About Soulskiller


Hello, colleagues. For about six months, the development of a game has been in the works, which I positioned as something small, which can distract from large projects, which does not take much time.

Main Arena

I tried not to inflate the project, but nevertheless, it becomes very difficult to pull it with the help of one developer. Motivation and enthusiasm disappear. Thanks to the colleagues who responded and helped me with some assets for the game, which spurred me on to further development. A friend advised me to start devlog now, and not after the completion of the project, as I had planned earlier: development is moving in my free time and there is no exact time frame for development, so I did not want to publish and then disappear from time to time. Devlog will be the next impetus for development, which will allow me to adhere to some deadlines, somehow push me to work on it.

About the project. The objectives of the project were:

  • Self-realization
  • Small step into publicity
  • Demonstrate your developer skills

In the future, when I got a job, I could show the project that I did from beginning to end, went through all the stages of development, connected all sorts of technical solutions, studied something new for myself, built the architecture of the project, managed to work with sounds, animations, modeling and rigg.

About the game. Soulskiller is a game in the genre of TDS (Diabloid), in which the main character is a hunter of evil spirits and otherworldly manifestations. He carries out an order to clean up an abandoned village from uninvited guests.

The inspirations for the game were:

  • Painkiller is an old series of games, a shooter on a computer that clung to its atmosphere and surroundings, but the monotonous behavior of opponents and the game from arena to arena quickly got bored.
  • Witchfire – from the same creators. The main character runs around the location and fights evil spirits on the island, improving and equipping himself in his shelter nearby. This game is already more like a bagel.
  • Vampire Survival is an endless game in which a combination of assembled equipment could create a wide variety.
  • F.E.A.R. is a series of games in which many praised advanced artificial intelligence. I would like to make each opponent special in my game, with individual behavior, which is what I am trying to achieve.

Despite the taming of ambitions and the reduction of tasks, it still turns out to be a hard-lifting project to work alone. I will definitely complete and publish the project, but it still takes a lot of time and effort.

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"Lobby" (shelter)

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