The good news is that Soulless 2.0 is complete and ready. The bad news is that it doesn’t currently compile in Stencyl 3. So depending on how long this issue will take to iron out will determine how much longer until Soulless hits the Mac App Store and iOS App Store. Fingers crossed someone over at Stencyl can help me with this as the log file doesn’t even show any errors, so this could be a tricky thing to track down. So in the meantime I’ll begin work on my next title. Stay tuned!
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Most people don’t need much from a platformer. A little variety in the background, a few interesting puzzles, or even interesting ways to make things blow up are enough to make most people happy. The question lies in whether that’s enough for anyone to want to spend any money. Usually, it isn’t.
Sadly, Soulless is lacking any really interesting gameplay elements. It mainly consists of running around in a sphere of darkness and firing at zombies with a machine gun. This wouldn’t be so bad if it was a machine gun with different varieties of bullets, or if the enemies acted more intelligent than a homing missile, but all you can do is point in their general direction and hold down the firing button.
The platforming elements are also a tad premature. The character jumps sloppily and can often miss a platform because he jumped just a little too early. Not that it matters, though, as there’s no falling damage or death pits. You just climb all the way back up and keep trying until you finally cross the divide. You can also jump over zombies if you try hard enough, but that often gets you swatted so you might as well stand still and fire until they explode.
Well, until you run out of bullets. This happens extremely often if you pick a character with high “speed” as the speed translates into firing the machine gun faster with lesser damage. The enemies still die just as fast, but you waste a whole ton of bullets per enemy. This can be particularly devastating in levels without any reloads scattered around. For instance, there’s a level where dozens of zombies fall from above and you have to stand still and shoot them until you run out of bullets and die. It’s almost guaranteed that you will die, as the zombies tend to fall faster than you can shoot them. There’s also nowhere to run and hide.
The graphics are a little better. The backgrounds aren’t very varied, but they are interesting to look at occasionally. The enemies are poorly animated sprites that explode into blood and guts when they die, though. There’s nothing that exceptional there. The character looks the same no matter who you pick to play, and it can’t even shoot downwards. Upwards, forward, and slanted upwards, sure! But when zombies are crawling underneath your crouched fire, it seems really silly to not allow you to fire downwards.
The sound is ok. The machine gun sounds like a semi-automatic machine gun, the doors open with a classic sliding sound, and the canisters occasionally clink against the ground. However, half the zombies don’t make any noticeable sound when they die, and the other half scream annoyingly loudly. The music for the menu and marine selection screen is actually pretty good, though. It’s a shame it’s only heard for a short period before the jarring track of the actual game loops forever. None of this would be particularly bad, but there’s no way to turn off the sound or music. You’re stuck with it.
Overall, there’s really no reason to pay money for Soulless. It’s a pretty good attempt for a first try, but it’s not something that’s anywhere near the level of quality for half the free games on the market. For instance, The Magical Flying Pink Pony Game (google it) is way more fun and it can last you for hours!
Until Soulless is seriously improved, $12.95 is too high a cost. It needs a variety in levels, better sound and music, and something more than just holding down the firing button.
• Multiple characters
• Character choice doesn’t matter
• Poor graphics
• Annoying sound and music
• Monotonous gameplay
Will 2013 see Soulless and Powerslam go multi-platform? I believe so. The Stencyl port of Soulless is coming along well. I have ported 8 of the original 21 levels so far, but that does still leave 13 more levels. I really hope I can have them done before the end of January.
Not only this, but Erik has made progress with his hard work porting Powerslam over to Monkey (a huge thank you goes out to him for all of his continued help). So it certainly looks possible that 2013 will be the year these two games finally become available to the masses.
I don’t win things very often so I have to say I was more than surprised to find my new Impact Wrestling shirt in the mail today.
Main Event had a competition where people had to email in what they thought about Austin Aries giving up the X Division title for a shot at the World Heavyweight title. The competition was a cool way of them promoting the upcoming PPV Destination X.
At any rate, below is my entry that saw me win one of the shirts up for grabs.
I feel Austin Aries giving up the belt was the wrong decision. By giving in and handing it over for a chance for the World Heavyweight belt he diminished the value of the X Division title. Now there is no question that it is of a much lesser value since people will give it up for the World title.
Instead, he should have passed on the chance, said the belt meant too much to him to just throw away and try and still take on Bobby Roode on his own terms. I mean isn’t he meant to be a heel anyway? He should rebel. If he could have beaten Roode for the belt and hold both belts. Then how much value would that add to the X Division title? A X Division champ beat the World Champ.
Anyway, that’s my take on it.
Look forward to watching the PPV on Monday,
Cobra Blade nos trae el juego PowerSlam un juego de wrestling al mas puro estilo arcade para nuestros Mac.
En PowerSlam nos encontramos con dos modos de juego, el modo torneo (48 rondas) y el modo exhibición con 11 modos de juego (uno contra uno, todos contra todos, cuatro esquinas, dos para dos, sumisión, mejor de tres, etc.). Ademas, cuenta con un completo editor que se desbloquea una vez completado el modo torneo, mediante el cual podrás crear nuevos luchadores.
Entre las opciones que contamos en PowerSlam, tenemos la posibilidad de poder redefinir las teclas, jugar con gamepad, 5 modos de dificultad, indicadores de vida, y 18 luchadores a elegir (cada uno con sus propias caracteristicas), ademas os recordamos que podreis incluir vuestras propias creaciones, etc.
La jugabilidad de PowerSlam es la clásica de este tipo de juegos, desarrollando nuestra inteligencia para la supervivencia mientras efectuamos todo tipo de llaves, golpes e incluso usamos objetos para desacernos del rival. Por sacar una pega, el escenario del cuadrilatero, tiene unas molestas rejas que lo tapan, molestando bastante a la hora de jugar.
Gráficamente, tiene ese aire retro que lo hace especial, recordando con añoranza los días que pasamos jugando con nuestras antiguas consolas, pero no destacando en particular con sus gráficos.
En resumen, PowerSlam es un titulo diferente, posiblemente único en nuestros Mac,s perfecto para todo amante de este tipo de juegos.