Soulbound by ghost-in-the-toast

Soulbound is a roguelike top-down shooter in a dark, metaphysical setting. Starting with nothing and as nothing, you select from 4 playable spirits to fight your way through purgatory. Move your soul with WASD and aim projectiles with the mouse. Attacks are fired along a timeline, which can be used to rearrange new projectiles to create unique attack combinations. With original artwork and music composed by Team Ghost members Skawly and Conduit, Soulbound leaves the player with an eerie atmosphere in an otherworldly realm.
Move: WASD Aim Projectiles: Mouse Interact: Left Click
Through the passage of time, your attacks will be initiated. You can rearrange attacks along the attack line by clicking and dragging them. Along your journey, you will find items that grant you new attacks and abilities. You can equip a new item by placing it in your inventory to the right. Or cast them aside to the bottom right. Take note, discarded items cannot be retrieved.
Ghost in the Toast: Avery Ruth (programmer, pixel artist) | Kelly McDermott (digital artist, graphic designer) | Tyler Byers (music and sound design)
Ratings
| Overall | 10th | 4.365⭐ | 39🧑⚖️ |
| Fun | 7th | 4.297⭐ | 39🧑⚖️ |
| Innovation | 25th | 4.297⭐ | 39🧑⚖️ |
| Theme | 358th | 3.608⭐ | 39🧑⚖️ |
| Graphics | 288th | 3.947⭐ | 40🧑⚖️ |
| Audio | 65th | 4.014⭐ | 39🧑⚖️ |
| Humor | 525th | 2.797⭐ | 34🧑⚖️ |
| Mood | 132th | 3.926⭐ | 36🧑⚖️ |
| Given | 43🗳️ | 25🗨️ |
All the best~
The autofire-pattern-building mechanic is really cool, although I feel like I didn't make all that many useful decisions about where things appeared in my attack pattern. It would have been cool if there were, say, bullets that did extra damage to poisoned enemies, so there was an incentive to build your pattern a particular way.
The sound design was nice, especially the voice acting at the beginning. I think some of the sound effects were a little more grating than others (the destroy sound for the ice bullet was particularly louder than the others and got a tad annoying).
I was impressed at the number and variety of enemies. I don't even think I got to anything (I stopped after the slime boss) but there were already a lot of different enemies. I think there probably could have been a little more variety to the upgrades, seeing as I maxed out my build pretty early, but the number of items you had was already impressive for a game jam.
I think the player bullet speed could be a bit higher (if you haven't already seen "The Art of Screenshake," I'd *highly* recommend searching it on YouTube).
Overall, well done!
I agree about the attack patterns not being interesting enough. One of the things I had been thinking about was how to make the timeline more engaging to the player, in the end I don't think It was the best it could have been. Fitting as much in as we did meant we had to sacrifice a lot of the items we planned on putting in, and I think that hurt us the most overall.
Thanks for playing and leaving some great feedback! I will definitely check out that video!
- The music was great and was enjoyable to listen to while playing! If you guys had more time it would of been great to see a transition during boss fights in order to interrupt the music a bit, instead of it being the constant background stream. However, I do believe the sound effects weren't up to snuff like the music. They didn't have the great of an impact when hitting enemies and it became monotonous quickly.
- The amount of enemies variety and animations in regards to those enemies were fantastic, it provided an excellent pace to the game. It was also enjoyable to see you spawn one new enemy at the start whenever you introduced them so the player can get an idea of what they do without it being overwhelming or possibly providing one of those "wait why did I die moments" that sometimes occurs in games.
- The attack bar system was definitely unique, though could of been made more interesting if you guys had more time. Perhaps a combo esque system where certain attacks in a certain order or pattern while do some extra effect. For example maybe three fires in rapid succession will cause an explosion on the first thing the third projectile contacts, doing area of effect damage.
- Some general button inclusions may have been nice, though maybe I missed these. One to skip the timer during the wait for next round and a pause button.
- As great as the voice was in the beginning, subtitles should be an addition if you get the chance for those with hearing issues.
- Finally, not a complaint/praise of the game, but I did have a few times where the Ooze/Slime Boss would get stuck in the bottom right corner and not do anything else for the rest of the fight.
Things I liked:
* Shooting bullets according to a rhythm + the trade off between health and bullets were both interesting systems! I agree that the implementation didn't end up being that deep but I think the basic concept is really neat and there are a few ways it could have go (the bullet in the center of the line doing double damage, enemies that have shields that quickly regen so they require rapid fire bullets to damage, etc.)
* The variety of enemies and bosses was impressive and I like how the enemies in a stage show off new patterns of attack and you have the boss use said patterns to reinforce the skills you teach the player.
Things I didn't like:
* I wasn't actually a fan of the voiceover and would have preferred having subtitles for it.
* The first two bosses seemed too easy and you can just tank all the hits and have enough damage output to win directly.
Regarding the content of the game, I was surprised how much unique stuff there was. Item variety was probably the weakest aspect (everything was either +hp or attack variations) but still offered enough interesting possibilities I can't fault you for that. However the amount of enemies was very impressive (with multiple unique bosses!) which really caused this game to stand out to me. Even still, the game did feel pretty short which I have to mention. But hey, it's a jam game.
The overall pacing of the game may actually be one of it's strongest points as it felt very well balanced with clear progression up to the bosses. Even though the bosses themselves felt a tad on the easy side (considering they were bosses), the timing of every thing worked well enough that it wasn't too much of a sticking point.
Unrelated to the merits of the game, I feel like there's a pretty strong Binding of Isaac influence here with the enemy mechanics, general look of characters/projectiles even though the actual art style was nothing alike. Also had a similar flow of getting loot from defeating enemies (which is albeit a pretty common mechanic, but still).
Overall, I'd say this is definitely one of the stronger games I've played this jam so hats-off to you guys on that. Even made me type up this feedback essay here. :stuck_out_tongue:
Also, is that red skeleton who throws bones a Paper Mario reference?
Great work!
Love the idea build your attacks pattern and weapon type. But I suppose confirm button when player ready is better than timer. Ability to manage items and patterns while combat is confusing, especially when I randomly move mose down and see HUGE popup about weapon which defocuses me =(
Maybe split the game phases to "combat" and "prepare", and allow to player use corresponded function ONLY at needed phase.
Nicely done, man!
final rating "yalls are too good at this what the hell"/10