A long trip with "Broken Soul"

  • Hey, looks like someone was too tired to get in here, huh? Man, gotta get rest in somewhere else more cozy than sleeping on the flying island.

  • I don’t think they are hearing us, or are they?

  • Come on, they spend time getting in here, or maybe come here by the way we go?

  • Good question… I don’t know?

  • Same, but what are we gonna do with this guy?

  • Ugh, stop asking questions.

  • Okay, okay, I guess just wake them up.

  • Fine, let’s give it a shot.

You’re feeling like something trying to roll you away.

  • Come on, wake up. Wake up.

  • WAKE UP

You wake up suddenly and the voice disappears. Everything you see in the distance is an empty space and many flying island. The only thing you remember is the important mission you need to finish and… the war. You realize that there are many flying islands in a straight line like a welcome or an omen ready to see you. You start to go to those islands and now, the story actually begins.

Welcome, wanderers. Like what you had read, this is the beginning of the game, Broken Soul. This game is in early access for testing and evaluation, which is the mini game, to make sure we’re ready for the long trip of a new adventure. Every update and bug fix will be on this topic. Thanks for spending time reading this post. Have a good day and finish your homework on time (I hope).

2 Likes

Link game Broken Soul:

Closed for updating things

Just kidding.
(Flowlab Game Creator - The Broken Soul)

1 Like

not bad

Weekend Worker #1:
The very first bug (after it was released to everyone)

Hatred Souls are able to get DMG from arrows. (why I even forget this)

2 Likes

I would recommend to make the down attack still damage the enemy when you land on him, I kept taking damage when I was attacking the enemies from above when you think it should kill them.

Not sure if it’s intended or not, but it’s just a suggestion.
Pretty good game so far, definitely loving the movement and attack system so far.

1 Like

Thanks for the feedback, the down attack when you land can’t cause DMG because most of them are shaped like the soul. I would add a new mechanic for them as stun when you land on them, except enemy counted as structure, such as Guard Golem.

2 Likes

Hey, wanderers. How was the trial, huh? Express your opinion through this vote, and feedback is welcome:

  • 5: Perfection, but 'cause people like your game doesn’t mean you should sleep and stop updating.
  • 4: Good one, keep going.
  • 3: Not bad at all.
  • 2: Just Fine.
  • 1: Uh, ok?
  • 0: NAHHHH, this S**k!
  • I don’t care about this, LMAO.
0 voters

(alert: gonna update in this weekend, if I’m not too busy.)

2 Likes

Weekend Worker #2:

New Mechanic:

  • Heavy Landing: Stun the enemy when the player lands on them (you still take DMG except you have a special weapon/item that will be coming soon)
  • Crystal Convergence (Loop Battle only): Give the player a crystal every 5 seconds.
  • Chill: play flute and chill (click [E] to use this first emote).
  • Warm up: Assassin will get 3 seconds skill cooldown after spawn as the default mechanic.
  • Stage (Loop Battle only): In every 5 secs (after 1 sec to prepare), there will be an up text counting number stage, it will shows you how many stage you had survived, so you can flex to everyone (yay). Also, before 5 secs spawning the Guardian set, the game will automatically warn for you to prepare.

Bug fix:

  • Assassin did not continue to chase the player after his skill was missed.

Game art texture/text:

  • Chance appearance of Second Weapon Button.

In progress:

  • Main Gamemode
  • Main Gameplay.
  • Random Structure.
  • Story.

That’s all for this update, every feedback is welcome. Have a good trial in the weekend, wanderers.

News:

Sorry guys, after I release the main gamemode, I would have to stop updating stuff, until I found any studio to work with :pensive:
Screenshot 2024-08-27 3.15.29 PM

Weekend Worker #3:

Mechanic:

  • Swordsman (Player): Randomly slash and knock up enemy (20%), but the slice will be weaker when attacking enemy counted as structure (ex: Guard Golem) and will get a lower chance to get knocked up (12.5%).

Art Texture:

  • Redraw Sword Slice.
  • Add Random Animation Damage Cut.
  • Add Animation for Weapon Icon.

In Progress:

  • Redraw Walking Animation.
  • Making Structures.
  • Add New UI Health Bar.
  • Main Gamemode
  • Main Gameplay.
  • Random Structure.
  • Story.
1 Like

Weekend Worker #4 (bit too soon, isn’t it?):

New Mechanics:

  • Soul Hunter (Player): Get soul breath every time you kill an enemy except enemy counted structure (ex: Guard Golem). Each enemy can get a different amount of soul breath (ex: Hatred Soul: 1, Witch: 5, Assassin: 3).

Game Music:

  • Loop Battle:
    • Change music for game fit.

Art Texture:

  • Redraw Walking Animation.
  • Add New UI Health Bar.

Bug fix:

  • Triple Jump (in some rare cases).
  • Stage Display Error Text (Restart Screen).
  • Assassin can get stunned by Heavy Landing even players just collision in front of him.
  • Aware Skill Display Error (keep spamming SCD [Skill Cooled Down] frame).

In Progress:

  • Main Gamemode
  • Main Gameplay.
  • Random Structure.
  • Story.

could i help with some of the game’s art?

News:

I’m gonna release 1 more update this weekend then I will spend 2-3 weeks to rest and work on.

This game is pretty cool, awesome progress so far!

Things I have found:

  • Double Jump force is not consistent. You can do a better Double Jump by resetting the Player Y speed before doing the jump, as shown in this example: Double Jump Example: Learn how to make one - Examples & Tutorials - Flowlab Community

  • Fullscreen only worked after I opened the menu?

  • Mouse is below the Menu layer so I cant see where Im mouse over and i cant click the menu buttons.

  • Sometimes I cant open the menu, the I key doesn’t do anything and I cant click on the menu icon.

  • The bow doesn’t work properly, its incredibly hard to aim and feels really weird.

This is all just feedback because the game is pretty good and has great potential!
Keep at it :fire:

Thank you so much for your feedback:

  • I will try to fix it in this weekend’s update.
  • Yes, I want my game to stick closer to the modern game menu, which you have to go to the menu to activate it.
  • I will check the up layer for the mouse.
  • You can’t click the menu icon because I didn’t integrate the click icon code, but “I” key, I will try to fix.
  • The bow is, and I’m still trying to improve it.

Oh wait, I see the problem with the bow. You have to wait for the CD to aim, you can look at the bow icon at the left bottom of your screen and wait for the Bar to fill up and light on or bow animation, then you can string the bow and shoot at the enemy. Sorry for this late explanation, I’m still working on an instruction scroll that can open with the menu icon.

What’s this? How come I’ve never seen this topic before?

Wow. Saw the test, this isn’t too bad.

Pain.

Weekend Worker #5

Mechanics:

  • Add Cooldown for Sun Crystal (10s) and Health Crystal (10s).

  • Healer (Health Crystal): Heal player 10 → 15 HP at first, then heal 5 → 10 per second in 5s. It can be interrupted when players get hurt.

Art Texture:

  • Cooldown animation for Sun and Health crystal.

  • Add New Emoji: “…”

Bug fix:

  • (Loop Battle) After you survive stage 5, the game will crash because of the Timer loop.

  • Crystal Convergence (Loop Battle only): Give the player a crystal every 5 seconds but you have to defeat all of the enemies before you get a crystal → Literally give the player a crystal every 5 seconds, don’t have to kill all the enemies who are still alive.

After I finish the instruction scroll, I will add to the game and let you guys know, then take a rest like I said:

(also forgot, I will release an example for the instruction code, it will next a bunch of Text behavior so, yeah.)