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An incredible experience
- Jihelu
- 12/03/2022 11:27 AM
- 827 views
Umbral Soul is a game that has very few issues or problems with it, that I will save to the end, but largely outside of maybe just a bit of polish being needed is phenomenal in its execution and the process.
I think one of the best ways to get an understanding of how things 'should' be, or how things flow, is to play other games by other people. You don't improve at writing without reading, you won't improve at creating games without playing. Umbral Soul has done something in the beginning of its game that I don't know if the author directly knows they've done but I'll summarize without being too verbose.
Many games suffer from preaching to you, especially at the beginning. I've played some pretty fantastic games that still fall into the habit of 'It's the beginning of the game, here's your lore dump'. Umbral Soul gives you a tutorial AND lore dump at the same time. It's not just reading text upon text, though there is some reading, you're actively playing out what is essentially important history. It's a remarkable way of doing these things. It's something I didn't even notice how integral it was to beginning the game until I played another RPG game and was feeling my eyes ache at the text it was spewing at me.
Combat/Gameplay:
You get a wife array of summons that can fill many niches and you get up to 2 party members at a time. Out of those 2 party members, there are 4 total and they talk amongst themselves throughout the game or in certain combats which adds a lot to the game. Out of your summons you have ....3-5?, that can also speak. They can also speak to others in your party (One summon, one you get near the beginning, does this a LOT MORE than others and I found myself using her more than other summons just because I wanted more party banter).
You can get summons that do basically any damage type you'll run across, affliction, etc. Better yet, they all unlock all of their abilities by a set level (I believe stated in a blogpost by level 20) so you don't have to worry about grinding certain monsters to absurd lengths just in case.
On grinding: You can grind certain areas if you'd like, I recommend using ALL of the party members (Not necessarily summons) and getting them to at least level 20 for all of their abilities, because even if you have 2 party members you like the most you'll run into situations where one party member is worthless (Maybe they do X and Y damage, and you're fighting creatures that are almost immune to X and Y damage. Or the party member you have uses certain debuffs and the monsters are immune to those debuffs). There are also a few fights where you use ALL of your human party members, AND a summon, so having all of your party members at high level will mean they are all important throughout the game.
I actually lowkey wish there was some method of leveling up your party members when they aren't with you, if only because I got lazy and neglected the one I thought was kind of boring. That's all on me though.
Is grinding required? Not really I assume you could get through the whole game without doing it.
On Story:
I found it enjoyable and well written. There are some...hiccups here and there, but those will be covered later.
Your character is sympathetic yet despite this sympathy the game is still about playing an evil person, the harbinger of the end times and what not. It's very hard to have a character like that that doesn't fall into two categories.
1: I'm actually just an anti-hero sort of character I'm not evil
2: I'm doing evil things but it's trying REALLLLY hard to make it look like it's okay because of my background
And I never got either of those feelings with the main character.
Things start off slow and steady but progress at a nice pace and I didn't find myself wondering when it was going to end.
Slight Issues:
There's a bit of an inconsistent writing issue that I don't hold as high as I might otherwise because I think I know why it was done this way.
Let's say we have Bob. Bob's character trait is that despite being evil and being one of the party members, he has doubts about doing all of this. So sometimes Bob is like 'Maybe we shouldn't do this?' and it's up to the main character to slap Bob and go 'Bob, we are evil, shut up'. Bob then goes 'Ah yes, I understand. I will not question you anymore' and smirks evil-ly. He's embraced his evilll!
Bob then does the same thing an hour later in an interaction with Bill, another character who has no qualms with being evil. Bill is going to go burn a village and Bob goes, 'why are you doing that!'. Bill then burns it down and I have to smack Bob for being a coward.
So why is this going on?
The game lets you have 2 party members at a time, so I assume it can't properly track who or when you have certain characters. This means that my first interaction with Bob, when I smacked him silly, is hard to track on whether that's even happened. This means most people MIGHT NOT even have had that interaction, so their introduction to Bob having doubts will be the second scene. I'm sure an incredibly crazy system of tracking could be made to keep track of 'Did Bob have his slap? If so use next dialogue' but this is a pretty large game and that'd be annoying.
Basically: Bob has a character trait of 'doubtful' and so at times he'll do the doubtful thing. The only reason this sticks out so much to me is because there are several times hints that Bob will stop doing this, but the game can't really express it because of the party NPC system.
