An experiment that in my opinion did not turn out badly at all. It reminds me of plants vs zombies, the game works and is fun, plus the art is cute. I think they should work on a more balanced difficulty curve - I couldn't get past a certain level. And please, work on a better resolution management, the one and only unchangeable resolution made the game's messages not display well. Other than that, the game is good
Queridxs! Que hermoso el arte, no tengo muchas notas en ese sentido.
En cuanto a la jugabilidad tengo un par:
El agenciamiento constante de unidades entrando y saliendo de combate lo alejan bastante de la idea de armar una estrategia y verla desarrollarse. Aca me parece que un lindo elemento del autochess es que hay elementos que nos avisan a que nos vamos a enfrentar y con que tenemos que contrarrestar. Esos elementos en esta demo lo vuelven un poco frustrante y friccionante. Como jugadore preferiría poder tener mas certezas sobre mis opciones.
No entiendo por que poner a mis personajes mirando (wasd mechanic) para lugares donde no pueden atacar a un enemigo de frente me sube el ataque, pero si elijo atacar frontalmente baja mi stat de ataque, parece mas un bug que una decisión.
El concepto de la energia esta interesante pero me pregunto si no hay formas mas efectivas de utilizarla con las unidades ya en el board en vez de tener que manualmente hacerlas entrar y salir. En el mismo tutorial tratar de vencer a la wave del ante-ultimo paso no parece ser viable o evidente en que estrategia deberia utilizar.
Un detalle menor pero en la pantalla del mapa en el tutorial no se termina de entender que tengo que clickear. Creo que se podria hacer mas claro para el usuario.
Overall veo que hay muy lindas ideas pero todas juntas me parece que estan haciendo mas ruido que sinergizando.
Si les da ganas de charlar sobre el proyecto saben que pueden contar con esta marikona para pingpongear ideas!
Cool project! Love the pixel art. Its more plants vs zombies than auto-chess, I think it shouldn't be marketed as auto-chess.
I think the interactions need some more reactivity, when you're out of energy, when you can or can't place things places could be more clear. After you move things place things etc could use some more juice, sfx will of course be a big part of this
Thanks for your feedback! It's true that the current version feels more tower defense than auto-chess. We are currently working on an in-game store and items to make the game more tactical.
We should definitely work to make interactions more clear and adding reactivity, thanks for pointing that out.
this is really fun! i’m terrible at auto-chess so i wasn’t able to get past the first boss even after three tries… but i still had fun!
the art and characters are really well done especially, and the tutorial was really well done, short but informative. (having just implemented a tutorial i’m very impressed by this one). also is there no audio yet? i played on mac and didn’t hear any audio. maybe i should try out the windows build? also the map screen and the transition are really nice.
for feedback, i think that having a clearer visual effect for when the “hero” units get their ults would be nice, i found myself missing the effect and then thinking to myself “oh no, how long have they had their ult…” also i may have missed this, but it wasn’t clear to me how much damage the units did relative to each other, i would like to know that the unnamed do, for example, 5dps and the mage does 15dps or something like that.
also i really liked the direction mechanic. it made me think more about the structure of the map and where to focus my fire. i did think the RNG on the direction bonuses felt really brutal sometimes. getting an unnamed who has -15% damage in every direction except left is just too sad!
i really liked Souls Tree and i want to play more! thanks for making it!
Thank you for your feedback! Indeed, we are currently implementing sound to the game. In the next months I'll be posting an update with some major changes to the gameplay.
Regarding your feedback, we'll look into making ultimates more clear once they are available and later on there will be a unit details panel where you'll be able to see unit stats.
You brought up a great point, which is the direction bonuses RNG. This will be toned down, so they will be either semi-randomized or fully hard-coded.
This is a passion project that we've been working on for an year, so thank you so much for playing :)
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Love this game! 💖
Thank you so much for sharing! There's no better feeling than to hear that <3
We have a new version with new levels, new enemies and a boss fight! I'll be sharing the news soon
An experiment that in my opinion did not turn out badly at all. It reminds me of plants vs zombies, the game works and is fun, plus the art is cute. I think they should work on a more balanced difficulty curve - I couldn't get past a certain level. And please, work on a better resolution management, the one and only unchangeable resolution made the game's messages not display well. Other than that, the game is good
Thank you for playing Souls Tree and leaving us your feedback :)
We are aware of the balancing issues the game currently has and we'll continue working on it on future releases.
