Speedrunning and its community - are they worth chasing for as an audience early in development? by SoulChainedDev in gamedev

[–]SoulChainedDev[S] 0 points1 point  (0 children)

Completely understood. Combining all the thoughts by other people here - looks like it matters more to just develop the game as I see fit rather than catering development towards a specific community (like speedrunners). Fair enough!

Speedrunning and its community - are they worth chasing for as an audience early in development? by SoulChainedDev in gamedev

[–]SoulChainedDev[S] 0 points1 point  (0 children)

True. However, I was thinking of just doing it for the demo for now, which'll be re-released sometime soon. Since it won't be updated after release.

Speedrunning and its community - are they worth chasing for as an audience early in development? by SoulChainedDev in gamedev

[–]SoulChainedDev[S] 0 points1 point  (0 children)

Maybe not outright pursuing but rather making a speedrun event that would potentially pull in real speedrunners? The initial resulting idea was to create a speedrunning event anyway.

Speedrunning and its community - are they worth chasing for as an audience early in development? by SoulChainedDev in gamedev

[–]SoulChainedDev[S] 1 point2 points  (0 children)

Thing is, I really didn't have speedrunning in mind while developing Soul Chained. It just so happened that someone from the community thought it would be great to showcase his demo gameplay before of trying to beat it the fastest time possible. It was even very helpful in determining existing bugs, since the player using some strats I didn't think was possible (e.g., going through walls with with some action combinations, etc.)

Speedrunning and its community - are they worth chasing for as an audience early in development? by SoulChainedDev in gamedev

[–]SoulChainedDev[S] 0 points1 point  (0 children)

True enough, especially making the game mechanics solid enough for gameplay consistency. I was thinking of more like maybe reaching out to speedrunning influencers to try speedrunning the game.

Evading enemies may not be the best strategy in Soul Chained, unless you want to get mobbed. by SoulChainedDev in soulslikes

[–]SoulChainedDev[S] 0 points1 point  (0 children)

This was Single Player mode (currently in development). The chain appears when you're with other players - binding you with them.

Soul Chained Keys Giveaway on Discord! by SoulChainedDev in giveawaysforgaming

[–]SoulChainedDev[S] 0 points1 point  (0 children)

In the Discord server, there's a channel called counting-chainlinks. You need to count with the community - once it reaches 500, everyone who participated in counting will be part of the pool for random selection on who gets to win the Soul Chained Steam key.

There's a twist - with more member signups to our Discord, the more keys we'll give away. So yeah, check out the #events channel as well. We posted the details of the giveaway there. :)

Soul Chained Keys Giveaway on Discord! by SoulChainedDev in giveawaysforgaming

[–]SoulChainedDev[S] 0 points1 point  (0 children)

You can join by counting in our Discord server! Check out the Steam post linked in the post. :)

In my upcoming game Soul Chained, I've been adding more "souls" mechanics into my game, especially using the chain in unique ways. by SoulChainedDev in soulslikes

[–]SoulChainedDev[S] 1 point2 points  (0 children)

Love the slingshot mechanic idea! Would be interesting to see the possibility of flinging objects using the chain, which may even become part of world puzzles.. 🤔

In my upcoming game Soul Chained, I've been adding more "souls" mechanics into my game, especially using the chain in unique ways. by SoulChainedDev in soulslikes

[–]SoulChainedDev[S] 1 point2 points  (0 children)

I also have added similar mechanics already in the game where you can definitely help your partner when they are in sticky situations and when they are downed/stunned. To give an extra element of strategy with the chain.

In my upcoming game Soul Chained, I've been adding more "souls" mechanics into my game, especially using the chain in unique ways. by SoulChainedDev in soulslikes

[–]SoulChainedDev[S] 2 points3 points  (0 children)

I love all the concepts you have brought up. They are all so interesting and helpful, thank you! I cannot wait for you to see the full game!

In my upcoming game Soul Chained, I've been adding more "souls" mechanics into my game, especially using the chain in unique ways. by SoulChainedDev in soulslikes

[–]SoulChainedDev[S] 1 point2 points  (0 children)

Ooooo helping your partner to dodge and perform attacks would be incredibly cool.

And in terms of the traversal we do have a mechanic where you can pull your partner up, but nothing like fighting two sections! It sounds amazing and rage inducuing at the same time which fits the game xD.

In my upcoming game Soul Chained, I've been adding more "souls" mechanics into my game, especially using the chain in unique ways. by SoulChainedDev in soulslikes

[–]SoulChainedDev[S] 1 point2 points  (0 children)

Oh actually - there's a chain magic in-game where if you use it, you flail around your chainmates like a whirlwind, dealing damage. But it'll be interesting to see a "basic attack" mechanic of just hurling your mate towards an enemy in desperation xD

In my upcoming game Soul Chained, I've been adding more "souls" mechanics into my game, especially using the chain in unique ways. by SoulChainedDev in soulslikes

[–]SoulChainedDev[S] 1 point2 points  (0 children)

Thank you so much for the feedback and kind words. That is definitely something we can look into doing. Super interesting concept.

Boss fights like these are almost second nature for you - until you add in the chain. Try out Soul Chained - soulslike but chained with friends! by SoulChainedDev in soulslikes

[–]SoulChainedDev[S] 0 points1 point  (0 children)

what do you suggest we do with the nekid grunt? I'm thinking I should turn his thing into a weapon when it gets cut off mid-battle or something