I think I noticed, it's honestly hard to remember this game is massive, some other slight grammar mistakes at some point but it didn't detract if they did exist.
There's another character inconsistency thing and I can't figure out why it was this way, I can only assume:
1: I played the game using a lot of side areas so I didn't notice it as much as I might have before
2: The author changed their mind at the midway point
3: Some third thing
One of your summons and your character have some decent backstory. (The background story system? Very cool by the way. Phenomenal)
That's great.
The weird thing is they show up near the beginning, have some sparse dialogue sometimes in combat (The banter I mentioned really liking), but become a more recurring/major character at some point after the half way mark. I was glad to see them show up more, I liked the character, but it seemed a bit off to me about how often they were showing up later. It would be like making it 3/4ths the way through a TV series and a side character is now a casting character. This isn't necessarily a bad thing but it made me think 'I guess the author liked this summon a lot?'.
Overall? Outside of some very minor gripes about some of the writing, the game is great.
Is it reinventing the wheel? No not really. The summon system is pretty unique, or at least new to me, but it isn't breaking new grounds. I'd just consider it a very high quality RPG. You should definitely look into playing it if you like party-turn based combat or if you are making a game that uses such. When you complete the first area you should know whether you like it or not.
I think one of the best ways to get an understanding of how things 'should' be, or how things flow, is to play other games by other people. You don't improve at writing without reading, you won't improve at creating games without playing. Umbral Soul has done something in the beginning of its game that I don't know if the author directly knows they've done but I'll summarize without being too verbose.
Many games suffer from preaching to you, especially at the beginning. I've played some pretty fantastic games that still fall into the habit of 'It's the beginning of the game, here's your lore dump'. Umbral Soul gives you a tutorial AND lore dump at the same time. It's not just reading text upon text, though there is some reading, you're actively playing out what is essentially important history. It's a remarkable way of doing these things. It's something I didn't even notice how integral it was to beginning the game until I played another RPG game and was feeling my eyes ache at the text it was spewing at me.
Combat/Gameplay:
You get a wife array of summons that can fill many niches and you get up to 2 party members at a time. Out of those 2 party members, there are 4 total and they talk amongst themselves throughout the game or in certain combats which adds a lot to the game. Out of your summons you have ....3-5?, that can also speak. They can also speak to others in your party (One summon, one you get near the beginning, does this a LOT MORE than others and I found myself using her more than other summons just because I wanted more party banter).
You can get summons that do basically any damage type you'll run across, affliction, etc. Better yet, they all unlock all of their abilities by a set level (I believe stated in a blogpost by level 20) so you don't have to worry about grinding certain monsters to absurd lengths just in case.
On grinding: You can grind certain areas if you'd like, I recommend using ALL of the party members (Not necessarily summons) and getting them to at least level 20 for all of their abilities, because even if you have 2 party members you like the most you'll run into situations where one party member is worthless (Maybe they do X and Y damage, and you're fighting creatures that are almost immune to X and Y damage. Or the party member you have uses certain debuffs and the monsters are immune to those debuffs). There are also a few fights where you use ALL of your human party members, AND a summon, so having all of your party members at high level will mean they are all important throughout the game.
I actually lowkey wish there was some method of leveling up your party members when they aren't with you, if only because I got lazy and neglected the one I thought was kind of boring. That's all on me though.
Is grinding required? Not really I assume you could get through the whole game without doing it.
On Story:
I found it enjoyable and well written. There are some...hiccups here and there, but those will be covered later.
Your character is sympathetic yet despite this sympathy the game is still about playing an evil person, the harbinger of the end times and what not. It's very hard to have a character like that that doesn't fall into two categories.
1: I'm actually just an anti-hero sort of character I'm not evil
2: I'm doing evil things but it's trying REALLLLY hard to make it look like it's okay because of my background
And I never got either of those feelings with the main character.
Things start off slow and steady but progress at a nice pace and I didn't find myself wondering when it was going to end.
Slight Issues:
There's a bit of an inconsistent writing issue that I don't hold as high as I might otherwise because I think I know why it was done this way.
Let's say we have Bob. Bob's character trait is that despite being evil and being one of the party members, he has doubts about doing all of this. So sometimes Bob is like 'Maybe we shouldn't do this?' and it's up to the main character to slap Bob and go 'Bob, we are evil, shut up'. Bob then goes 'Ah yes, I understand. I will not question you anymore' and smirks evil-ly. He's embraced his evilll!
