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"Soma, a land torn to the brink of death with strife and distrust, filled with denizens who refuse to accept one another. Two great beings wage war for generations to decide the fate of the world: to save or to destroy it. With their powers exhausted from battle, they come to a pact: divide the world into two, each with a guardian spirit to watch over them..."



Soma Spirits is a 3-5 hour RPG with branching story paths. Rather than being fast-tracked and locked into paths from the start, you are given choices throughout the story on how you wish to proceed, and the choices made will have a significant impact on the story's outcome.

However, you may find that the choices made in Soma Spirits are not so black and white. Every major choice made will have some impact on the story, and there are rarely any "correct" solutions.

The world of Soma Spirits is divided into two similar, but distinct versions of one another. At certain locations, you will be able to switch between the two worlds and find different inhabitants, monsters, and clues on how to proceed forward.

The game features:

- Classic turn-based RPG combat with some additional systems.
- Hand-crafted custom pixel art visuals.
- Some stellar menus and UI thanks to the powerful Luna Engine
- Dynamic Music: As players transition between the two versions of the world, so will the music!
- Flexible story paths: You may find various opportunities to change the story's outcome.




Heart is the Spirit of Joy, charged with the task of protecting the inhabitants of the World of Joy. Heart is an optimist, living each and every day to its absolute fullest. He wants to wake up and end every day with a smile and makes it his life's mission to make sure everyone does the same.


Soul is the Spirit of Sorrow, who protects the people in the World of Sorrow. While some may be quick to write him off as a pessimist and negative, Soul makes it his mission to keep everyone's eyes open and aware of how the world works. He is not one for escapism, and urges people to tread through life cautiously, but still to the best of their ability.

Music

SpecialAgentApe will be providing music for the game! Take a listen to a sample HERE!



Credits
Lead Developer: SgtMettool
Composer: SpecialAgentApe

Playtesters: Skyrunner14, The_acz


Scripts Used
Text Cache -Mithran
Custom Resolution -Gump
FullScreen++ 2.2 - Zeus81
TP Manager, Move Restrict, State Animations - Yami
Equip Slots, Follower Touch - Himeworks
Text Sound -Zerbu
Auto-Dash - Mr. Trivel
Luna Engine - Degica
Death Processing Snippet - Red_Nova




Latest Blog

Peridoc Devlog - New and upcoming changes!

It’s been a while since I’ve really done an update, but rest assured that we’re still hard at work sprucing up Soma Spirits for the Steam launch!

As many of you know, Rebalance isn’t just a direct port onto Steam with a price tag. While many things are being touched up, I’m also adding quite a bit more to the game that wasn’t there before, as well as shifting around some things to cover some of the bigger issues with the original.

Today, let’s look at some of the combat-related changes that are coming.



Originally, all encounters were black blobs that moved around at random, with some that were programmed to approach the player directly. As a result, combat was either too easy to avoid, or too difficult. Now there are two types of encounter sprites: the regular black ones that wander at random, and faster red ones that chase you. Both types draw from the same encounter list, but In general, the red encounter symbols are more difficult to avoid.



Additionally, if you run from a battle, there will be a short timeframe where you can’t re-engage the same battle. Probably something that should’ve been in to begin with but better late than never, I suppose!



There are a handful of new spells that Heart and Soul can use in battle. Soul can eventually learn Incur, which allows Heart’s Fire and Thunder spells to launch an AOE move at no additional MP cost. Heart’s version of this is called Inscribe, in which Soul’s Ice and Wind spells will also heal the party.

Generally, elements are more emphasized, and certain skills that were outclassed by mid-game should stay useful for much longer.

I’ve got much more in store for this project, but I want to say that I’m at about the halfway mark for progress. The big time-consumer will be the new postgame dungeon, but I have a solid idea of how it will play out. And there will certainly be a few other surprises in store that I hope you'll love.

Until next time!

Posts

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unity
You're magical to me.
9184
Hooray! It's here! :DDDDDDD Subbed! ^_^
SUBBED. NOW TO WAIL LIKE A FANBOY ALL OVER AGAIN.
SgtMettool
video games are bad and no one should ever play them
3984
Hoping everyone looks forward to it! ( ・ω・ )
So Heart is always leader in both worlds? Why Soul not a leader of group when they traveling in World of Sorrow?
SgtMettool
video games are bad and no one should ever play them
3984
Well, the thing is that you'll be switching between the two worlds fairly often, and I think it would be too confusing to have the two party members switch positions all the time, especially when there will be combat in the game too. I'll have a plot-related reason for Heart always going first.
unity
You're magical to me.
9184
Yeah, having them switch would make combat confusing for me.
SgtMettool
video games are bad and no one should ever play them
3984
While it's probably not worthy of a blog update, the finalized title screen/gamepage image is done and uploaded :3
Awesome! Subbed.

