Hey guys, SouthPAW Games here! Since our Development Roadmap post in late April, weve been receiving a lot of user feedback regarding our game. We appreciate all of you who have played our game and those that went the extra mile to send us feedback. Based on some of your great feedback, were improving the current state of our Early Access build. Of course, were also simultaneously developing our planned contents for official launch. Please understand that we werent able to address each and every one of your feedback. So if your feedback didnt make it onto the list today, maybe we can talk about them at a later date! We hope that through this post, we can address your curiosities, concerns, and excitement for our game. For our next patch, were looking to make balance and level design changes. Were trying to take the time we need before implementing this to our live client, but please do stay tuned for our next update! Without further ado, lets talk about some of the most requested feedback that youve sent us. Q: There seems to be lots of different stats that affect my character during gameplay but this is not very clear during my play at the moment. Can we have some way to show what items are affecting which of my characters stats? A: We agree that this needs to be addressed. Were planning to make it so that its intuitively clear which stats affect your attacks and skills by using color. Were also planning to simplify the stats in the game by removing many unclear stats. Q: Can we be able to sell Quintessences like we can with items? A: Of course, we'll look into having this function implemented after checking that this doesnt cause unforeseen issues with the game. Q: Can we have a Save function? I would like to be able to save and return to my game. A: We didnt think about implementing this feature during our early stages of development, but weve received so many requests for this function that were recently feeling the need to. However were going to have to develop this from the ground-up, which is a massive task, so were going to need a lot of time for this. Q: Can we have more upgrades available through the Witch NPC? A: Yes, in fact, weve mentioned this on our roadmap. We feel that permanent upgrades are a big fun factor when it comes to rogue-lite games. We already made some progress with new upgrades to come and we think theyre really fun. Hope you guys will feel the same way! Q: Can we have more NPC related in-game events? A: This is a great idea! We could definitely give the world of Harmonia some depth through NPC interactions and events. But until our official launch, were going to focus on making the core game. Well keep this idea in mind for updates to come after launch though. Q: Can we have more map diversity? A: Yes, creating new maps is a priority task for us. Were also trying to find a better way to make each of your runs feel exciting and fresh. Q: Any plans for a hard mode? A: Were thinking that this feedback came from one of our more dedicated players looking for an extra challenge. If you are one of those players, we would like to extend our greatest gratitude to you for playing our game to this extent. However, until our official launch, were trying to focus our development effort on the overall experience of the game: from starting the game to finishing the game and reaching our games ending. Q: Can you revert the color of the Rider Skull back to its fiery color? (Orange, not green) A: We were very surprised to see this much feedback about this. Well make sure that the Rider Skull will have its original fiery orange color back by our official launch date. On top of this, a handful of other skulls will be receiving visual upgrades so look out for those! Q: We need MORE skulls! A: Yes we do. Were hoping to have 50 skulls by our official launch. This is double the amount we started out with in Early Access. We strongly believe that the amount of skulls directly affects how fun our game is as a rogue-lite game. Stay tuned for more skulls to come, and keep all those cool skull ideas/suggestions coming! Q: Any plans for local co-op? A: Local co-op is a feature that we would definitely like to develop later down the road. Were expecting to add this feature after our official launch so that youll be able to take on the Imperial Army with a buddy! Q: Can we be able to control how high my character jumps with the jump input? (hold to jump higher, release to descend) A: We think that this comes down to user preference. Weve designed our game so that the game doesnt require you to use this function. Also, there are nifty ways that you can cancel your jumps mid-air so theres also the matter of rewarding skilled gameplay that we want to keep. So for right now, were going to leave the jump mechanism as it is! Q: I think it would be cool if the Carleon Recruit that appears with Carleon Recruit skulls [Comrade: Recruit] skill had something marking him as a traitor like a red scarf or something (@Heyo) A: Thats a fun idea, well make it happen! Q: Anybody else thinks that Skeleton - Spear skulls [Rush Forward!] skill is a bit OP? A: Were always attempting to create new fun skills, but in this case it seems like most of you thought that this particular skill was a bit overpowered. Well try to balance this out while still keeping the fun aspect alive. Q: Can we have randomized maps? A: This is a huge development task and doesnt align with the gaming experience we want to deliver with our game. That being said, we dont have any plans of adding this feature at the moment. Q: Can we have finished items that can be made with certain item recipes? A: Another great opinion! Well look into having powerful items that can be made with combining certain items together. Q: Any plans for achievements? A: No worries, were going to have achievements! Q: Can we have a UI that tells me how far along I am with my run? A: Were thinking of clever ways of showing users their level progression during their run. Well make sure to think of one and implement it by our official launch. Once again we thank you all so much for supporting us in the form of playtime and feedback, well try our best to deliver a fun gaming experience by adding new contents and developing different features. Cheers!
Skul: The Hero Slayer
SouthPAW Games
NEOWIZ
2020-02-18
Indie Singleplayer
Game News Posts 107
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(46433 reviews)
https://store.steampowered.com/app/1147560 
QA Linux [423.3 M]
The Backstory
What's left of the Demon King's castle...
The human race attacking the Demon King's castle is nothing new and has happened countless times before. What makes this time different though, is that the Adventurers decided to join forces with the Imperial Army and the 'Hero of Caerleon' to finally succeed in the total destruction of the Demon stronghold. All of the demons in the castle were taken prisoner except for one lone skeleton named 'Skul'.
Skul, a member of the Demon's Guard
Skul is no ordinary skeleton. In addition to his formidable fighting skills, he can gain new and exciting abilities depending on which skull he's wearing.
Use up to 2 skulls at a time, each of which has its own unique attack range, speed and power. So choose ones that match your playing style and switch them in the heat of battle to bring your enemies to their knees. The power is in your hands!
The Adventurers
Skul has crossed paths with a party of Adventurers! They are powerful foes that hunt Demons for sport. But while Skul may be small, he still packs quite a punch. So just see who really is the hunter and who is the hunted....
Unique Features
- Exciting and Fast-Paced Battles
- Dozens of Undead Character Combos & Abilities
- The Unmatched Thrills of a Rogue-lite Game
- Fantastical Pixel Art Graphics
- Memory: 2 GB RAM
- Graphics: Nvidia 450 GTS / Radeon HD 5750 or better
- Storage: 500 MB available spaceAdditional Notes: OpenGL 3.2+
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 460 / Radeon HD 7800 or better
- Storage: 500 MB available spaceAdditional Notes: OpenGL 3.2+
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