Soulstice

Soulstice

View Stats:
Anguirus Sep 30, 2022 @ 12:35pm
I liked the game. It's good. Great even. BUT (long essay pointing out what I think)
Initial impressions during the first half of the game were excellent. It had a few red flags but I just pushed through, since they weren't too egregious. Also a lot of them could be justified by the team's lack of budget/experience, and all things considered, this game is a small miracle. A PS2 era, evocative fixed camera action game like DMC/GOW? Yes, please! I also love the Souls series but I love even more these demanding, beautiful, pure skill based character action games (aka not stats based) that no one does anymore. Unfortunately though, a few baffling decisions around 3/4 into the game made me question if I should give it a negative review. Fortunately it was only some blemishes in an otherwise good game. I'll explain what's to love in this review later but I think it's important to lay out the negatives first to not seem like I'm just glossing them over. I might come off as harsh but I'm saying this because I see HUGE potential in this franchise and team, and I want to see the next game be a much better action game than this, which already is pretty good!


For starters, it has solid fundamentals although the color swapping mechanic just turns a lot of combats into a chore. Used sparingly as it was in the first few hours was fine, but it was taken to its limits as the game went on. This kind of "variety in gameplay" was tried numerous times in other games, including the infamous DmC reboot, to overall negative feedback, so I don't understand why it was used here. It generally just adds a layer of frustration and instead of making the game more varied it makes it more limited. What should be strategic thinking turns into annoyance. Here are some examples:

- Normal/red attack on blue enemies (ghost type) just make your weapon go through them, but a normal/blue attack on red enemies (possessed type) makes your weapon bounce, making you vulnerable. So logically you want, in case there are red and blue enemies, to use red first and take care of blue enemies later, right? But some red enemies after defeat liberate a few blue enemies that NEED to be eliminated on a timer or the red enemy will recover health. And a lot of times you're swarmed by other red enemies, so you're just desperately trying to isolate the blue enemies before the timer runs out.

- Same as above but because some red enemies liberate the blue ones BEFORE losing all health. So the blue enemy is hovering near the still alive and kicking red enemy.

- Bow is great against flying enemies, but your red/blue bubble is very limited in diameter, making the bow basically useless throughout the game except for a few normal enemies and a particular boss.

- Sometimes in the arena there are red bombs that are activated if you turn on the red bubble, or blue bombs that activate if you DO NOT turn on your blue bubble. And of course, there are a lot of red enemies near both bombs, which makes you having to constantly turn on and off your bubbles - when you can actually see the bombs! The camera isn't always friendly. Oh, and sometimes the enemies themselves produce these bombs!


It feels like the thinking was that a good challenge is removing the chance for the player to use all the cool stuff they gathered along the way. Your gear and abilities are genuinely fun and thought out, so it pains me that a lot of combat situations actively discourage you to use them, or have a huge detrimental approach to your abilities. Here are some other examples:

- Flying enemies. They most of the time just are CONSTANTLY flying away from you. My solutions were to use the stinger move, double dash, or use the grappling mechanic from the whip. Yeah they work, but it's not fun. I'm just chasing them through the arena just for them to start moving the other way. But they're still better than the...

- Teleporting enemies. Doesn't matter when, during your chase or even in the middle of your combo when they're stunned, they just teleport randomly to somewhere in the arena. A few times in a row. And if you're locked on them, prepare to have your camera get like Dante's party: CRAZY! A lot of enemies also have this dashing attack that's almost like a teleport. You can freeze them, but not always (Lute's counters are limited for some reason), and they'll eventually dash anyways. You can't beat them all at once.

- A lot of enemies produce shields that need to be broken by the right color, and the only efficient weapon I found was the hammer. Again, just another annoyance that removes your overall battle strategy to deal with the single thing that appeared in a specific way.

- Most enemy attacks DO NOT have sound cues. I thought it was well established by now that we have a better reaction time to audio cues than visual ones, Bayonetta is here to prove it, as all other Platinum games. Also making enemies have very distinct sounds before attacking can make it clear what they're planning to do off screen, because a LOT of times I was sucker punched by an enemy just barely out of the screen because I couldn't say what they were doing when Lute countered them (did she interrupt them? Or just freeze? I dunno but it would be nice to know)

- Your weapons have clearly defined strengths and weaknesses against enemy types. I think it's much more interesting when all of your weapons/abilities are viable against all enemies, makes the combat experience much richer and tailored to your preferences, and also what makes the game have longevity and depth with people experimenting forever. This is certainly just a design decision but I don't find it very interesting, it's more like the devs just wanting you to play a certain way. Also some are a bit odd, like daggers are strong against summoners? Why? And a tonfa-cannon good against dogs...?

- Bosses are weak in design/strategy up until the last three. IMO, since this game is on a budget, it should have used one of the staples of the genre: repeat boss battles. The excuse is perfect, and it would make the first half of the game MUCH more interesting. They could easily have given an excuse to fight the Harbinger (like a mystery monster) in the beginning, maybe making you lose. First fight against Jared definitely should NOT have been just "avoid damage for a while". Beat him in his transcended form and make him retreat for revenge. And Nemesis could have a fight earlier, maybe with Donovan helping. Just save a few moves/phases for later. It would have been awesome and make the other characters more involved in the story.

- Exploding enemies: just... no.


Some other miscellaneous problems:

- The game definitely overstays its welcome. Not only does it have more stages than your regular DMC (25 instead of 20), they generally are super long and you can clearly see reused assets. I think the game would benefit greatly from cutting around 30 to 40% of content and making it more focused on interesting combat scenarios, because I think having so many stages and fights took the time away from refining ideas. You know how Bayonetta/Wonderful 101 have all those crazy mini-games and different situations, which some people hate, but at least they're filling the game with something. And DMC5 and MGSR are hyper-focused on combat situations, and the stages are almost an afterthought. But in Soulstice the stages are long and with "break the crystal" puzzles that are inoffensive and time wasters. The few other puzzles like "rearrange the bridge" are much more interesting for breaking the pace.

