First post-jam release


I’ve uploaded a new version of Soul Breakfast based on playtesting feedback. Highlights include:

  • Generally cleaned up UI with less cramped log messages
  • A clearer “on the ground” display, distinct from soul slots
  • Level descriptions
  • A flatter power and difficulty curve, now culminating at level 30
  • Enemies are overall more accurate and some are faster, but damage doesn’t increase as quickly
  • You now do not gain essence from claiming souls, but you do gain essence from releasing them. This allows you to ‘burn’ souls in emergencies
  • You can pass through any monster square now, reducing the risk of getting trapped with no recourse
  • You only suffer soul loss or are forced to flee if you take damage at 0 essence. No more getting one-shotted down 12 floors by a priest
  • Blowback (being forced to flee) is randomized now, still based on the excess damage you took
  • A lot of commands that let enemies get a free shot at you don’t anymore (like the prompt for releasing souls, failing to fast travel, etc.)
  • A few new soul effects to reduce the number of boring “+ max essence” souls, but those are also now more useful because souls with added effects give you less max essence

Overall, this should reduce the number of unfair and unfun situations, be more easy to understand, and feel more cohesive. I have more UI improvements planned, as well as substantially expanding the monster and soul lists.

Thanks for playing!

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