Bob then does the same thing an hour later in an interaction with Bill, another character who has no qualms with being evil. Bill is going to go burn a village and Bob goes, 'why are you doing that!'. Bill then burns it down and I have to smack Bob for being a coward.
So why is this going on?
The game lets you have 2 party members at a time, so I assume it can't properly track who or when you have certain characters. This means that my first interaction with Bob, when I smacked him silly, is hard to track on whether that's even happened. This means most people MIGHT NOT even have had that interaction, so their introduction to Bob having doubts will be the second scene. I'm sure an incredibly crazy system of tracking could be made to keep track of 'Did Bob have his slap? If so use next dialogue' but this is a pretty large game and that'd be annoying.
Basically: Bob has a character trait of 'doubtful' and so at times he'll do the doubtful thing. The only reason this sticks out so much to me is because there are several times hints that Bob will stop doing this, but the game can't really express it because of the party NPC system.
I think I noticed, it's honestly hard to remember this game is massive, some other slight grammar mistakes at some point but it didn't detract if they did exist.
There's another character inconsistency thing and I can't figure out why it was this way, I can only assume:
1: I played the game using a lot of side areas so I didn't notice it as much as I might have before
2: The author changed their mind at the midway point
3: Some third thing
One of your summons and your character have some decent backstory. (The background story system? Very cool by the way. Phenomenal)
That's great.
The weird thing is they show up near the beginning, have some sparse dialogue sometimes in combat (The banter I mentioned really liking), but become a more recurring/major character at some point after the half way mark. I was glad to see them show up more, I liked the character, but it seemed a bit off to me about how often they were showing up later. It would be like making it 3/4ths the way through a TV series and a side character is now a casting character. This isn't necessarily a bad thing but it made me think 'I guess the author liked this summon a lot?'.
Overall? Outside of some very minor gripes about some of the writing, the game is great.
Is it reinventing the wheel? No not really. The summon system is pretty unique, or at least new to me, but it isn't breaking new grounds. I'd just consider it a very high quality RPG. You should definitely look into playing it if you like party-turn based combat or if you are making a game that uses such. When you complete the first area you should know whether you like it or not.
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Something I forgot to mention and I literally don't know if this is a positive or negative: A lot of the spells/unique attacks have sound associated with this.
Personally, I liked this quite a bit. It never got tiring to me.
However, I could see someone getting reallllllly tired of this early on. I'm not sure if there's an option to turn that off (If there is, great.) But I seldom see games actually uses voiced lines, or other sounds for unique spells/abilities. It's great to see.
Personally, I liked this quite a bit. It never got tiring to me.
However, I could see someone getting reallllllly tired of this early on. I'm not sure if there's an option to turn that off (If there is, great.) But I seldom see games actually uses voiced lines, or other sounds for unique spells/abilities. It's great to see.
Jihelu, thanks so much for the review. I know I say this on almost every review but it really brightened up an otherwise bad day. I can't even express how happy I am. Seventeen reviews...I never dreamed this game would get so much attention or be so well received. Allow me to address your points in an orderly manner, as soon as I finish breathing into this paper bag. Yes, I'm still using that joke. No, I won't stop using it until it stops being funny. Stop rolling your eyes!
I thought the voice lines would be a good way to add...well..."character" to the characters. I wanted the player to know what each of them sounded like instead of having to imagine their voices in their heads. As with any design choice, I'm sure there were people that liked it and people who hated it, but unfortunately there's no way to disable it. Well, no way besides using that handy mute button.
In case you were curious, the way certain scenes work is that different events will trigger depending on who is in your party, or if certain switches are on or off. I'm certain there's a way to modify them in more detail using switches and conditional branches though, but my brain was already playing Twister just trying to get things to work as they are. One thing I did change for the upcoming ultimate edition though, is that one of the villain's motivations are clearer this time around, though they still grapple with being as ruthless as the others.
One other thing I'm adding is more dialogue for other talking summons. Previously only Lanith would make a comment during most boss fights, but now I'm having all talking summons chime in to encourage using everyone. Additionally, some of the more obscure characters will have their own new scenarios to flesh them out a bit and give them some more background. I'm also adding more conversations for the characters in Azrielle's castle, so that's something else to look forward to.
