On Metaprogression (Seeking Feedback)
Hi everyone!
We're working on Beta 1.0.9 by squashing some more bugs, but it looks like the game is beginning to be almost fully stable with few/no major bugs (if you've found any, feel free to report them in the Steam discussion forum)! Since the post from 2 days ago regarding map nodes was so useful, I thought I would post about the future of metaprogression in Soul Stalker as well! By the way, we would really appreciate it if you left a review! It's the best way to support the game!
In short, the game's current metaprogression model works as such - you unlock characters through completing achievements. This follows what Brotato does very closely, and the reason for that is because it's my favourite game in the genre! However, some of you have expressed that you want something more akin Vampire Survivors.
I want to get something out of the way, Soul Stalker will never have a metaprogression system where you upgrade stats and are numerically stronger the more you play the game. My expertise as a developer/designer lies in making strategic/synergistic games, and making metaprogression numerical in this way goes directly against my strengths.
This does not mean that Soul Stalker won't have metaprogression at all though. 20 Minutes Till Dawn has a nice middle ground where you have currency that you gain in runs, and you can then use it to purchase permanent equippable upgrades. Since the purchasable upgrades are not always on, you never get "strictly stronger", but you become more powerful through having more options.
What do you think of this model? Would you like to see such an approach applied to Soul Stalker? I've had the following ideas in my head in the past couple of days, and I'd love to hear the community's opinion on them:
Let me know what you think of these potential changes! I think any of them could work well in adding meta strategy, as well as incentivising ascensions even more given that the higher difficulties would reward you with more currency per run.
That's it for this update, and as always, we would really appreciate it if you left a review! It's the best way to support the game!
https://store.steampowered.com/app/1714240/Soul_Stalker/
- Conrad, Lead Developer
We're working on Beta 1.0.9 by squashing some more bugs, but it looks like the game is beginning to be almost fully stable with few/no major bugs (if you've found any, feel free to report them in the Steam discussion forum)! Since the post from 2 days ago regarding map nodes was so useful, I thought I would post about the future of metaprogression in Soul Stalker as well! By the way, we would really appreciate it if you left a review! It's the best way to support the game!
In short, the game's current metaprogression model works as such - you unlock characters through completing achievements. This follows what Brotato does very closely, and the reason for that is because it's my favourite game in the genre! However, some of you have expressed that you want something more akin Vampire Survivors.
I want to get something out of the way, Soul Stalker will never have a metaprogression system where you upgrade stats and are numerically stronger the more you play the game. My expertise as a developer/designer lies in making strategic/synergistic games, and making metaprogression numerical in this way goes directly against my strengths.
This does not mean that Soul Stalker won't have metaprogression at all though. 20 Minutes Till Dawn has a nice middle ground where you have currency that you gain in runs, and you can then use it to purchase permanent equippable upgrades. Since the purchasable upgrades are not always on, you never get "strictly stronger", but you become more powerful through having more options.
What do you think of this model? Would you like to see such an approach applied to Soul Stalker? I've had the following ideas in my head in the past couple of days, and I'd love to hear the community's opinion on them:
- Starting weapons/trinkets for characters are not unlocked from the start, and must be purchased. To compensate, all weapons and trinkets could be used as starters for any characters as long as they are purchased.
- Adding "powers" that are unlocked through purchasing them with currency. They could have effects similar to powerful trinkets that shape runs/builds. Only 1/a limited amount of powers can be equipped.
- Adding an equipment system that allows you to equip different armors in different slots (helmet, body armor, boots). The equipment could be purchased with currency, or obtained by drops in runs. Equipment would have effects ranging from simple stat increases, to power-like effects.
Let me know what you think of these potential changes! I think any of them could work well in adding meta strategy, as well as incentivising ascensions even more given that the higher difficulties would reward you with more currency per run.
That's it for this update, and as always, we would really appreciate it if you left a review! It's the best way to support the game!
https://store.steampowered.com/app/1714240/Soul_Stalker/
- Conrad, Lead Developer