- Adding to the previous one, the backgrounds hardly evolve over time. First location on the docks is super cool, beautiful and unique. Then you'll basically be seeing blue tinted castle rocks for 60% of the game. Oh, and everyone's favorite stage theme: the sewers! In the beginning I thought we would go through all three major cities, but at around 1/3 in when things weren't evolving much I realized the entire game would take place in a single city and my heart sank a little. And this also relates to...

- Incomplete story. The arc established in this game closes and it is nice and good, but this game was clearly made with sequels in mind and this always leaves a bad taste in my mouth. It sounds like the devs didn't really commit to all that the story would imply, or are preemptively asking players to buy more to see more, and there's always the risk of the second game never coming to fruition, or the team moving on, and we never see the conclusion or what was planned.

- Sound effects are generally weak or lacking. Games like this need really over the top, unrealistic sound fx just like the visuals and story are setting up. Sounds here are very muffled, "wet" or sometimes appear to not even be there, like most enemy attacks.

- Except for bosses, enemies lack variety in design. Most are just humanois with things attached, or bigger or fatter. It makes sense in the lore but it is a bit boring. Could definitely have more possessed animals or something. And one of the most awesomest designs (Briar by the end) only appears in cutscenes... it should definitely be at least the Berserk state. Although most of this might be a budget problem.


But the two most egregious problems came on Stage 17 and 21.

- Stage 17: there's a new enemy introduced that for this stage just stays in the background. And of course, it can shoot projectiles at you, making you randomly have to dodge, again interrupting your line of thought. The worst battle was against two scorpions and a huge-arm dude, since all of them have silent projectiles (the arm dude being a giant undodgeable - but jumpable - wave). It was so frustrating that I almost stopped playing the game altogether. I had to purposefully not use the lock-on and keep an eye on all four the entire fight. And yeah, changing colors all the time...

- Stage 21: you're on a timer in a 15 minute stage with four fights and a platform challenge at the end. And if you die/time out, it's off to do the entire stage again. Which is weird since the stage clearly has a midpoint where the timer resets, so why isn't it a checkpoint? Of course the final fight is against an obnoxious color-changing enemy group, and the platform session was the only time the fixed camera was REALLY bad, throwing your perception off just enough to miss the platforms. It's been a long time since I felt an adrenaline rush so bad while playing a game - not because it was hard, but because I dreaded having to redo the stage for the fifth time because I miscalculated the jump again thanks to the malpositioned camera.


So after all this, what to love? Well a lot actually, or else I wouldn't be writing this essay.

- First, as much as I complained about the combat, it IS good. It is so good in fact, that that's exactly WHY I wanted to NOT have all those hindrances and actually just enjoy it, think about combos, vary my weapons, study enemy patterns, etc. When there's not a lot of BS going on it's incredibly fun! And to be honest, more often than not you'll find good combat scenarios with interesting enemy formations. I tend to not use items in these kinds of games and play on hard because I love figuring out strategies, thinking on what enemy I should prioritize etc. and this game certainly delivers that. Just not always.

- Upgrades feel meaningful, varied and unique, especially Lute's. I was definitely surprised by what I thought would be just a gimmick. Lute ended up being the character I spent most time trying to figure out how to personalize to my tastes and experiment with all her abilities. Briar weapons are also varied and offer a bunch of unique stuff, no two weapons felt redundant - although as I explained above, the Bow is severely gimped by the game's own systems. Also I wish the main sword had more to it, or that I could swap both weapon slots instead of always having the sword. Could have made the combat even more fun!

- Although long, stages are actually fun to explore, and more often than not offer a lot of rewards if you venture outside the main path!

- You really feel like you're playing with both sisters. It's not like Astral Chain where you're ACTUALLY controlling two characters, but Briar and Lute feel like two entities that need to have synergy. This accomplishment is a feat in itself, and although I think it isn't perfect (countering with Lute sometimes feels unfair due to the limitations in number of counters that are not properly explained, also I think button prompts are just tacky and lack imagination), I think this can become much better realized in a next game.

- I loved the supercombo/powered state mechanic. It does incentivise you to play well and not get hit, and to think about the trade off between having access to your super move you can use only on certain occasions, or deal a lot of damage at once but lose the super combo. It's skill based risk/reward, but this sometimes gets shot down by the unfortunate battle blemishes described above.

- The fixed camera is done astoundly well, and IMO combat should also be in fixed camera like old school GOW. But unfortunately the camera is the biggest complaint I'm seeing online, so chances are in a next game the devs will ditch it, which is a shame. I hope they stick to their... Guts (yeah had to say it)!

- Background, although repetitive, is gorgeous. As are the character designs for the main characters and villains.

- Story and characters are very well written. I went in thinking it would be a bit edgy (it is, but not the bad kind), and ended up with a lot of 3 dimensional characters. The story is a bit predictable but there's nothing wrong with that, especially when the characters are this endearing. The sisters really convinced me that they care for each other, which is honestly rare in video games. Nudity was tastefully used, and it pains me that there is still so much stigma around it with people complaining or pointing out "boobs" as if it's a forbidden thing and not just part of the human body. The villains are very convincing in their motivations and all of them are kind of tragic in different ways. Even your merchant dude goes through a lot of twists and turns. The lore is intriguing and in a way, very original. The setting has the proper mood too! Voice acting is excellent as well. Corvo was done dirty tho

- Nemesis and first Harbinger bosses are excellent and probably the best enemies in the game. They're varied, have multiple phases, and great attack patterns. Even if Nemesis sometimes bonks your head with an unseen boulder.

- Music during battle really gets you pumped up.

So in conclusion, I liked this game a lot, just don't love it. I generally go for the higher difficulties after playing these games, but considering all the annoyances, I probably won't be doing this with this game, unless at least a few of them are addressed. BUT! I'm definitely waiting for great things from this team and I'll keep an eye on their next project!


EDIT: Formatting
Last edited by Anguirus; Sep 30, 2022 @ 12:56pm
< >
Showing 1-15 of 16 comments
SeekerHammerdin Sep 30, 2022 @ 1:29pm 
If you haven't put this as a review for the game, you should, it covers a whole lot of important points that people should be aware of.

