Titan Souls (Mark Foster, David Fenn, Andrew Gleeson)

522ac9963dc88ab8e60531e5ccdac4a8
Z to roll
X to charge arrow, release to fire
X to summon your arrow back to you (hold)
If running the EXE version, F toggles fullscreen

Open World.
Destroy 4 Titans.
One hit to each Titan’s weakness.
One arrow with which to do it.
[Author’s description]

[Play Online]
[Download for Windows (60 FPS build)]

7 Comments.

  1. I was thinking you might not link this game because of how much press it’s getting – but yeah it was so good.

    I really liked the post-mortem one of the authors made about all the different kinds of screen shake used to give the game flavor, found here: https://www.ludumdare.com/compo/2013/12/20/tearing-apart-titans/

  2. * The arrow taking half a minute to pull back is annoying given the game’s focus on timing.

    * Speaking of which, pulling it back makes the eye block boss rather frustrating, unless it has a pattern that I’m not seeing.

    * The golem was the only boss I had any real fun with, and it’s ridiculously easy since you can just line yourself up, inch up and down to dodge the rocks, and then shoot.

    * It doesn’t seem to have much to do with Dark Souls aside from being difficult. Dark Souls was all about creating a massively bleak atmosphere, and this just sort of feels like a Zelda game.

    * It doesn’t have anywhere near the sense of scale and wonder of Shadow of the Colossus, either. Which was pretty much the one thing that game was good at.

  3. nice little game. uses all clasic game tropes that have been used since the dawn of time to build a tiny, pretty little world. throw that in with some solid gameplay, beautiful art/sound and bam! lovely!

  4. architectural diagram

    I thought this was an awful game. Although the game had nice graphics / music, I felt as though the mechanics were poorly designed in a mismatched way. 1 hitpoint vs. 1 hitpoint means that fights are quick and one wants to jump pack into the action–the penalty (having to walk back to the boss battle, the calm serenity of which becomes grating) is far too high compared to time spent actually in the action. NAME’s complaints ring true for me, too. I’m fine with high-difficulty gamuts, but not when the penalty for failure in said gamut prevents me from, you know, actually playing the game.

  5. Having a checkpoint in every temple would’ve made death meaningless, but respawning at the hub and having to run all the way back every time gets tedious real fast. A game like Dark Souls gets around this (mostly) by giving you enough alternatives: you can explore, find items/shortcuts/whatever, experiment with different types of equipment, practice fighting on trash enemies, whatever. Obviously all that is outside the scope of what this game was trying to do, so I dunno what their solution could have been. Lore? Give you something to read while you run back? I dunno.

    I think I got a glitch where the left-side boss killed itself somehow. Unless that’s a feature, or maybe some kind of artistic statement? And I also found a bug where the game has no ending, unless it was meant to be a ‘humanity is the REAL titan’ sorta thing, in which case it maybe could have been communicated more effectively.

  6. i finished the last room, but i don’t get why the game ended like it did. can someone explain?