Regarding the fixed resolution, we previously thought that forcing it would help us keep the game pixel perfect and the UI consistent.
Now we know that this does not work well on monitors that don't have a 16:10 ratio (specially wide screens). We'll work on it in the future.
Queridxs! Que hermoso el arte, no tengo muchas notas en ese sentido.
En cuanto a la jugabilidad tengo un par:
El agenciamiento constante de unidades entrando y saliendo de combate lo alejan bastante de la idea de armar una estrategia y verla desarrollarse. Aca me parece que un lindo elemento del autochess es que hay elementos que nos avisan a que nos vamos a enfrentar y con que tenemos que contrarrestar. Esos elementos en esta demo lo vuelven un poco frustrante y friccionante. Como jugadore preferiría poder tener mas certezas sobre mis opciones.
No entiendo por que poner a mis personajes mirando (wasd mechanic) para lugares donde no pueden atacar a un enemigo de frente me sube el ataque, pero si elijo atacar frontalmente baja mi stat de ataque, parece mas un bug que una decisión.
El concepto de la energia esta interesante pero me pregunto si no hay formas mas efectivas de utilizarla con las unidades ya en el board en vez de tener que manualmente hacerlas entrar y salir. En el mismo tutorial tratar de vencer a la wave del ante-ultimo paso no parece ser viable o evidente en que estrategia deberia utilizar.
Un detalle menor pero en la pantalla del mapa en el tutorial no se termina de entender que tengo que clickear. Creo que se podria hacer mas claro para el usuario.
Overall veo que hay muy lindas ideas pero todas juntas me parece que estan haciendo mas ruido que sinergizando.
Si les da ganas de charlar sobre el proyecto saben que pueden contar con esta marikona para pingpongear ideas!
<3
it looks gorgeous i am a leet auto chess gmaer i shall give it a try tonight
Cool project! Love the pixel art. Its more plants vs zombies than auto-chess, I think it shouldn't be marketed as auto-chess.
I think the interactions need some more reactivity, when you're out of energy, when you can or can't place things places could be more clear. After you move things place things etc could use some more juice, sfx will of course be a big part of this
Sick game keep it up!
Thanks for your feedback! It's true that the current version feels more tower defense than auto-chess. We are currently working on an in-game store and items to make the game more tactical.
We should definitely work to make interactions more clear and adding reactivity, thanks for pointing that out.
this is really fun! i’m terrible at auto-chess so i wasn’t able to get past the first boss even after three tries… but i still had fun!
the art and characters are really well done especially, and the tutorial was really well done, short but informative. (having just implemented a tutorial i’m very impressed by this one). also is there no audio yet? i played on mac and didn’t hear any audio. maybe i should try out the windows build? also the map screen and the transition are really nice.
for feedback, i think that having a clearer visual effect for when the “hero” units get their ults would be nice, i found myself missing the effect and then thinking to myself “oh no, how long have they had their ult…” also i may have missed this, but it wasn’t clear to me how much damage the units did relative to each other, i would like to know that the unnamed do, for example, 5dps and the mage does 15dps or something like that.
also i really liked the direction mechanic. it made me think more about the structure of the map and where to focus my fire. i did think the RNG on the direction bonuses felt really brutal sometimes. getting an unnamed who has -15% damage in every direction except left is just too sad!
i really liked Souls Tree and i want to play more! thanks for making it!
Thank you for your feedback! Indeed, we are currently implementing sound to the game. In the next months I'll be posting an update with some major changes to the gameplay.
Regarding your feedback, we'll look into making ultimates more clear once they are available and later on there will be a unit details panel where you'll be able to see unit stats.
You brought up a great point, which is the direction bonuses RNG. This will be toned down, so they will be either semi-randomized or fully hard-coded.
This is a passion project that we've been working on for an year, so thank you so much for playing :)