Originally posted by Anguirus:
- Incomplete story. The arc established in this game closes and it is nice and good, but this game was clearly made with sequels in mind and this always leaves a bad taste in my mouth. It sounds like the devs didn't really commit to all that the story would imply, or are preemptively asking players to buy more to see more, and there's always the risk of the second game never coming to fruition, or the team moving on, and we never see the conclusion or what was planned.

This point is a worry of mine as I've seen other AA games, such as Cursed Crusade, and even AAA games (Prince of Persia 2008) have a story that ends on a complete cliffhanger where you're going to expect a sequel, only for that sequel to never come. Especially bad if you're wanting to know how the story concludes, only to be left eternally waiting for something that will most likely never come.

I think any dev that's starting a new IP that isn't based off of existing material really needs to learn how to give the game a satisfying ending, as a final reward for completing the story, rather than trying to get the hype train going for a game that isn't even out yet, if people like the first game, they'll most likely check out the second as well.

On an unrelated sidenote, the influx of soulslike design in story design also hasn't been that great, as I see many games that look to have a really interesting world and aesthetic, only to write an incredibly cryptic and unclear storyline, with a minimalist ending that just feels unsatisfying.

Originally posted by Anguirus:
- Your weapons have clearly defined strengths and weaknesses against enemy types. I think it's much more interesting when all of your weapons/abilities are viable against all enemies, makes the combat experience much richer and tailored to your preferences, and also what makes the game have longevity and depth with people experimenting forever. This is certainly just a design decision but I don't find it very interesting, it's more like the devs just wanting you to play a certain way. Also some are a bit odd, like daggers are strong against summoners? Why? And a tonfa-cannon good against dogs...?

The combat does have a tendency to feel like rock paper scissors sometimes, with certain weapons being a really obvious choice. I don't mind that too much, as plenty of enemies can be hurt well enough by all of them, however, I do wish the game made it more clear what enemy could be weak against what.

For the Armor type, it's obvious since the enemy is heavily armored, Shield/Barrier as well is pretty straightforward (enemy has big shield or a circle barrier to break), along with Swarmer (smaller weaker enemies that surround you) or Flyer (they fly...), but then you have things like resilient, ferocious, and summoner. For those three, it really isn't clear what can tell these apart from the others, and I don't want to go to the codex each time to try and memorize what's what/

One other thing I'll mention on combat that bothered me a bit is I think the weapon progression is a bit too slow. Early on, it's not a huge deal since you don't have much to deal with, but closer to mid game, it started getting frustrating, and I found myself feeling like I needed a lot more time with some weapons to get the hang of using them and switching, as well as getting some upgrades on them.

Like the tonfa cannons, those are actually super useful in handling those giant champions, but when I got them at first, I hardly used them since I was already frustrated enough with the combat at that point trying to chase down teleporting and flying enemies while avoiding all the other chaos.

The interesting thing I found is that now that I started playing the Chimera difficulty, the combat has actually felt more fun than I ever remember it being when I did the first playthrough on Knight, at least up to where I am now, I'm sure I could get frustrated later on, but I'll find out when I get there. I think a big part of it is because I already have all the weapons and the moves for them, and with Chimera throwing around a fair variety of enemies early on without a mass of red and blue so far, it's given me a chance to really mess around with my toolset and get a better idea of what I like using for what situation. The initial playthrough made me feel like I was too limited, and by the time I got most of the tools, the enemies that were being thrown my way were way too annoying, so the progression curve feels a bit messed up. Maybe I should have picked an easier difficulty first time around, but that wouldn't have unlocked Chimera.

If the devs update the game, I think they should make Chimera unlockable from beating the game once on any difficulty.
Gailardia Sep 30, 2022 @ 4:11pm 
If the devs update the game, I think they should make Chimera unlockable from beating the game once on any difficulty. [/quote]

I disagree with this, solely because of the fact that this feels like a reward for playing on the hardest difficulty given when you play the game for the first time. Not only does it give it replay value but I wouldn't understand someone wanting to jump from easy or normal straight to Chimera.
Gailardia Oct 1, 2022 @ 12:00pm 
Originally posted by Anguirus:
For starters, it has solid fundamentals although the color swapping mechanic just turns a lot of combats into a chore. Used sparingly as it was in the first few hours was fine, but it was taken to its limits as the game went on. This kind of "variety in gameplay" was tried numerous times in other games, including the infamous DmC reboot, to overall negative feedback, so I don't understand why it was used here. It generally just adds a layer of frustration and instead of making the game more varied it makes it more limited. What should be strategic thinking turns into annoyance. Here are some examples:

I am curious how you think that the fields do not bring more variety but, instead, more frustration. The purpose of the fields is to make combat more engaging and thoughtful. Like a fighting game. So the more you have to keep track of. And it works out really well. Especially once you have all of the upgrades.

Not only that, but the game gives you the option to not even ENGAGE with this system if you do not want to by using the Gameplay Assist "Assist Fields"

While it is absolutely okay to have critiques, I do wonder if you really do like the game as much as you say you do. You literally talk about about how you love skill based games yet this paragraph has an issue with one of the core mechanics of the game which is, to put it lightly, skill based.

I would also like to say that annoyance and strategic come hand in hand since most battles and enemies tend to be annoying and frustrating until you finally figure out the strategy. Were you annoyed because you could not adapt to the usage of the fields? Did you unlock all of the upgrades and still have this issue?

I am simply asking and wanting to understand because the points in your post seem a bit contradictory.
Last edited by Gailardia; Oct 1, 2022 @ 12:26pm
Anguirus Oct 1, 2022 @ 1:08pm 
Originally posted by SeekerHammerdin:
If you haven't put this as a review for the game, you should, it covers a whole lot of important points that people should be aware of.

Yeah I wrote this as a review but didn't know Steam had a character limit! I wrote so much that I cannot put even half of it on the 8000 characters limit lol. I'm still thinking what I should do, maybe an abridged version with a link to this post?

