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Umbral Soul Review
"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.
Umbral Soul Review
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.
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