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4/5. Game is really epic,and cool ;) Just its really too short. too. it took 8 hour to do it. :) But however,this game is AMAZING.!
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I love the game mechanics and I like how its easy to obtain money, but at the same time I like how the cost for items increases respectively so its not super simple to become OP as !@#$. the training mini games are awesome. I could spend hours playing the mini games (forgetting that its not the whole game) gain the levels and xp and all the while gaining 2.5k income a minute. also forgetting about that. only to log off and go WOOOOHHH!!!! WTF xD.
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3. Some form of Co-op- I really like the idea of having both PvP and Co-op player interactions in games. When one is there without the other things tend to get boring. So for co-op, I think some type of exploration feature would work. Basically, these would be mini adventures where you team up with one or two other people and you fight some bad guys, gain some exp, earn some money, and what not. I also like this idea because I feel that money gain was very limited by single arena clears and waiting on the bank. Anyway, those are my ideas to give the sequel a little more longevity to it as well as player to player interaction. Keep up the great work Soul!
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2. Multiple Warriors/Classes- I'd really like to see this be added in a sequel. I think it would be cool to have different characters with different training mini games to give each one a unique feel. This could add a different dynamic to the arena battles being 3v3, 2v2, or 1v1. There could even be a progression where you beat the solo arena and unlock a new character to take on the duo arena and so on to add more content to the game.
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I really enjoyed this game! It makes me a little sad that I've beaten every round in the arena and the secret boss. Outside of that, all I can really do is the training mini games to unlock all the trophies, but I honestly don't see myself doing that. I feel like this game needs more of an incentive to stay for the endgame. I have a few suggestions for a sequel or maybe just an update to this game: 1. Some form of PvP- This would definitely add a purpose behind grinding those extra levels/stats after the arena. Personally, I see a PvP system where the player fights an AI version of another player's character and the player gets full use of his/her skills or two players fight in real time, but active skills, spells, and potions can't be used to prevent stun locking.
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Was super fun until I had beaten the last boss. To finish survival and afford the last weapon it is just such a grind that I gave up. If you fix that somehow, I'll gladly come back for that 100% completion.
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I love this game! Might have looked simple on the graphics and mechanics at the first glace, but all the actions in the arena and training room combined to an addictive and exciting experience. I just had to finish the whole thing in the same day
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I haven't even played the game yet but I know it's going to be awesome because the maker responds to comments and does it nicely. an awesome maker can lead to an awesome game.
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alright. I have a 400+ critical combo, and 150+ accuracy, but man, that strength combo for the badge is so gonna kill me...
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Yay, badges are live! This is definitely the best game we've gotten on the site in a while. Major thanks to everyone on the forums who helped with badge task feedback and name suggestions! Anyone else is always free to participate in this process: http://www.kongregate.com/forums/1-kongregate/topics/380539-upcoming-badges?page=175
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Awesome game, I didn't notice any real bugs or issues that took me out of playing (except how hard the blocking training got when trying to get that 300x combo!). So I don't have any fixes to point out, but I do say that I think you could add a ton of replayability by opening the gates for play-style changing equipment & skills. Right now, the only choices you have to make is which thing to focus on first, since eventually you max out one thing, then move on to the next. Being able to further focus your character on something (like dodging instead of blocking for protection, or poisons instead of regular physical attacks for damage) would make it much more replayable, as would more unique enemies that required using a different focus/strategy in order to defeat. Still, you've done an awesome job, and this game is more than complete!
Yes, I'm very interested in that question for the sequel. It's a tricky design direction, but I'll try to figure out something cool to allow more customization.
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it was so cool and lots of practice of me in 1 hpur i got 1,000 attack and 1,601 defense wow kinda i can defeat all. (im a newbie)
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all kid location 1. arena select battle sign 2. newbie fighting sign 3. request house completed ... behind barrels 4. windmill (house completed too) 5. museuem roof window in statues. 6. all the way right in armory 7. when enetering museum right down coner 8. hero near platform (the place you spent skill pionts ect place) 9.shop on the red roof thing 10-11. on map between swords in training room (most buy sowrd stand thing where be 2 swords and there's a child) press + to keep it up so other ppl could see this
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Protip: To farm cash at the end of the game for last tier items, potions, scrolls or EXP, MAX OUT Sneaky for money steal, and Omnisoul for maximum number of hits, go into the fight with the last boss, use omnisoul, leave, go back in, do it again. Repeat for about 20k of the last tier of money per go. Happy gaming! :D
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If you leave the critical strike training on and turbo mode is on then walk away you can get free experience and 10000's of critical points. I left it on before i went to work and now i have 15,000 critical points and leveled up 45 levels.
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TIP: Before starting on accuracy training double click your left mouse button, sometimes a couple of times, and your bow will always be drawn. I hope SoulGame will leave it like this as it makes the accuracy training less frustrating!
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Minigames start very slowly and stay that way a while. Then they quickly ramp up to maximum difficulty. A steady progression would feel more rewarding.