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A game like this makes me wish this was more of an action/adventure platform then a survival. Or perhaps make it so on Rogue Soul 2?
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Great game, 5/5 and favved, only flaw I see is, that it says in the hints that going on the right edge doesn't makes you go faster. It actually does, if you make your leap of faith earlier ('cuz you are on the right edge), you are going a bit faster. Also, if you are dashing, it makes the background move a little faster. There still would be no problem with this, except, that the game tells me, that I ran less far, than it should be (I have reached end of zone1 with anywhere between 240 and 260 meters). This might not be a bug, but I think that a zone should be equally long each time you make it.
Actually zone length depends on the random game sequences you've been through. But you're right about the Leap of faith, there could be a error of 20 meters according to your position in the screen. Thanks for noticing those details !
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@galladester
No, it wouldn't. Sometimes you need to slide while on platform. So pressing arrow down would make you fall.
If you realy wan to, you can customize controls in options
Great game btw
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wanted to point out one pseudo-bug that noone else may ever find. Whenever you reach 128 or more of a resource (knives, parachutes, double jumps), it becomes greyed out until you have less than 128 of that resource. I first noticed this with double jumps, but I actually confirmed it with knives and parachutes as well. You can still use them, but its just a bit weird.
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Hello Kongregaters !
Here is the long awaited new Soul Adventure ! We hope you will enjoy our game as much as we enjoyed to make it. Please leave us your feedback / suggestions.
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I wouldnt add the usual upgrade system to the sequel, instead try to give the player a customization of their skills. For example an Upgrade for the armor that it can absorb to blows but would not work against arrows at all. The player will therefor play to get those upgrade and to experiment which of them works best with their own playstyle.
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Loved the game, defenitely a 5/5! I liked the fact that it didn't have upgrades such us most games like this and that you have to play a lot to master the game 100%! (One of the best games i played in a while, keep up the good work :) )
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Finally completed the 85% challenge. Heres how mine ended up looking https://imgur.com/G6nCEaE
Heres a hint, you need to complete the challenges found in the title screen to get extra medals. I'd say you can get probably 25-30% easily from there.
Good luck!
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@CrestOfFire: I figured out how to do it. Jump hard on trampoline(down arrow or what ever key you use for dropping) parachute wait until your about 2 or 3 body lengths away then double jump onto him. also if you miss, or fall after nailing him to get past the un-jump able wall just hit you down arrow. you can go through that particular platform because its hay. It took me awhile to notice. kept dying my self. hope this helped.
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Wait why did he steal an apple from a vendor when there were two apple trees he ran by to get away? lol, great game though, fun improvement to an old concept glad to see runners are being improved like launchers.
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I moon walked backwards after I jumped over a guy, and when I touched him, I punched forward, and he fell back. The thing is, I punched absolutely nothing.
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I think this is a great game. A few suggestion for your consideration:
1. 2 actions button instead of 3. I have to keep on thinking which button to press in those "action moments".
2. To implement 1, is it possible if holding the up button while jumping be actually using parachute? Another possibility is pressing down as slide, and down down as jumping down from a platform.
3. I think if there is an upgrade system on the thief gear, maybe the power and length of attack range, maybe his health (# of hit he can take), jumping height, these kind of rewards will make ppl stick. Coz even a game is over, we feel we have made progress by having a better thief in the next round of game.
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I suppose i can officially declare this now. The Best Kong game evar. Even after 100% completion I keep returning here for a casual promenade. Any updates any time soon? Highscores, maybe?
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Changing the controls to WASD makes it vastly better, but having to keep track of double jumps as an item is just bloody stupid.
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In a future update, could you maybe include classes that change the way the game is played (but not the difficulty)? Examples:
Warrior- better suited for combat and can wear two layers of armor, but collects fewer double jumps and can't throw daggers
Thief- Very agile, collects more double jumps and gets more soulons from stealing stuff, but can't wear armor and must slide tackle enemies or attack from above/below
Assassin- Collects twice as many daggers and can move backwards quickly. However, he cannot slide tackle enemies or confront them head-on (but walking into them backwards is fine.)
Rogue- stays the same
Thanks for reading such a long post. I know that this would be very hard to balance and maintain the same level of difficulty throughout, but if you pull it off that would be pretty cool.
It is a nice idea. Currently the game has not enough gameplay elements to allow a really interesting classes choice. But I will definitely keep your comment in mind for the next, thanks !
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Could I make one suggestion? A restart button when you pause. I don't know about everyone else, but if I start off poorly I'd like to be able to just pause and restart without having to go back to the menu. Great game by the way, I'm spending way too much time on it.
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Just got all the badges - awesome game! I like the lack of upgrades, it makes me feel like a boss when I know I'm actually getting better at the game when I reach later zones, as opposed to just grinding and upgrading my character. Thanks for the fun game.
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I liked the game, but was annoyed i kept repeating the same inicial zones over and over. It should have an endless mode, random generation of zones with increasing difficulty and upgrades
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I like the game and all, and i see that the upgrades are there, but it just gets a bit boring after beating borin hood's score. Maybe adding more thiefs with higher bounties can help outa little.
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I hate upgrades and am glad this game doesn't have them. Upgrades turn a skill game into a grinding game, I like my progress to be from my personal skill increasing. I would like to be able to choose the level I start on since the beginning is quite slow once your better at the game. The challenges are great btw, love the deadly path. Please DON'T add upgrades to the sequel.
Don't worry, we are planning to satisfy every players ! If we add upgrades, they will improve the game experience bringing new stuff, not necessarily making the game easier.
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I'd like to see some kind of checkpoint system in place or extra lives after "x" number of unlocks. As is the game is fun but you are limited in how far you can get by your skill and reflexes, with checkpoints and/or more lives it would make it so more players could progress further.
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Just suggestions here:
- Equipping other weapons gave you different options?
- same with the suits, maybe some gave a little speed, others higher jumping
But anyways, i really loved the game, hope there will be one more :)
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It would have been nice to have access to the challenges earlier. I think they're almost universally more interesting than the base game, and 5k reward takes long enough to get up to that people might quit before then and never see them.
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Also, I can never tell which floors I can actually drop through by pressing down, so I often find myself repeatedly pressing down and simply walking forward to my death. It would be great if you made the floors that you can drop though more easily recognizable.
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Why make 'em 'upgrades?' Why not make the visual 'upgrades' a whole bunch of customizable options, ranging from what kind of weapon you hit a spearman with to what color his left shoe is?