Originally posted by SeekerHammerdin:
The interesting thing I found is that now that I started playing the Chimera difficulty, the combat has actually felt more fun than I ever remember it being when I did the first playthrough on Knight, at least up to where I am now, I'm sure I could get frustrated later on, but I'll find out when I get there. I think a big part of it is because I already have all the weapons and the moves for them, and with Chimera throwing around a fair variety of enemies early on without a mass of red and blue so far, it's given me a chance to really mess around with my toolset and get a better idea of what I like using for what situation. The initial playthrough made me feel like I was too limited, and by the time I got most of the tools, the enemies that were being thrown my way were way too annoying, so the progression curve feels a bit messed up. Maybe I should have picked an easier difficulty first time around, but that wouldn't have unlocked Chimera.

Interesting, I might give it a try on Chimera then!
Anguirus Oct 1, 2022 @ 1:33pm 
Originally posted by Gailardia:
I am curious how you think that the fields do not bring more variety but, instead, more frustration. The purpose of the fields is to make combat more engaging and thoughtful. Like a fighting game. So the more you have to keep track of. And it works out really well. Especially once you have all of the upgrades.

Thanks for your thoughtful comment! I gotta say I do not find it contradictory at all. I think I explained well why I don't think it makes it more engaging by giving some examples, but maybe I didn't! The main gripe is that it feels more like a chore than actively engaging with the enemies. Changing your fields and paying attention to the entropy level isn't a challenge, it's a very easy to understand concept and your engagement is just pressing a button, so there's no skill involved other than your perception. It's a thing that "piles up" on the combat system instead of expanding. And it's limiting because you have to do exactly what the game demands in the moment rather than what you can come up with.

What I say about strategy is this: in Bayonetta, W101, DMC or other games like this, when you figure out an optimal strategy for a fight, you can make them a breeze. Figuring out red/blue fields makes no difference in the outcome, because they don't directly affect anything you do in battle other than being able to hit.

It's a good thing you brought up fighting games because I also play a lot of them, and I honestly never ever seen a fighting game with anything similar to a dual color system where you can't hit your opponent if you don't have the right color up. The only similarity I can see is that you have to pay attention to your super/stun bars, but this is much more like the Unity gauge than the Entropy.

Originally posted by Gailardia:
Not only that, but the game gives you the option to not even ENGAGE with this system if you do not want to by using the Gameplay Assist "Assist Fields"

I had no idea! I honestly want to try it and see what I feel about it. I do get the impression it might screw up the game's balance but you never know! Does this remove the danger of the red bombs?


Originally posted by Gailardia:
I would also like to say that annoyance and strategic come hand in hand since most battles and enemies tend to be annoying and frustrating until you finally figure out the strategy. Were you annoyed because you could not adapt to the usage of the fields? Did you unlock all of the upgrades and still have this issue?

I absolutely agree with your statements about the annoyance before figuring out the strategy. Some that come to mind is Grace and Glory in Bayonetta, Prince Vohrken in W101 and... the entirety of Ninja Gaiden XD.

So that's actually a GREAT point of why I think the dual color system is detrimental: it's super easy to figure out. It's basically a no brainer. Red = red, blue = blue. What's annoying is HAVING to use them.

Also about unlocking, Briar had everything except a few lv3 proficiencies, and Lute had lv3 field abilities, which I bought all that interested me (basically I didn't want to pick the "increase entropy" ones). Does finishing the upgrades really make that much of a difference?
Gailardia Oct 1, 2022 @ 1:35pm 
Originally posted by Anguirus:
Originally posted by SeekerHammerdin:
If you haven't put this as a review for the game, you should, it covers a whole lot of important points that people should be aware of.

Yeah I wrote this as a review but didn't know Steam had a character limit! I wrote so much that I cannot put even half of it on the 8000 characters limit lol. I'm still thinking what I should do, maybe an abridged version with a link to this post?
You could give a brief overview of what your thoughts are about the game and put a link that leads to this thread. That might be the best option if you want everyone to know everything you wrote. Other than that, you could try to condense your points to the ones you feel are the most important for people to know.
SeekerHammerdin Oct 1, 2022 @ 2:17pm 
Originally posted by Gailardia:
I disagree with this, solely because of the fact that this feels like a reward for playing on the hardest difficulty given when you play the game for the first time. Not only does it give it replay value but I wouldn't understand someone wanting to jump from easy or normal straight to Chimera.
My reasoning on that is that after having played knight, I realized how I didn't enjoy that difficulty or progression in it at all, I actually only picked it because it's the one I needed to do to unlock the next one. It felt overly tedious to me, and even though I wanted to move down, I couldn't because I didn't really want to replay the missions twice just for that.

Now, had I done this game on either of the earlier difficulties, if I finished them and had all my upgrades, I'd still need to play through Knight, which my guess is the exact same as the others, only with enemy stats scaled up some (I actually haven't touched the earlier difficulties, so I'm kind of assuming based on other similar games). That, to me, isn't particularly exciting, since I'm just playing the exact same game only with slightly tougher enemies.

Chimera, on the other hand, throws different enemy combinations your way, which is going to give you much better variety on a 2nd playthrough and make the experience more fresh now that you have everything unlocked, rather than going through the exact same fights.

There's still Transcendent difficulty as well, which would be the big unlockable to work towards, and I don't know what that one will be like, but with Chimera, the enemies don't really feel more difficult, the game just throws different combinations at you.

I actually kind of like it when games do that as well, where each higher difficulty does something more than just scale enemy health and damage, maybe even throwing completely new enemies your way or giving them additional moves that didn't exist earlier.
Last edited by SeekerHammerdin; Oct 1, 2022 @ 2:17pm
Gailardia Oct 12, 2022 @ 9:53am 
Originally posted by Anguirus:
Originally posted by Gailardia:
I am curious how you think that the fields do not bring more variety but, instead, more frustration. The purpose of the fields is to make combat more engaging and thoughtful. Like a fighting game. So the more you have to keep track of. And it works out really well. Especially once you have all of the upgrades.