And of course I'm exterminating every glitch and bug I lay eyes on and correcting the spelling errors so I can finally sleep at night, as well as adding a bunch of new content. There are also a bunch of little tweaks like harder bosses, more item drops, and some mapping upgrades. I'm hoping the upgraded version will be a far smoother and more enjoyable experience for old and new players alike.
I think that's everything, but if you have any questions or suggestions, please don't hesitate to contact me. There's always room for improvement after all. Thanks again for playing!
I thought the voice lines would be a good way to add...well..."character" to the characters. I wanted the player to know what each of them sounded like instead of having to imagine their voices in their heads. As with any design choice, I'm sure there were people that liked it and people who hated it, but unfortunately there's no way to disable it. Well, no way besides using that handy mute button.
In case you were curious, the way certain scenes work is that different events will trigger depending on who is in your party, or if certain switches are on or off. I'm certain there's a way to modify them in more detail using switches and conditional branches though, but my brain was already playing Twister just trying to get things to work as they are. One thing I did change for the upcoming ultimate edition though, is that one of the villain's motivations are clearer this time around, though they still grapple with being as ruthless as the others.
One other thing I'm adding is more dialogue for other talking summons. Previously only Lanith would make a comment during most boss fights, but now I'm having all talking summons chime in to encourage using everyone. Additionally, some of the more obscure characters will have their own new scenarios to flesh them out a bit and give them some more background. I'm also adding more conversations for the characters in Azrielle's castle, so that's something else to look forward to.
And of course I'm exterminating every glitch and bug I lay eyes on and correcting the spelling errors so I can finally sleep at night, as well as adding a bunch of new content. There are also a bunch of little tweaks like harder bosses, more item drops, and some mapping upgrades. I'm hoping the upgraded version will be a far smoother and more enjoyable experience for old and new players alike.
I think that's everything, but if you have any questions or suggestions, please don't hesitate to contact me. There's always room for improvement after all. Thanks again for playing!
"In case you were curious, the way certain scenes work is that different events will trigger depending on who is in your party, or if certain switches are on or off. I'm certain there's a way to modify them in more detail using switches and conditional branches though, but my brain was already playing Twister just trying to get things to work as they are. One thing I did change for the upcoming ultimate edition though, is that one of the villain's motivations are clearer this time around, though they still grapple with being as ruthless as the others."
That's how I imagined it would work. An ideal perfect system would magically know what conversations have already happened so future interactions could be even more in depth (Say there are four interactions. In interaction 1 I have party members A and B. In interactions 2 I have C and D. In 3 I have A and D. In 4 I have A and C. The game then somehow references alllllllllllllll of them). However, the downside is a system like this would make anyone with a brain go absolutely insane as you'd have to track so much stuff at once I'm pretty sure you're not making a game anymore you're writing a book.
I do think, suggestion wise, something might be done about the current health system.
As it is the only cost for getting your health back is wasting time, which seems like an odd situation. I'm in the woods, I'm 3 rooms away from the nearest health crystal, the only thing that stops me from healing myself is hitting the 'teleport home' button and hitting the health crystal and going back. This even renders healing items useless as it then becomes another game of 'do I go back home and heal' or not (Though healing items still have use in combat due to being able to be used by anyone).
Thus I think a change should happen, probably based around what you think would be the most beneficial thing.
Either there should be an additional spell or button added, maybe with a small quest attached to it, that just becomes a 'I hit the button and it heals everyone in the party for free when we are out of combat' (Because really the only thing that prevents you from doing that is around 1-2 minutes anyway) OR you shouldn't be able to use the 'teleport back home' spell as often/in most places. Maybe you can only use it in certain locations, spooky ritual circles or plot relevant times or something.
This isn't a huge issue but I think it can break up/slow down the game a bit.
The only thing else I can think of that's worth mentioning is maybe a method of leveling up summons (If not party members as well). Party Members have this problem less (They tend to be more diverse and there's only 4 of them) but when you have a small army of summons you can end up neglecting some of them. I wasn't able to focus on having my demon-wife army because I had too many other cool monsters I wanted to level up.
I don't know if the answer is 'give me a demon-questline where it's the pokemon quest but you death battle your demons instead' (That would be funny and probably piss them off, which is good) but maybe there is some sort of system worth exploring or rearranging there.
Thanks for making such a neat game.
