Soulash v0.2.1 changelog


First batch of post-release bug and crash fixes.

 Changed
- Arrows can be salvaged.
- Claws can be crafted and salvaged.
- Names of entities have a brighter color when the glyph is dark, so the text can be clearly visible.
- Actions will no longer be stopped by allies/summons wandering around.
- Walking on ally targets now trade places with them instead of attacking.
- Zombies now spawn with claws and are more aggressive.
- Zombies movement speed changed from 1.6 to 1.1.

Fixed
- Broken wearables now count correctly for the final score.
- Fixed crash after entering options screen in the main menu.
- Fixed effects timer font.
- AI properly equips and uses weapons and arrows available in the backpack.
- Summoning zombies now properly consume corpses.

Files

soulash-windows-full.zip 220 MB
Version 0.2.1-full Jun 22, 2019
soulash-windows-demo.zip 211 MB
Version 0.2.1-demo Jun 22, 2019

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Comments

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(+1)

I wanted to give some general feedback on the game, not sure if this is the right place for it though, so please excuse me if it isn't. 

First of all, I really like a lot of things about soulash so far. I think you fixed a bunch of problems that rogue likes usually have such as cryptic controls and minimal graphics (most of them have just ascii characters). I think you found a great way to stay true to the ascii graphics roots but at the same time making the game looks a lot more appealing by using color and effects for attacks and such. Also the lighting really contributes to the atmosphere. Aside from that the controls are very simple and intuitive mostly because you worked out a great UI for the game. My favourite part about the UI is the item pick up screen and that the enemies pop up on the left hand side whenever your character sees them.  These two things along with the tool tips that show up on every tile whenever you hold shift really makes this game a lot more approachable than most rogue likes. 

Alright naturally there is still a lot of work to be done and I am happy to see you are so quick on addressing the most pressing bugs and crashes. 

I cant really think of really severe bugs right now other than the option main menu crash which is fixed already. Aside from that the game sometimes crashes when I walk around randomly. It also seems to just close the game whenever I die. I don't think it is a real crash though since the crash report window doesn't show up in this case.

Alright finally I want to drop a few suggestions. For one I think levelling takes a bit too long. I played a human berserker yesterday for about 3 hours and I barely made it to level 3. Most of the times I die within one hour without even levelling once. I think the process should be sped up a bit maybe by granting more xp for killing tougher enemies(especially because a tough fight eats up a lot of your resources). I am not sure if this is already the case but it doesn't really feel all that significant at the moment. 

The second thing I can think of right now is about crafting. I feel like a crafted item should be just a little better (1 or 2 points more dmg and better durability) than the stuff you find. I think that would make up for the resources and time investment of crafting.

puh...thats it for now. Sorry for the wall of text xD

Keep up the good work.

(3 edits)

Thanks for so much feedback, I appreciate you taking the time to help me improve the game. :) If you have any more thoughts you would like to share in the future, you can join the community boards where there are different sections prepared for bugs, feedback, and general discussion.

The crash that happened on death was hotfixed in the most recent version yesterday. There might still be one case related to ranged weapons that may cause rare crashes, but I'll hunt it down soon.

In the current alpha version, there are enemies and abilities up to level 13, even though the world is quite significant in size. I also noticed the leveling could be a bit faster to get to more options quicker. I think I'll speed it up with the time when the world will get even bigger and more abilities will become available to pick up. Special, named minibosses like Magnus and Owlking give significantly more experience than regular enemies, so you could level up quicker by taking more risk.

I agree the crafting could use some improvements. It's possible to create magic items by crafting, but it is luck (and intelligence stat) based. It could probably use some tweaking to be more rewarding, I'll look into improving it.

Thanks again for such detailed feedback and hope you'll have a lot more fun with the game. :)

(+1)

Great update - you fixed my crash report in less than a day - thank you!

Thanks for submitting the report. Resolving crashes and bugs is a priority right now so I'll jump on them when they surface. :)