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Soulbound Escape Trailer.mp4SoulboundEscape.rar



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10 Kommentare

  1. Hongbo Chen sagt:

    What is your favourite aspect of the proposed game? Why?

            The themes of the surface world and the under world are very interesting, and the switching between the different worlds can lead to a lot of fun gameplay and mechanics

    What is your least favourite aspect? Why?

            It would be less convincing if only color variation were used to represent different worlds

    Which single change or addition would you suggest to most improve the game?

            Perhaps some environmental interaction could be added to "areana". For example, in the "up" world there is a solid ground, while in the same location, the "down" world has a deadly trap. Players can eliminate enemies just by switching the world.

  2. Matija Jajčinović sagt:

    What is your favourite aspect of the proposed game? Why?

            If implemented well the game could be both challenging and fun. Especially having to switch between the different levels could be a fun twist

    What is your least favourite aspect? Why?

            A potential problem could be that it gets tidious to switch between the worlds

    Which single change or addition would you suggest to most improve the game?

            Maybe some kind of slow motion if you are about to get hit by an enemy in another world (controlled with some Action Points)

  3. Kim Simon sagt:

    What is your favourite aspect of the proposed game? Why?

           I think your ability to be in two worlds at the same time is very interesting, looking forward to flipping around! :)

    What is your least favourite aspect? Why?

         Having barely any variations in a hack and slash game could be very lame!

    Which single change or addition would you suggest to most improve the game?

         Consider adding some more variations in enemies and maybe some/one challenging boss/es on each side to make your life harder! :)

  4. Haorui Tan sagt:

    What is your favourite aspect of the proposed game? Why?

        The setting of flipping the world is very interesting.

    What is your least favourite aspect? Why?
        It would be a bit boring if the only goal of the game is to kill all enemies.


    Which single change or addition would you suggest to most improve the game?
        Added scanning mechanism to make it easier for players to find enemies around them.

  5. Philipp Moersler sagt:

    What is your favorite aspect of the proposed game? Why?

       The World-flipping mechanic can create some very nice level design aspects and I see great potential to utilize it in different gameplay mechanics

    What is your least favorite aspect? Why?

       At least the way you initially described how you want to visualize both sides of the world at the same time seems a little chaotic for me. Could be very hard to make pleasing to look at.

    Which single change or addition would you suggest to most improve the game?

      I would suggest maybe switch the genre from hack'n'slash to a turn-based combat/stradegy game. This would make too much visual noise much less of a problem, and design challenges of the world-flipping (like what happens if the other side where the player would stand is blocked etc.) could be tactical features instead of problems to design around.

  6. Lukas Moersler sagt:

    - Pro: The world flipping is a unique mechanic, not something I've seen in a game before.

    - Con: The technical achievement seems somewhat vague, not connected to gameplay much.

    - Suggestion: If the world is made transparent to be able to see both sides, it will either be too visually complex with features of both sides visible at the same time, or both sides will have to be quite bland to maintain clarity. Perhaps another approach to be able to see both sides clearly would be good, like a side-by-side view from both perspectives, with the currently active one being highlighted

  7. Ruben Pfeiffer sagt:

    What is your favorite aspect of the proposed game? Why?

    I like the idea of the player having to basically manage two game worlds at the same time. If that is not too overwhelming/chaotic, I think it can make for a really nice, challenging experience!

    What is your least favorite aspect? Why?

    I think the visuals could become really chaotic really quickly if you are not careful. It could be very frustrating to repeatedly get hit/lose because enemies are too hard to see.

    Which single change or addition would you suggest to most improve the game?

    To get good visual clarity I think some indicators for enemies on the current "underside" of the game could be helpful. Like red dots on the ground or something similar to mark the location of otherwise invisible/hard to see enemies, so the player can react.

  8. Natalia Piotrowski sagt:

    What is your favorite aspect of the proposed game? Why?

    • I like the isometric view aspect a lot, same as the flipping idea. With the right animations and artstyle, it could look really cool!

    What is your least favorite aspect? Why?

    • Same as already mentioned in other comments, i fear that it will be a quite cluttered game to look at if you continue with the approach to have a transparent floor
    • Right now, there doesnt seem to be an overarching goal (besides maybe getting a lot of points by killing monsters)

    Which single change or addition would you suggest to most improve the game?

    • While i really like the isometric view, I think a simple 2d view would solve a lot of the visual problems you are having right now
    • You mentioned Hades as your inspiration in the presentation. You could lean more into that and make the game a roguelike with a light story 
  9. Pascal Neubert sagt:

    What is your favorite aspect of the proposed game? Why?

            I like the idea of switching between the overworld and the "spirit world" It also allows for some interesting enemy interactions, plus double hack'n'slay sounds good.

    What is your least favorite aspect? Why?

            Round-based and hack'n'slay feel contradictory, but I'm not sure if this would work well without round-based. It could be a potentially cursed problem. I hope it's just a hard problem though.

    Which single change or addition would you suggest to most improve the game?

           There was a lot of discussion about "the goal" of the game. If you go for the hack'n'slay route fulfilling the power fantasy of the player by increasing their strength should work fairly simple or have it be lore.

  10. Leonard Keil sagt:

    What is your favorite aspect of the proposed game? Why?

       I like the multiple worlds in one aspect. Simulatenous, connected playing fields offer a lot of tactical variety which I like.

    What is your least favorite aspect? Why?

       The transparent world. I think it hinders the artstyle and overall understandability a bit. Could lead to confusion or visual clutter in my opinion.

    Which single change or addition would you suggest to most improve the game?

      I would love to see a temporal aspect included in the game. A way to somehow unlink the timeframes of the different worlds, and have them playable desynced, effecting each other at different points in time.