That's how I imagined it would work. An ideal perfect system would magically know what conversations have already happened so future interactions could be even more in depth (Say there are four interactions. In interaction 1 I have party members A and B. In interactions 2 I have C and D. In 3 I have A and D. In 4 I have A and C. The game then somehow references alllllllllllllll of them). However, the downside is a system like this would make anyone with a brain go absolutely insane as you'd have to track so much stuff at once I'm pretty sure you're not making a game anymore you're writing a book.
I do think, suggestion wise, something might be done about the current health system.
As it is the only cost for getting your health back is wasting time, which seems like an odd situation. I'm in the woods, I'm 3 rooms away from the nearest health crystal, the only thing that stops me from healing myself is hitting the 'teleport home' button and hitting the health crystal and going back. This even renders healing items useless as it then becomes another game of 'do I go back home and heal' or not (Though healing items still have use in combat due to being able to be used by anyone).
Thus I think a change should happen, probably based around what you think would be the most beneficial thing.
Either there should be an additional spell or button added, maybe with a small quest attached to it, that just becomes a 'I hit the button and it heals everyone in the party for free when we are out of combat' (Because really the only thing that prevents you from doing that is around 1-2 minutes anyway) OR you shouldn't be able to use the 'teleport back home' spell as often/in most places. Maybe you can only use it in certain locations, spooky ritual circles or plot relevant times or something.
This isn't a huge issue but I think it can break up/slow down the game a bit.
The only thing else I can think of that's worth mentioning is maybe a method of leveling up summons (If not party members as well). Party Members have this problem less (They tend to be more diverse and there's only 4 of them) but when you have a small army of summons you can end up neglecting some of them. I wasn't able to focus on having my demon-wife army because I had too many other cool monsters I wanted to level up.
I don't know if the answer is 'give me a demon-questline where it's the pokemon quest but you death battle your demons instead' (That would be funny and probably piss them off, which is good) but maybe there is some sort of system worth exploring or rearranging there.
Thanks for making such a neat game.
Ah, I understand your points about how healing works, and I'm actually really pleased that you feel that way. One thing I wanted to make doubly sure of was that the game didn't feel like a typical rpg reskinned with a villain flavored coating. I wanted it to play a bit differently than how a party of heroes would function. For example, heroes buy weapons and armor to make themselves increasingly more powerful as the journey goes on. Villains however, usually have overpowered equipment and abilities already, so they don't bother with shops. That's the reason why there was never any gear to be found throughout the game.
Another thing heroes do that villains don't is rely on items, particularly to heal themselves. When a villain gets injured, they simply act like it was nothing and teleport away to recover at their lair. I wanted that power to be at the player's fingertips as well. It trivializes the normal cycle of attrition in most rpg's where you survive by managing your resources, which could certainly be seen as a bad thing if a player wants more of a challenge. But as a villain most aspects of the game are skewed in your favor. You can heal whenever you want, possess broken abilities, and don't need to bother with items. I made items in the game weak and stupid expensive just to discourage their use.
I was concerned about how tedious it might be to level up so many summons as well, so I came up with a pretty simple solution. Enemies will not drop more items that can be sold at shops, which can in turn be used to buy Demon's Draughts which can be used to level your summons. It's a simple change, but I think it'll make it a lot easier to raise your summons and draw out their potential.
Thanks for the suggestions, and for playing my game. I hope you enjoy all of what rmn has to offer, because there are a lot of great games here
to be played.
Another thing heroes do that villains don't is rely on items, particularly to heal themselves. When a villain gets injured, they simply act like it was nothing and teleport away to recover at their lair. I wanted that power to be at the player's fingertips as well. It trivializes the normal cycle of attrition in most rpg's where you survive by managing your resources, which could certainly be seen as a bad thing if a player wants more of a challenge. But as a villain most aspects of the game are skewed in your favor. You can heal whenever you want, possess broken abilities, and don't need to bother with items. I made items in the game weak and stupid expensive just to discourage their use.
I was concerned about how tedious it might be to level up so many summons as well, so I came up with a pretty simple solution. Enemies will not drop more items that can be sold at shops, which can in turn be used to buy Demon's Draughts which can be used to level your summons. It's a simple change, but I think it'll make it a lot easier to raise your summons and draw out their potential.
Thanks for the suggestions, and for playing my game. I hope you enjoy all of what rmn has to offer, because there are a lot of great games here
to be played.
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