Soulash
Improving Advancement Options and adding flavour with this simple trick
So any class/race will always advance by muching enemys and picking up stuff. Those are our two angles of imporving our dude. There is nothing else. Nothing that makes my level 10 different from yours besides what we picked up or spent some points different or lucked into different abilities.

Also, isn't it a shame nothing ever does anything with anything? You can barly cook meat, but you can't set a field on fire, you can't freeze a river (functionally), you can't create creaters, barriers, damage that actually interacts with the game meaningfully - it won't matter if you wear the goblins crown and sit on his throne afterall nothing happens.

But what if something did ?

Obvious stuff like cooking the cooking lady, freeing prisoners, taking every coin from a dwarven vault, sitting on all those thrones, breaking all those temples - they could give some perk points (any currency besides expierence points will do), pp for short ;)

Just give em pp if they do something cool. If nothing else run a filter for any unique item in a 2000 title radius and give interacting with it a small pp reward.

PP is then spent for off-side upgrades, like repuation (race X/Y does not attack you primarly/neutral/50%neutral), changing the loot table slightly, godly challanges, blessings, shaping what your charakter is - hopefully if we feel fancy, based on what we actually did.

These options that can be willfully used to adjust the world to fit the players story/gameplay desire would be a great improvement imo.


If you don't use that idea, can we at least have some interactive mobs? Like a trade caravan? Anything that can wander in and was not here before?
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Artur Smiarowski  [developer] 5 Apr, 2023 @ 7:46am 
Cool ideas, but it would take maybe a thousand hours of devtime to add them, and it's too big for a side feature.

I've begun working on the new progression system for Soulash 2 with the intent to add more ways to shape our characters, and I'll soon share more details in the devlogs on Discord if you're interested in giving some suggestions as I add things.

The sequel itself has been rebuilt from the ground up, not to be entirely focused on combat, with a procedural world and history simulation, building, trading, and other non-combat NPC interactions, so some of the ideas you've mentioned here might be a better fit in the next game.
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