Soul Savior – v0.0.14
This update adds 18 new spell upgrades, reworks the sound design and fixes a lot of bugs reported during the playtest. Thanks to everyone who sent feedback!
New spell upgrades
Neutral
- Elemental Reaction: hitting an enemy already affected by a status from a different element triggers a small explosion (20 / 40 / 70% of the spell's damage).
- Frenzy: each kill within 2 s of the previous one gives bonus damage, stacking up to 5 times (+3 / 5 / 8% per stack).
- Last Stand: below 30% HP, your spells cost less mana (-20 / 35 / 50%).
- Focus: standing still for 1 s boosts mana regeneration (+30 / 60 / 100%).
- Embers: Dragon's Breath leaves burning ground behind it for 1 / 2 / 3 s.
- Orbit: every few projectiles (1 in 6 / 5 / 3), one orbits around you for 3 s instead of flying straight.
- Gravity: after exploding, an AOE slows the enemies it hit (15 / 25 / 40% for 2 s).
- Crossfire: a laser passing through an AOE splits into a cross from the AOE's center.
- Flammable Web: a fire spell hitting a Web trap sets it ablaze, burning the enemies caught in it.
- Conductor: an electric spell hitting a trap overcharges it, so its next 1 / 2 / 3 activations deal double damage.
- Recycling: a trap that runs out of charges explodes (50 / 100 / 200% of one activation's damage).
- Architect: your first 1 / 2 / 3 traps placed each preparation phase are free.
- Sale: 1 purchase in 5 / 4 / 3 at the merchant is half price.
White
- Double or Nothing: if no civilian died during the wave, your interest is multiplied (x1.5 / x2 / x3). Otherwise you lose it.
- Gratitude: each saved soul gives 5 / 10 / 20 gold.
- Soul Shield: good souls ignore the first 1 / 2 / 4 of your spells that hit them.
Black
- Pact: each corrupted soul permanently increases your max mana (+2 / 4 / 8).
- Human Shield: civilians near you absorb part of the damage you take (20 / 35 / 50%).
- Damned Leap: hitting a damned soul with an AOE teleports you to it, 1 / 2 / 3 times per combat phase.
Audio
- Monsters with legs now have footstep sounds.
- A gong now sounds when every monster of the wave has been killed.
- Idle villagers now cry.
- Monster sounds now have random variations, like trap sounds, so they get less repetitive.
- Trap spark effects are more visible, and their sounds now follow the SFX volume setting.
Gameplay & UI
- Good souls now move more slowly.
- Better layout for the HUD texts in the top-left and top-right corners.
Bug fixes
- Monsters stayed fast after returning their gold to the spawn. They now go back to normal speed.
- Chain: projectiles now target the next monsters correctly.
- Snowball: the projectile now visibly grows.
- Spell sounds no longer freeze while the pause menu is open.
- Monsters with Button, or with the boss's trap-dodge bonus, no longer trigger Spring traps.
- The Soul Shop now shows every spell upgrade (some were missing).
- Soul Shop: the soul essence text no longer overlaps the "Current upgrade" title.
- In-game shop: the Refresh price turns red when you can't afford it.