed, unarmored villager, so i equipped that brand-new iron dagger i found, imagining a relatively short fight where the farmer blocks or dodges a few blows, maybe gives me a pink-eye with his fists, and goes down after i stab him a few times. Instead, it degenerated into an absurd slogfest, with both of us beating on each other until the sun set and night fell. Worst part of all? My brand-new dagger broke before i could even get him down to half HP! And then the brand-new metal knife! And two-and-a-half other weapons as well - for a single villager! And there's loads more of them where they came from!
    Look, i kinda get that you wanted to acellerate the game, and thus made equipment break much faster, but breaking half my inventory to kill one lowly meatbag is just ridiculous! One knife should be enough to slay 10 such mobs, 5 at the very least!
    I read that you increased the durability of earlygame weapons in a recent patch, but personally i don't believe it will be enough unless all weapons (except maybe particullary fragile ones) had their durability increased tenfold. I even wanted to make a mod that does just that (because i didn't want to completely remove the durability system with the infini-durability mod),  but the mod maker kept crashing on me. I read that it's been fixed in recent patches, though.

TL;DR: If i had the time, i'd try modding the game in the following ways (and i kinda hope you make them actual features, maybe an optional "more durability" mode):

  1. Cut the HP of villagers by half. They're unreasonably resilient for the lowly peasants they're supposed to be.
  2.  Overhaul the game's HP scaling, making the avatar start with less than 100 HP and gain more HP per level up. Also, make increasing VIT affect starting HP as well. And make sure a random villager can't have almost half as much HP as a dragon.
  3. TRIPLE ALL DAMAGE (after factoring in resistances, so 1 resistance = -3 damage). Straight-up, the mooks are too durable. It's fine for stuff like knights and dwarves, which are supposed to be tough, but i can't stand the fact that my souped-up fireball on my INT-only build still can't oneshot random trashmobs. The amount of damage deals is unrealistically low anyways, with me needing to stab things dozens of times for them to actually die. Maybe triple is too much, but i'd at least double it.
  4. Multiply the durability of most items by 10. Shirts, straw hats, primitive weapons can be more fragile, and armor seems to take less damage than weapons, but still, weapons have no right to break this frequently, it's just jarring. Maybe add a hidden 75-80% chance for weapons to not consume durability, so they break at the same rate as armor which seems to only degrade if it's body slot is hit.
  5. Make max stamina increase with level and VIT, because it's just uncool for the dark lord to have this much cardio issues.

That's it from me, wish you best of luck with this game!