Thanks for your thoughtful comment! I gotta say I do not find it contradictory at all. I think I explained well why I don't think it makes it more engaging by giving some examples, but maybe I didn't! The main gripe is that it feels more like a chore than actively engaging with the enemies. Changing your fields and paying attention to the entropy level isn't a challenge, it's a very easy to understand concept and your engagement is just pressing a button, so there's no skill involved other than your perception. It's a thing that "piles up" on the combat system instead of expanding. And it's limiting because you have to do exactly what the game demands in the moment rather than what you can come up with.

What I say about strategy is this: in Bayonetta, W101, DMC or other games like this, when you figure out an optimal strategy for a fight, you can make them a breeze. Figuring out red/blue fields makes no difference in the outcome, because they don't directly affect anything you do in battle other than being able to hit.

It's a good thing you brought up fighting games because I also play a lot of them, and I honestly never ever seen a fighting game with anything similar to a dual color system where you can't hit your opponent if you don't have the right color up. The only similarity I can see is that you have to pay attention to your super/stun bars, but this is much more like the Unity gauge than the Entropy.

Originally posted by Gailardia:
Not only that, but the game gives you the option to not even ENGAGE with this system if you do not want to by using the Gameplay Assist "Assist Fields"

I had no idea! I honestly want to try it and see what I feel about it. I do get the impression it might screw up the game's balance but you never know! Does this remove the danger of the red bombs?


Originally posted by Gailardia:
I would also like to say that annoyance and strategic come hand in hand since most battles and enemies tend to be annoying and frustrating until you finally figure out the strategy. Were you annoyed because you could not adapt to the usage of the fields? Did you unlock all of the upgrades and still have this issue?

I absolutely agree with your statements about the annoyance before figuring out the strategy. Some that come to mind is Grace and Glory in Bayonetta, Prince Vohrken in W101 and... the entirety of Ninja Gaiden XD.

So that's actually a GREAT point of why I think the dual color system is detrimental: it's super easy to figure out. It's basically a no brainer. Red = red, blue = blue. What's annoying is HAVING to use them.

Also about unlocking, Briar had everything except a few lv3 proficiencies, and Lute had lv3 field abilities, which I bought all that interested me (basically I didn't want to pick the "increase entropy" ones). Does finishing the upgrades really make that much of a difference?

My apologies for the super late reply. I have been busy and I hope you have been well. I guess we will have to agree to disagree but I do think perception is still a skill. And being able to perceive what is going on in battle and react accordingly and consistently is not something everyone is able to do, which is why I think it counts as a skill. Which can be learned and practiced to become even more proficient at it.

I understand your point when it comes to DMC, Bayo and W101 but I try not to compare this game to those games as this game is, in my opinion, really something different and I appreciate that. I do have some small nitpicks about the game, but overall, I really like it. I can even say love it.

The reason I brought up fighting games is due to the fact that fighting games force you to adapt and learn different techniques and systems, depending on the game AND your opponent. So it wasn't really about comparing the systems directly, but more so about how similar they are to each other in concept.

Yes, Assist Fields does negate the danger of the bombs and mines.

But the thing about the fields is that it is a strategy. Understanding what you see and then applying it Kinetically with enough speed and skill to achieve success. The same with Bayonetta and being quick enough to dodge with precision to activate Witch Time and using the most appropriate punish, while not getting hit AND alternating your combat in order to achieve and maintain a high score.

I can not speak for other people, but for myself, yes....unlocking all of the abilities makes a difference. Especially because if you play very well, chances are that you will rarely go in to Entrophy unless you want the overcharge attacks, which are powerful and useful in their own right. I also did not know that EVERYTHING stacks for Lute. If I knew this sooner, I would've had a much easier time by simply choosing to grind and get the shards to level her up.
Gailardia Oct 12, 2022 @ 12:22pm 
Originally posted by SeekerHammerdin:
Originally posted by Gailardia:
I disagree with this, solely because of the fact that this feels like a reward for playing on the hardest difficulty given when you play the game for the first time. Not only does it give it replay value but I wouldn't understand someone wanting to jump from easy or normal straight to Chimera.
My reasoning on that is that after having played knight, I realized how I didn't enjoy that difficulty or progression in it at all, I actually only picked it because it's the one I needed to do to unlock the next one. It felt overly tedious to me, and even though I wanted to move down, I couldn't because I didn't really want to replay the missions twice just for that.

Now, had I done this game on either of the earlier difficulties, if I finished them and had all my upgrades, I'd still need to play through Knight, which my guess is the exact same as the others, only with enemy stats scaled up some (I actually haven't touched the earlier difficulties, so I'm kind of assuming based on other similar games). That, to me, isn't particularly exciting, since I'm just playing the exact same game only with slightly tougher enemies.

Chimera, on the other hand, throws different enemy combinations your way, which is going to give you much better variety on a 2nd playthrough and make the experience more fresh now that you have everything unlocked, rather than going through the exact same fights.

There's still Transcendent difficulty as well, which would be the big unlockable to work towards, and I don't know what that one will be like, but with Chimera, the enemies don't really feel more difficult, the game just throws different combinations at you.

I actually kind of like it when games do that as well, where each higher difficulty does something more than just scale enemy health and damage, maybe even throwing completely new enemies your way or giving them additional moves that didn't exist earlier.

I haven't tried the new difficulty yet but if it is as you say, I am looking forward to it.

Regarding Knight, I think the best way to look at it is....Knight is the hardest difficulty available when you first start the game. It is meant to annoy and bother you, because you have NOTHING unlocked. And then when you beat it, you have everything unlocked and try it with the new difficulty you unlocked.

Have you tried playing Chimera from the beginning with NOTHING unlocked? And then as you progress, slowly unlock the the moves from Lute (since you can't reset the weapons) and see if you STILL enjoy Chimera as much?

I feel like the issue was more of us not having everything in the beginning. I say this because I have been going through my Knight playthrough to get all of the items and rifts I missed and it was MUCH easier because I not only understand the game much much much better but I also have everything. Just my opinion anyway.

