Corpses N Souls Creator talks Blueprints, Puzzle Mechanics, and More in Latest Developer Commentary

Corpse 'N Souls, a new side scrolling action RPG from Side Scroll Studios, is coming along nicely. The creator, Kai Kubicek, has just released a new developer commentary to talk about puzzle mechanics, blueprints, and more.


Kai Kubicek, who moonlights as valcan_s on the Chatty, has been hard at work on his side scrolling action-RPG for quite a while now, and it’s coming along very nicely. With stunning graphics, some interesting puzzle mechanics, and a slew of epic items to collect, I’m simply waiting for him to put a copy in my hands.

Corpses ‘N Souls is a side scrolling action RPG/Metroidvania set within a world featuring unique corpses and soul mechanics. Players will harvest corpses, souls, and collect loot, take on bosses and dungeons, as well as craft and adventure through a brilliantly crafted 2D world. You can find out more about the game by visiting the official Corpses ‘N Souls website, as well as learn more about Side Scrolls Studios and their plans going into the future.

Guides Editor

Joshua holds a Bachelor of Fine Arts in Creative Writing and has been exploring the world of video games for as long as he can remember. He enjoys everything from large-scale RPGs to small, bite-size indie gems and everything in between.

From The Chatty
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      October 14, 2015 10:30 AM

      Corpses 'N Souls - dev update : today's release : Gameplay 2 - Dev Commentary Video - 4

      A big thank you to the Shack and Josh for releasing the new Corpses 'N Souls video.

      Video :

      In this video I introduce the following main features:

      - Puzzle mechanics
      - Rituals
      - Blueprints
      - Skills
      - Inventory
      * Note - various other gameplay mechanics and concept are introduced as well during the video *

      The following is a list of the all the features, gameplay mechanics and concept that are introduced in this video:

      - A look at the main inventory where gear and loot lives
      - Preview of some Rare loot weapons and armour
      - The Skill inventory. This is where you unlock skills that are specifically used for certain gameplay mechanics like in other Metroidvanias and allow you to progress in the world and objectives.
      - Blueprint concept and inventory. This inventory is where you collect various blueprints for various objectives and puzzles.
      - Puzzle mechanics. See a Corpse puzzle for the first time, a unique mechanic that uses the follow corpses of enemies to solve puzzle and other gameplay mechanics.
      _ Blueprint item and its functionality.
      - Perform a Ritual and use a Blueprint to solve it.
      - Harvest a corpse and gather Meat Chunks
      - Perform a Meat Chunk Chuck to test a trap.
      - Perform Matter Bending to avoid a corrosive liquid.
      - Perform Dark Void
      - Perform Corpse Explosion to solve a puzzle.
      - Perform Blood Ritual to solve a puzzle.
      - Perform Soul Crystal Harvest, and gather Soul Shards.
      - Use a Reever chain to drag and move corpses to different areas.
      - Use a Reever chain to lower corpses to solve a puzzle.
      - Small preview of the Wolf Form wip
      - Take a look at some new HUD designs and UIs.
      - As well as some other items not listed.

      Here are some new screens:

      The new menus and inventories:

      The rest of the screens:


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        October 14, 2015 12:50 PM

        Wow, that's some pretty crazy stuff. Do you have all the puzzles created or are you still trying to come up with them?

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          October 14, 2015 1:06 PM

          Just a few right now that are fully working. I have to still design a bunch(I have a bunch mocked up though). When I create/design them I need the areas built as well in the game when I implement them. They go hand in hand when I design/create them so that will have to wait till I get the areas created first.

          When designing them you have to consider the enemies, the corpses, the materials needed, the skills, the level design, loot, char level, blueprints, objective, puzzle, seals etc. So there is quiet a lot that is all connected its not a canned object/event. You can also cancel out as well during many parts so that is a factor as well. Its totally not a quick time event LOL :) more like what real gameplay looks like.

          The puzzle frame work is all built now so that makes adding new puzzle better than before and helps me out when I make them.

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            October 14, 2015 3:22 PM

            That sounds great.

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        October 14, 2015 3:40 PM


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        October 14, 2015 4:19 PM

        More layers to this game every time. It's like a delicious onion that doesn't make me cry. Yet.

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          October 14, 2015 4:26 PM

          Nice, that's going on the box -> " It's like a delicious onion that doesn't make me cry."

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      October 14, 2015 1:13 PM

      Hell yes, valcan_s!

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        October 14, 2015 1:40 PM

        I appreciate you guys posting the article, thanks man :)

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      October 14, 2015 1:16 PM

      This is fantastic!!!

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      October 14, 2015 1:28 PM


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      October 14, 2015 1:43 PM

      Good stuff dude! BTW, reagents is pronounced 're-agents' not 'reg-ents'

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        October 14, 2015 1:49 PM

        Cool, I had a feeling I messed it up :) thanks

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          October 14, 2015 3:36 PM


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            October 14, 2015 4:36 PM

            Broken Canoe(fellow Shacker, you guys know him) is a real good friend of mine and has offered to help me with my writing stuff.

            Once I get to that point he will be a my go to guy for help. Video Game writing is something he did for a living, he is da man, a cool guy and a good friend.

            I have other plans as well but I have to see how things pan out with the games funding etc so I can't really talk about that yet.

            In short it will not be neglected.

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              October 14, 2015 10:16 PM

              Yeah you need that for your game to be compelte

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              October 14, 2015 11:08 PM

              Great to see so much progress! Will be back from my travels in another week, catch up then!

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                October 14, 2015 11:18 PM

                Thanks, its getting there. All good, hope things are going good, I bet you miss your new comp.

                Sounds good, take it easy and have a good trip, talk to you later.

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        October 14, 2015 3:45 PM


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      October 14, 2015 5:15 PM


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      October 14, 2015 5:36 PM

      Lots of good information in that video. The visuals are looking great and the music is awesome.

      I'm looking forward to learning the logic behind your corpses and souls mechanics. The video showcases a fairly complex puzzle with multiple abilities, so it was interesting to see what you have in mind for gameplay.

      Thanks for sharing!

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        October 14, 2015 6:31 PM

        Thanks. As far as the main core combat of the game it will play like Super Ghouls 'N Ghosts / Castlevania / ARPG and with my own refinement/spin to all of that. I plan to add soul and effort into the enemies and their AI so its fun and interesting.

        I want my game to not just be a run and jump type game or just killing things. This video shows how I will mix it up and keep things interesting with the puzzles, gathering, rituals etc which will break up the base core combat and flow with the adventuring. Same with the skills I am a big fan of Axiom Verge so I like my skills to unlock things and allow the player to progress etc.

        The main idea is to not neglect the dead or all the dead bodies in all the video games ever made. Most of us know when you kill something in most games it just disappears and that is the end of it. In my game death is really just the beginning, I want to pay respect to the fallen enemies in all the video games. Sounds insane, no not really that is just how I feel and what I wanted to do for a very long time.

        I think its really cool to have gameplay after you kill something and even taking that dead body and turn it into something else like meat chunks and start another cycle and build new gameplay off that and continue the chain etc.

        Games of today are very one dimensional I am doing the total opposite of that and have a whole cycle of life to death and after death that is all connected and you find your self dipping in all of them.

        Not sure that answers your question but it is sort of where my mind is at when I thought it all up.

        In short my dislike for enemies corpses disappearing and the end of that objects purpose in a game was a key inspiration to some of Corpses 'N Souls unique gameplay(Corpses and Souls) you see in this video.

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