Looking quite fun so far. The main characters kind of remind me of Inside Out.
Saw this on Tumblr (I even reblogged it as Panelhunter). Subbed. It looks crazy fun.
i played the demo and i liked how the boss changes based on what world you are in. however one thing that surprises me is that this is the first "choice matters" game that i actually like. really looking forward to it
Red_Nova
If it means getting my tunnels, I'll build an island, too.
7202
Just finished the demo. Nice work on this, man! You added an interesting twist to an otherwise tired dual world mechanic. I really like the idea of changing story outcomes depending on which world you fight bosses in. I also liked the idea of each character gaining different abilities depending on which world you're in, though due to the similarities in skills between the two, it feels a bit more restrictive than adaptable. I hope the pair gains some more unique skills over the course of the game, though I think that would defeat the purpose of the same being in different worlds, yeah? Hm...

Minor gripe: If you happen to get a Weakness and a Critical hit at the same time, the text will be right on top of each other. You might want to look into that.

Other than that, I'm totally subbed and am looking forward to future demos!
SgtMettool
video games are bad and no one should ever play them
3984
Nice! Glad you enjoyed the demo! :>

I tried to keep Heart and Soul's movesets fairly similar, but not outrageously so. Early on, it tends to boil down the just different elements of attack spells. But later on, Heart and Soul get moves more exclusive to them that are related in function. Heart may get Sleep while Soul gets Poison, for example. The elemental "Gift" spells will also lend themselves into skills that you get later in the game.

As for future demos: I'm not sure if I'll be updating the current demo to be honest. This project is getting pretty far into development and while there have been noticeable changes to the content featured in the demo, I might just want to wait the few months that it's going to take to finish the whole game. :)
SgtMettool
video games are bad and no one should ever play them
3984
Hey! So it looks like bugs and errors have been pretty minimal so far, but there's a few things I'll be addressing in v1.01, which are as follows

(Contains some spoilers, will update list as needed). Going to see if anything else rolls in before I apply the update.


- Venom Ring's description doesn't match its stats.
- Duo Blade's description doesn't match its stats.
- Fix some stray autoshadows.
- During the fifth dungeon after fighting the haunted armor, as long as you're on neither of the "bad" routes, Soul will say they would "take his sorrow" if approached in the World of Joy, this will be corrected to be "take his joy."
- A monster sprite in Freezing Fjord (Heart side) doesn't adhere to its patrol area and goes where ever it wants.
- The final boss doesn't trigger correctly in Ending 2.
SgtMettool
video games are bad and no one should ever play them
3984
Stuff that will be in 1.02:

- Fix for the ice palace entrance on sorrow side, where you can get stuck outside. For now, just don't leave the ice palace in the World of Sorrow.
(There's nothing out there anyway.)

- Similar problem with the entrance to the haunted mansion.
- Cancel option for the mine elevator.
- A few text and dialogue corrections.
- Enemies that are killed prior to running from battle won't appear to revive when you escape. (Still working on this one)

I'm going to wait a few days to see if anything else pops up or gets reported, so I can keep the number of version updates to a minimum as not to stress the RMN servers and whatnot. I definitely wanted to get that boss fight glitch fixed ASAP though.

unity
You're magical to me.
9184
Finished the game! I can confidently call this a masterpiece! Everything seems to be focused on the core theme, and the duality of Joy and Sorrow is shown so well in the different worlds and characters, and the game is downright fun! Heart and Soul are also wonderful as characters.

The music is haunting, nostalgic, and magical, and totally captures the feeling of the worlds!

Spoiler stuff below! :D

I lucked out and got the True End on first try (thanks to taking "maintain the balance" very literally) but I intend to go and find any alternate endings there are because I just have to know!

I found a passably error, but it's pretty minor.



I really like how the plot unfolded. I was genuinely curious about what was going on with Flow and Dissonance. Also...



EVIL UNITY YAY XD


Anyway, really loved this! An incredible game that I had a blast playing! :DDDD
SgtMettool
video games are bad and no one should ever play them
3984
Thank you, uni! Hearing that kind of praise does my heart (and Soul) good :)


THOSE DARN FLOWERS

And yes, I was trying to find a neutral word for "together" or "togetherness" and unity was the one I picked. And I was like "I bet uni's gonna say something". Glad to know I was right! :B
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