This is really the only reason why I disagree with being able to unlock higher difficulties with lower ones. Then again, devs can do whatever they like and it won't bother me much. If I don't like it, I won't play it.
SeekerHammerdin Oct 12, 2022 @ 2:12pm 
Originally posted by Gailardia:
I haven't tried the new difficulty yet but if it is as you say, I am looking forward to it.

Regarding Knight, I think the best way to look at it is....Knight is the hardest difficulty available when you first start the game. It is meant to annoy and bother you, because you have NOTHING unlocked. And then when you beat it, you have everything unlocked and try it with the new difficulty you unlocked.

Have you tried playing Chimera from the beginning with NOTHING unlocked? And then as you progress, slowly unlock the the moves from Lute (since you can't reset the weapons) and see if you STILL enjoy Chimera as much?

I feel like the issue was more of us not having everything in the beginning. I say this because I have been going through my Knight playthrough to get all of the items and rifts I missed and it was MUCH easier because I not only understand the game much much much better but I also have everything. Just my opinion anyway.

This is really the only reason why I disagree with being able to unlock higher difficulties with lower ones. Then again, devs can do whatever they like and it won't bother me much. If I don't like it, I won't play it.
The weapons make the biggest difference in my opinion (light and day difference in combat). Lute's skills are nice and can get you over a hurdle that might cause you to use items, but felt more like QoL or convenience to me rather than game changers like some of the weapons, once I got certain weapons or unlocked some moves (chain whip grapple being one of them) certain fights became far easier than they were before. Those cannons are another one that're really good.

In Knight, those lightning teleport guys were a constant source of frustration and rage, then with just a single move unlocked, they're suddenly way more manageable. Now I think the enemy that annoys me the most consistently is the abomination with how tanky it is and with mauler being up there as well due to his aoe.

I haven't tried the final difficulty yet, though I might give it a shot here to see what happens, but the main difference between Knight and Chimera are the enemy placements. It didn't seem like enemies were taking more hits to kill, though with more weapons and their upgrades it certainly felt less tedious. I think you take more damage on the higher difficulty but I couldn't quite tell. It's basically the difficulty you should be playing once you got your unlocks, that's what it feels like.

Basically, I was far less frustrated playing through with the full moveset, especially once I had some time to get the hang of using all the weapons, which, in Knight you don't really get, and while I get your point in Knight having to be difficult, I don't find a difficulty that purposefully tries to annoy and frustrate you as fun, since some fights would drag out as I'd spend half the fight chasing after some enemies.

Maybe having a practice room would be good where you can use moves without having to worry about a ton of other things. Just having the little tutorials they throw at you isn't enough. There's some things in this game that take quite a while to get your head around and the game doesn't provide enough time as you're going through it, or at least, that's how it felt to me. The combat in this game takes a lot of getting used to.
Koros Antavo Oct 12, 2022 @ 4:54pm 
There are a lot of comments here, I confess to not reading them as they are much too wordy. But here are some qualms with your initial post:

- Bosses
They have actually implemented the best budget solution possible - turning bosses into enemies. Now not only are there plenty of unique bosses, they also considerably spice up the gameplay by becoming a part of the regular roster.

- Weapons
Your point is the primary reason why I strongly dislike DMC. All weapons are functionally identical, most of their combos are varying kinds of fluff. If there is not much reason to use one weapon over the other, I am not particularly motivated to use any of them. And when the game forces me to mix it up through the style meter, I am constantly forcing myself to switch to some random weapon in desperate hope that the meter will acknowledge it. What I then get overall from the combat system is desparate and mindless button mashing. Surely the opposite of what is commonly thought of DMC.

DMC's combat system is incredibly *wide* with countless options, but is also staggeringly shallow due to their near-equivalence. In Bayonetta this is even more exacerbated. At least those games have other core mechanics to focus on besides the many different ways of bringing the pain, but so does Soulstice. Knowing what my arsenal is good for is immensely satisfying, and it's not as simple as "weapon X is only good for foe Y" (that description applies to colour fields).

While modifiers such as "armour" and "flight" have their influence, it's not great enough to severely restrict your options. It seems, all weapons work well-enough on all types of enemies, but their attack patterns suggest their most effiecient usage.

Now for other thoughts on your post

- Coloured fields
I don't dislike this feature for four reasons.

1) It naturally suggests in which order to deal with the enemies. On the ground, it's better to clear out or weaken the red enemies first, and the blue ones usually don't put out too much pressure, unless in large swarms. But as most of the red ones are grounded and all the blue ones are airborne, you can prioritise the wraiths by staying in the air, conveniently out of reach of the red enemies.

2) Weapons that don't bounce from the crystals, like the whip.

3) Skill that preserves field effects even after the field is cancelled. You can mix and match the fields, while also putting some pressure on the type of enemies you're currently not prioritising.

4) Lute's counters. While their number is limited, it quickly expands, and she has four different types, and their cooldowns get lowered, which allows her to counter a whole crowd almost at all times.

And this gives Lute smoething highly meaningful to contribute, which just overrides all the negatives in my mind.

That said, the red and blue mines are pain. Just pain. I get why they're there, but they're just pain. Just alloting some brainpower to dealing with them is irritating.

- Flying enemies
What you said actually applies to a lot of grounded enemies as well. It's just flying ones are often conjurers/summoners, so they have the leeway to always back away from you while attacking at the same time, but other enemies also quite often enter the "run away" state, and chasing them is not fun at all. However, the bow is quite good against those cowardly foes. They usually actively run away only after you get close enough to them, so it's possible to hold them at the edge of the field while chipping away at their poise with the bow. It also performs surprisingly well in that chasing role.

- Exploding enemies
Why are they here? Why put us through this suffering?

- Puzzles
I think it is a long-proven truism in game design that players need variety. Even the original Doom has hidden rooms. Leaving only action without breathing room creates a samey and quickly exhausting experience. Unfotunately, it is somewhat of a trend among indie developers to only focus on mechanics the like seeing the most, so I'm glad Reply Games have not contributed to that trend. Probably thanks to them being more experienced than a typical indie dev. DMC 5 did this due to strong backlash in DMC 4, though I'd say they overdid it. No need to copy DMC 5 more than necessary. Although, no need to copy DMC 4 either...

