# Soul Harvest

*A minimalistic couch strategy game set in the underworld...*

This is an alpha build. This means it is not **feature** complete, let alone content complete.
There will be bugs. Be gentle with us!

## About

Take on the role of a demon prince fighting to stake your claim over the abysmal plain. 
Harvest souls, summon minions and unleash diabolical magicks to eliminate your opponents!

You can follow the project on [itch.io](http://wilbefast.itch.io/soul-harvest).

To play on Linux please install [Love 2D](http://love2d.org/).

## Controls

The game is best played with XBox Controllers:
* A to attack and to harvest
* Y to call minion to you
	* Y to tell followers to stop here
	* Hold Y to tell follower exactly where to go
* X to open the radial menu
	* select options using the directions
	* press any button to select an option or to cancel if no option is selected
	* the downward directly returns up one level

You can play on the keyboard too, but this is a bit sad:
* Left player uses WASD and LCTRL, LALT and LSHIFT
* Righ player uses arrow and RCTRL, RALT and RSHIFT

You can press 'P' to mute all sounds and 'M' to mute the music.

Press one of your keys on either a gamepad or the keyboard to join!

## Credits

* [William 'Wilbefast' Dyce](https://twitter.com/wilbefast) : programming
* [Matthieu 'Sha' Sablier](https://twitter.com/mattsha) : art
* [Henrik Roslund](https://www.youtube.com/channel/UCo71lnbcdJX92veQli8ojPA) : music
* [Taylor Shechet](https://twitter.com/_tlr_) : sound

## Changelog

### v0.5.0 - 30/10/2015
* bug fixes
	* avatar is no longer pushed around by souls
	* fixed buildings not flashing white when attack while under construction
	* fixed music volume resetting when track changes
* visuals
	* replaced yellow team with black
	* added rock obstacles to maps
	* decals (blood, etc) no longer draw on lava
	* bubbles pop in the lava
	* attack 'whoosh' animations
	* changed UI feedback for 'no enough souls'
	* demon finger in title screen
	* bouncy 'back' arrows and spikes in radial menu
	* preview of where buildings will appear
* gameplay
	* a second faction: Bitterness!
	* buildings can now be recycled (by attacking them)
	* level selection screen with multiple maps
	* lava flood-plains which burn units on them
	* various balance tweeks
	* changed the way unit control works
* other
	* you can now change the keyboard controls by editing the 'controls.lua' file exported to %APP_DATA%

### v0.4.2 - 10/08/2015
* bug fixes
	* fixed corpses' alignment with bones
	* killing a technology building during construction no longer "breaks" the player's technology
* visuals
	* white flash unit damage is done using a shader, so can happen during other animations
	* more team-colour tweaks
	* added "swoosh" attack effects
	* better lavaland tileset
	* better building "bleed" effect
	* initial building placement preview (a little buggy)
* gameplay
	* added simplified rulesets: these can be selected from the title menu
	* simplified unit control: no following, selecting immediately dispatches units
* other
	* optimised rendering pipeline: using less render targets
	* option in the menu to turn off "pixel perfect" scaling to fill larger screens

### v0.4.1 - 15/07/2015
* bug fixes
	* tech now unlocks properly
	* correct message displayed for locked units ('Erect a Maw')

### v0.4.0
* visuals
	* new artwork for Clutch and Maw
	* new team colours should be easier to distinguish colour-blind players
	* linear interpolation on lava colour cycling for smoother animation
* gameplay
	* some limited avatar movement control while attacking
	* faster avatar cast animation
	* less emphasis on aiming avatar attacks: they do area damage
	* possible to cast spells and harvest when berserk
	* Maw now unlocks units again, Clutch only unlocks spells
* other
	* units path along diagonals
	* improved unit pathing, they should get stuck less often
	* unit dispatch target is set at the start of the order animation, not at the end (less miss-clicking)

### v0.3.0 - 22/06/2015
* visuals
  * animated lava with colour-cycling
  * units leave corpses on death, which decay into bones and then gradually disappear
  * better icons in radial menu
  * minature icons in radial menu to denote spell or unit type (projectile, buff, etc)
  * all screen transitions now use a black swipe
  * added art for portals to the various game modes (verus, single, challenge)
* audio
  * new sound effects for the brute unit
* gameplay
	* berserk is now available from the start and costs 1 soul
	* shield is now tech level 3 and costs 2 souls
	* shield now block the first 10 attacks of any kind rather than only ranged attacks
	* the brute is level vulnerable to "stun juggling" and much more powerful overall
	* tiles are now 2 times smaller, so there are twice as many
* other
	* fading out music when quitting the game
	* added main menu with credits and options (music, sound, resolution)

### v0.2.1 - 04/04/2015
* fixed sprite atlas import/export crash issue

### v0.2.0
* visuals
	* better transitions between menus
	* decals now fade out after a certain amount of time
	* change radial menu icons to something more symbolic
* gameplay
	* technology is no longer assigned randomly
	* the Maw now makes nearby units spawn instantly
	* the maximum number of souls "in play" is now capped
	* plants are now completely destroy when harvested
	* changed unit control system
* bug fixes
	* fixed bug caused if multiple players joined in the same frame
	* fixed 'render target too big' crash for certain graphics cards
* other
	* added manual.pdf with controls and units
	* atlases are now pre-baked for quicker loading time!

### v0.1.2 - 15/03/2015
* visuals
	* added unit death animations
	* added splatter animation for siege wyrm
* bug fixes
	* fixed bug where tower lasers stayed after tower death
* other
	* added more logs to debug resolution issues