Difference between revisions of "Collateral Souls"
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{{game- | {{game-beta | ||
|name = Collateral Souls | |name = Collateral Souls | ||
|developer = jedislight | |developer = jedislight | ||
|theme = Modern, Afterlife, Angels vs Demons | |theme = Modern Fantasy, Afterlife, Angels vs Demons | ||
|influences = Demon Souls, | |influences = Demon Souls, XCom, [[DoomRL]] | ||
|released = | |released = Sep 2015 (7 day project) | ||
|updated = | |updated = Mar 25, 2017 | ||
|licensing = [[Freeware]], [[Closed Source]] | |licensing = [[Freeware]], [[Closed Source]] | ||
|language = [[Game Maker language|GML]] | |language = [[Game Maker language|GML]] | ||
|platforms = [[Windows]] | |platforms = [[Windows]] WINE, [[Linux]], [[Mac OS X]] | ||
|interface = [[ASCII]], [[Keyboard]] | |interface = [[ASCII]], [[Keyboard]] | ||
|length = 20 minutes | |length = 20 minutes | ||
|site = | |site = http://procrastinationsoftworks.com/wordpress/?page_id=253 | ||
}}{{coffeebreak}} | }}{{coffeebreak}} | ||
Collateral Souls is a roguelike game meant to be quick to play and easy to pick up. Battle your way through an unexpected afterlife – hunted by angels and demons alike. Modern weapons like rifles and shotguns add a unique ranged combat system not seen by many games of the genre. Ascend mortal ability and use divine weaponry for your own survival. Die again. Repeat. Who said the afterlife didn’t have an afterlife? | Collateral Souls is a roguelike game meant to be quick to play and easy to pick up. Battle your way through an unexpected afterlife – hunted by angels and demons alike. Modern weapons like rifles and shotguns add a unique ranged combat system not seen by many games of the genre. Ascend mortal ability and use divine weaponry for your own survival. Die again. Repeat. Who said the afterlife didn’t have an afterlife? | ||
Vote for Collateral Souls on [http://steamcommunity.com/sharedfiles/filedetails/?id=819391079 Steam Greenlight]! | |||
== Features == | == Features == | ||
Line 20: | Line 22: | ||
* Ranged combat system | * Ranged combat system | ||
* Simple controls | * Simple controls | ||
* Perk system with branching options and over | * Perk system with branching options and over 40 perks | ||
* | * Progression based healing - no boring rest key spamming! | ||
* Nemesis system brings old enemies back in future games | |||
* 9 Starting Background perks that drastically alter gameplay | |||
* 2d lighting and FX over ACSII play area | * 2d lighting and FX over ACSII play area | ||
* Lore boxes that add depth to the world and provide risky gambles; some boxes curse you and others provide boons | |||
* Environment themes such as mountains, dungeon, forest | * Environment themes such as mountains, dungeon, forest | ||
* User customizable tiles | |||
* Challenge Mode with Daily Challenge Seeds | |||
== Progression Based Healing == | |||
Health regeneration is critical resource in most roguelikes. Collateral Souls uses progression to gate health regeneration, providing large bursts of health each time you reach a new floor. This eliminates any repetitive or automated resting mechanics and forces players into a risk reward decision between clearing a floor for XP and skipping out early to heal up. | |||
== Single Roll Combat System == | |||
The combat system in Collateral Souls is based off of a single roll utilizing it for accuracy and damage combined. The system functions as follows: | |||
Attack Roll = accuracy + d100 - armor - cover(ranged only) - range penalties(ranged only) | |||
Positive values become the percent damage dealt, so an attack roll of 90% and a base damage of 10 will do 9 damage. | |||
Negative numbers have a chance to glance (dealing 1 damage) or miss entirely. The chance to miss is the absolute value of the attack roll. So an attack roll of -25% has a 25% chance to miss and a 75% chance to glance | |||
== Screenshot == | |||
http://i0.wp.com/procrastinationsoftworks.com/wordpress/wp-content/uploads/2016/10/CS_0.21.png |
Latest revision as of 02:17, 19 May 2017
Collateral Souls | |
---|---|
Beta Project | |
Developer | jedislight |
Theme | Modern Fantasy, Afterlife, Angels vs Demons |
Influences | Demon Souls, XCom, DoomRL |
Released | Sep 2015 (7 day project) |
Updated | Mar 25, 2017 |
Licensing | Freeware, Closed Source |
P. Language | GML |
Platforms | Windows WINE, Linux, Mac OS X |
Interface | ASCII, Keyboard |
Game Length | 20 minutes |
Official site of Collateral Souls |
Collateral Souls is a roguelike game meant to be quick to play and easy to pick up. Battle your way through an unexpected afterlife – hunted by angels and demons alike. Modern weapons like rifles and shotguns add a unique ranged combat system not seen by many games of the genre. Ascend mortal ability and use divine weaponry for your own survival. Die again. Repeat. Who said the afterlife didn’t have an afterlife?
Vote for Collateral Souls on Steam Greenlight!
Features
- Ranged combat system
- Simple controls
- Perk system with branching options and over 40 perks
- Progression based healing - no boring rest key spamming!
- Nemesis system brings old enemies back in future games
- 9 Starting Background perks that drastically alter gameplay
- 2d lighting and FX over ACSII play area
- Lore boxes that add depth to the world and provide risky gambles; some boxes curse you and others provide boons
- Environment themes such as mountains, dungeon, forest
- User customizable tiles
- Challenge Mode with Daily Challenge Seeds
Progression Based Healing
Health regeneration is critical resource in most roguelikes. Collateral Souls uses progression to gate health regeneration, providing large bursts of health each time you reach a new floor. This eliminates any repetitive or automated resting mechanics and forces players into a risk reward decision between clearing a floor for XP and skipping out early to heal up.
Single Roll Combat System
The combat system in Collateral Souls is based off of a single roll utilizing it for accuracy and damage combined. The system functions as follows: Attack Roll = accuracy + d100 - armor - cover(ranged only) - range penalties(ranged only)
Positive values become the percent damage dealt, so an attack roll of 90% and a base damage of 10 will do 9 damage. Negative numbers have a chance to glance (dealing 1 damage) or miss entirely. The chance to miss is the absolute value of the attack roll. So an attack roll of -25% has a 25% chance to miss and a 75% chance to glance
Screenshot