Making those puzzles unique and varied is, unfortunately, a budget issue. In that regard, I think they did a pretty good job. The game introduces puzzle elements and familiarises the players with them, then slowly adds layers of complexity on top. The final incarnation, with filed-blocking incense, regenerating crystals, and an encounter between two crystals, has turned out rather marvelous imo. All of those puzzles play off core mechanics, and they only grow in complexity in natural ways as time goes. It could've been much, much worse.

If you want to see how the game would be without those down-time sections, you need only look at chapter 21 (though as it is basically a single instance in the whole game, it feels unique and earned, rather than tiring and trite).

I agree with pretty much everything else you've said without any qualms. Especially that camera should be fixed in battle enciounters (but it would need much more polish, as it is still not perfect even outside combat), and that sound effects are at times lacking or muted, both in combat and cutscenes.

And of course I agree with your praise of the game. This is really, really good, and I wouldn't be going into so much detail on criticims if I didn't want the devs to have constructive feedback for the sequel. Please make more Soulstice. Please.
Gailardia Oct 13, 2022 @ 6:42am 
Originally posted by Koros Antavo:
There are a lot of comments here, I confess to not reading them as they are much too wordy. But here are some qualms with your initial post:

- Bosses
They have actually implemented the best budget solution possible - turning bosses into enemies. Now not only are there plenty of unique bosses, they also considerably spice up the gameplay by becoming a part of the regular roster.

- Weapons
Your point is the primary reason why I strongly dislike DMC. All weapons are functionally identical, most of their combos are varying kinds of fluff. If there is not much reason to use one weapon over the other, I am not particularly motivated to use any of them. And when the game forces me to mix it up through the style meter, I am constantly forcing myself to switch to some random weapon in desperate hope that the meter will acknowledge it. What I then get overall from the combat system is desparate and mindless button mashing. Surely the opposite of what is commonly thought of DMC.

DMC's combat system is incredibly *wide* with countless options, but is also staggeringly shallow due to their near-equivalence. In Bayonetta this is even more exacerbated. At least those games have other core mechanics to focus on besides the many different ways of bringing the pain, but so does Soulstice. Knowing what my arsenal is good for is immensely satisfying, and it's not as simple as "weapon X is only good for foe Y" (that description applies to colour fields).

While modifiers such as "armour" and "flight" have their influence, it's not great enough to severely restrict your options. It seems, all weapons work well-enough on all types of enemies, but their attack patterns suggest their most effiecient usage.

Now for other thoughts on your post

- Coloured fields
I don't dislike this feature for four reasons.

1) It naturally suggests in which order to deal with the enemies. On the ground, it's better to clear out or weaken the red enemies first, and the blue ones usually don't put out too much pressure, unless in large swarms. But as most of the red ones are grounded and all the blue ones are airborne, you can prioritise the wraiths by staying in the air, conveniently out of reach of the red enemies.

2) Weapons that don't bounce from the crystals, like the whip.

3) Skill that preserves field effects even after the field is cancelled. You can mix and match the fields, while also putting some pressure on the type of enemies you're currently not prioritising.

4) Lute's counters. While their number is limited, it quickly expands, and she has four different types, and their cooldowns get lowered, which allows her to counter a whole crowd almost at all times.

And this gives Lute smoething highly meaningful to contribute, which just overrides all the negatives in my mind.

That said, the red and blue mines are pain. Just pain. I get why they're there, but they're just pain. Just alloting some brainpower to dealing with them is irritating.

- Flying enemies
What you said actually applies to a lot of grounded enemies as well. It's just flying ones are often conjurers/summoners, so they have the leeway to always back away from you while attacking at the same time, but other enemies also quite often enter the "run away" state, and chasing them is not fun at all. However, the bow is quite good against those cowardly foes. They usually actively run away only after you get close enough to them, so it's possible to hold them at the edge of the field while chipping away at their poise with the bow. It also performs surprisingly well in that chasing role.

- Exploding enemies
Why are they here? Why put us through this suffering?

- Puzzles
I think it is a long-proven truism in game design that players need variety. Even the original Doom has hidden rooms. Leaving only action without breathing room creates a samey and quickly exhausting experience. Unfotunately, it is somewhat of a trend among indie developers to only focus on mechanics the like seeing the most, so I'm glad Reply Games have not contributed to that trend. Probably thanks to them being more experienced than a typical indie dev. DMC 5 did this due to strong backlash in DMC 4, though I'd say they overdid it. No need to copy DMC 5 more than necessary. Although, no need to copy DMC 4 either...

Making those puzzles unique and varied is, unfortunately, a budget issue. In that regard, I think they did a pretty good job. The game introduces puzzle elements and familiarises the players with them, then slowly adds layers of complexity on top. The final incarnation, with filed-blocking incense, regenerating crystals, and an encounter between two crystals, has turned out rather marvelous imo. All of those puzzles play off core mechanics, and they only grow in complexity in natural ways as time goes. It could've been much, much worse.

If you want to see how the game would be without those down-time sections, you need only look at chapter 21 (though as it is basically a single instance in the whole game, it feels unique and earned, rather than tiring and trite).

I agree with pretty much everything else you've said without any qualms. Especially that camera should be fixed in battle enciounters (but it would need much more polish, as it is still not perfect even outside combat), and that sound effects are at times lacking or muted, both in combat and cutscenes.

And of course I agree with your praise of the game. This is really, really good, and I wouldn't be going into so much detail on criticims if I didn't want the devs to have constructive feedback for the sequel. Please make more Soulstice. Please.

I would suggest reading the comments if you have time. They all make some great points.
Koros Antavo Oct 13, 2022 @ 7:56am 
Fair enough.
Anguirus Oct 13, 2022 @ 10:50am 
Originally posted by Koros Antavo:
- Bosses
They have actually implemented the best budget solution possible - turning bosses into enemies. Now not only are there plenty of unique bosses, they also considerably spice up the gameplay by becoming a part of the regular roster.

Thanks for your comment! You bring a lot of good points here!

I gotta say I disagree with your view on the bosses. To me most of the initial ones looked like regular enemies "promoted" to bosses lol. They all had much simpler patterns compared to the Arrowhead for instance (that does looks/act as a boss).

Originally posted by Koros Antavo:
- Weapons
Your point is the primary reason why I strongly dislike DMC. All weapons are functionally identical, most of their combos are varying kinds of fluff. If there is not much reason to use one weapon over the other, I am not particularly motivated to use any of them. And when the game forces me to mix it up through the style meter, I am constantly forcing myself to switch to some random weapon in desperate hope that the meter will acknowledge it. What I then get overall from the combat system is desparate and mindless button mashing. Surely the opposite of what is commonly thought of DMC.

DMC's combat system is incredibly *wide* with countless options, but is also staggeringly shallow due to their near-equivalence. In Bayonetta this is even more exacerbated. At least those games have other core mechanics to focus on besides the many different ways of bringing the pain, but so does Soulstice. Knowing what my arsenal is good for is immensely satisfying, and it's not as simple as "weapon X is only good for foe Y" (that description applies to colour fields).

While modifiers such as "armour" and "flight" have their influence, it's not great enough to severely restrict your options. It seems, all weapons work well-enough on all types of enemies, but their attack patterns suggest their most effiecient usage.

I definitely see where you're coming from, I remember hearing this a lot with Ninja Gaiden as well. To me having a variety of weapons is like having a variety of ships in a shmup, it boils down to preferred playstyle. It also makes experimentation more encouraged IMO. Maybe you're having a hard time with a certain enemy, then you try another weapon and find it much more useful. So it would be like the same rock paper scissors philosophy but more organic*, without seeing the dev's "hand". Also later you can try runs with just one weapon. I recently beat DMC5 on DMD with just the Balrog and Royal Guard, and was amazed that all enemies are beatable and discovered a lot of new strategies. Also don't remember if it was possible on 3 or 4, but I did get S in a lot of missions, so no need to change weapons if you're varying your combos (at least on 5 =P).

But I admit this is much less of an actual "problem" and more of a designer's decision and taste. It's good that games try out different things.


Originally posted by Koros Antavo:
1) It naturally suggests in which order to deal with the enemies. On the ground, it's better to clear out or weaken the red enemies first, and the blue ones usually don't put out too much pressure, unless in large swarms. But as most of the red ones are grounded and all the blue ones are airborne, you can prioritise the wraiths by staying in the air, conveniently out of reach of the red enemies.


You see, that's my main gripe... I don't feel it's natural at all haha. The game is literally telling you what to prioritize. Guess we'll have to agree to disagree. I agree with what you said later about Lute though, it's just that sometimes she feels very finnicky. and I definitely didn't like using her "exploding entropy" abilities since this take out my Unity level.



Originally posted by Koros Antavo:
- Puzzles
Making those puzzles unique and varied is, unfortunately, a budget issue. In that regard, I think they did a pretty good job. The game introduces puzzle elements and familiarises the players with them, then slowly adds layers of complexity on top. The final incarnation, with filed-blocking incense, regenerating crystals, and an encounter between two crystals, has turned out rather marvelous imo. All of those puzzles play off core mechanics, and they only grow in complexity in natural ways as time goes. It could've been much, much worse.


yah I agree, I honestly think most of the small problems/nitpicks I had, that aren't related to design, where due to lack of budget and trying to make a game bigger than it should be. I was serious by saying if things were cut out they would make the experience better. Stuff like instead of going through 3 bridge gates (that I'm pretty sure share even the same platforming), just one.

Everything else you said I think is pretty well put together and even if I disagree, I feel like it's more a matter of opinion =D


*EDIT: Just adding that it feels more organic because then you decide what works best for YOU rather than it already being baked in game, if that makes sense
Last edited by Anguirus; Oct 13, 2022 @ 11:02am
Anguirus Oct 13, 2022 @ 10:58am 
Originally posted by Gailardia:

My apologies for the super late reply. I have been busy and I hope you have been well. I guess we will have to agree to disagree but I do think perception is still a skill. And being able to perceive what is going on in battle and react accordingly and consistently is not something everyone is able to do, which is why I think it counts as a skill. Which can be learned and practiced to become even more proficient at it.

I understand your point when it comes to DMC, Bayo and W101 but I try not to compare this game to those games as this game is, in my opinion, really something different and I appreciate that. I do have some small nitpicks about the game, but overall, I really like it. I can even say love it.

The reason I brought up fighting games is due to the fact that fighting games force you to adapt and learn different techniques and systems, depending on the game AND your opponent. So it wasn't really about comparing the systems directly, but more so about how similar they are to each other in concept.

Yes, Assist Fields does negate the danger of the bombs and mines.

But the thing about the fields is that it is a strategy. Understanding what you see and then applying it Kinetically with enough speed and skill to achieve success. The same with Bayonetta and being quick enough to dodge with precision to activate Witch Time and using the most appropriate punish, while not getting hit AND alternating your combat in order to achieve and maintain a high score.

I can not speak for other people, but for myself, yes....unlocking all of the abilities makes a difference. Especially because if you play very well, chances are that you will rarely go in to Entrophy unless you want the overcharge attacks, which are powerful and useful in their own right. I also did not know that EVERYTHING stacks for Lute. If I knew this sooner, I would've had a much easier time by simply choosing to grind and get the shards to level her up.

You know, I've been thinking more and I think for the fields to feel more of a strategic element rather than a toggle to hit enemies, Lute could have some extra abilities tied to the fields. Stuff like maybe powering you up, or reflecting the opposite color projectiles. Then you would have more reasons to put fields up and I think would make it more interesting.

After more days thinking about the game I think I'm warming up to try the game again on harder difficulties, but I'll definitely wait for the devs readjustments. I think they made such a good job so far that I trust their judgement (except if they permanently remove the fixed camera without the option to turn it on lol)
< >
Showing 1-15 of 16 comments
Per page: 1530 50