Caidyn // Cloud-HeadedDev
Caidyn // Cloud-HeadedDev
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Playtesters HATED This...I’m KEEPING it Anyway
UA-cam's being a butt, so you'll have to copy and paste the links in the address bar :)
Play in Browser:
bit.ly/DivorceWeb
Play on Desktop:
bit.ly/DivorceDesktop
Password:
+_v1B3z_0n7y
If you're up to it, you can send screenshots and videos to my email:
CaidynDev@gmail.com
Y'all playtested, so here is the aftermath.
00:16 - My Game's a Turd
00:36 - Fixing Attacks
01:09 - The Main Issue
01:48 - Deep Dive
03:11 - Solution?
04:20 - The Most Novel Idea in Gaming
05:29 - AOE's?
06:13 - Wrap-Up
Music
Doom II - Running from Evil
Mother I - Bein' Friends
Pokemon Platinum - Eterna City
Super Mario Bros 3 - Spade Bonus
Castlevania III Dracula's Curse - Mad Forest
Castlevania - Heart of Fire -Extended
Blaster Master - Area 1
Mario Luigi Superstar Saga - File Select
Переглядів: 1 987

Відео

Playtesting is DONE (For Now)
Переглядів 37День тому
Thank you to everyone who played and gave feedback. The game is going to be better for it!
ANNOUNCEMENT! Playtesters Needed for RPG in Early Alpha
Переглядів 7514 днів тому
I need to get as much feedback as possible on this game! I would really appreciate it if you could. If not, no biggie. Links: Play on Windows: cloud-headeddev.itch.io/divorce-the-princess-exe Play in Browser: cloud-headeddev.itch.io/divorce-the-princess-web Password: _v1B3z_0n7y If you're up to it, you can send screenshots and videos to my email: CaidynDev@gmail.com
Nobody Wanted to Play My RPG Without THIS (Playtest Announcement)
Переглядів 14721 день тому
I thought this whole game was a bust, but then my brother said something that completely changed the direction of this game. Links: Play on Windows: cloud-headeddev.itch.io/divorce-the-princess-exe Play in Browser: cloud-headeddev.itch.io/divorce-the-princess-web Password: _v1B3z_0n7y 00:16 - An Engagement Problem 00:52 - What I Want My Game to Be 01:39 - Playtests 02:50 - Meet Chris 03:49 - He...
The TRICK to SPEEDRUN Game Development
Переглядів 141Місяць тому
Hold off on polish! 00:35 - First Rule No Polish 01:05 - Mockup 01:41 - Problems 02:47 - Finding a Playspace 03:33 - Keeping Track of Your Vision Music: Undertale - Anticipation kbeatz - breakcore dnb x hyperpop x tokyopill type beat bbymyphone Earthbound - Zombie Paper Earthbound - Battle Against a Mobile Opponent Sonic the Hedgehog 3 - Marble Garden Zone Act 1 Castlevania II - Monster Dance N...
This 40-year-old RPG STILL Gets Players HOOKED
Переглядів 311Місяць тому
I wanted to do something a little different and share my feelings on this extremely effective RPG and why it works. 00:36 - Small Numbers 03:17 - Progression Vectors 06:57 - Spells 08:58 - Closing Remarks 09:30 - Bonus Info Music: Dragon Quest I GBC Heros Fanfare Dragon Quest I GBC Erdricks Descendant Dragon Quest I SNES Kingdom of Alefgard Dragon Quest I SNES Town of Alefgard Dragon Quest II G...
My Game Has a MAJOR Problem
Переглядів 2912 місяці тому
Thanks for sticking with me. Slay Queen will have its day.
How My PIXEL ART Game Almost FRIED My CPU
Переглядів 2,8 тис.3 місяці тому
This is what happens when you don't test thoroughly, and when you don't have good code. 00:29 - Everything Works? 01:40 - The Item Pouch 02:35 - What the Problem Is 03:32 - The Solution Music Used Mother 2 - Kraken of the Sea Mother 2 - Summers Mother 3 - Alec's Loghouse Slender: The Eight Pages - Page 1 2 theme Metal Gear- Sneaking Mission The Misadventures of Tron Bonne - Tron's Room Castleva...
Finally FIGHTING Enemies in My Indie RPG
Переглядів 2415 місяців тому
Almost everything has been building up to this. 1:33 - Jumping Into Battles 1:58 - Down with Random Encounters 2:54 - The Roster 3:23 - Getting the Player Comfortable 3:46 - Time to Test 4:36 - Bosses Music: Battle - Final Fantasy V The Great Boggly Tree - Paper Mario The Thousand-Year Door Hippos - Mother 3 Monster Dance Night - Castlevania II Rising - Castlevania III Marble Garden Zone - Soni...
Billy's Big Hole
Переглядів 485 місяців тому
I've decided to cancel Slay Queen and am working on a new project.
Building the FIRST Dungeon in My RPG
Переглядів 4707 місяців тому
This is the first dungeon in my game, Magal Tower, and we're going to focus on the puzzle aspect and how that gels with the characters' overworld abilities. I also have to wing a lot of the design because the documents that I made don't quite match the game anymore. 00:00 - Intro 00:41 - First Set of Puzzles 01:51 - Winging It 02:43 - Loot 04:10 - It's Too Quiet Music Dragon Quest IV - Cursed T...
STOP Making TUTORIALS Like This
Переглядів 2,2 тис.7 місяців тому
You've played tutorials, right? But there have always been...quirks. There's something a bit different about them from the rest of the game, besides the fact that they're, you know, tutorials. There's a good reason for those differences. 00:11 - What I Thought 01:00 - Risk of Wasting Time 02:01 - Teaching the Player How to Attack 03:26 - Teaching the Player How to Guard 04:25 - Rapid Fire Teach...
My RPG CAN’T Move Forward Without FIXING These | Slay Queen Devlog
Переглядів 1879 місяців тому
I need to clear some things out before I can build the castle. 00:19 - Visual Language 01:46 - Speed Bugs 02:43 - Building a Castle 03:42 - Filling that Castle with People Music: Girls Room - MOTHER 3 Area 1 - Blaster Master Choose a File - MOTHER 2 Boy Oh Boy - LISA The Painful Tron's Room - The Misadventures of Tron Bonne Champion - Pokmon Gen 1
SUPERPOWERS Should Have Been a DISASTER to Program | Slay Queen Devlog 11
Переглядів 3949 місяців тому
I was not expecting this to turn out so well. 00:53 - Warrior Class 02:14 - Bomber Class 03:05 - Synergy Between Powers Music OMORI - Let's Get Together Now! LISA The Painful - Blood For S*x Castlevania NES - Walking on the Edge DELTARUNE - WELCOME TO THE CITY Mario Luigi Superstar Saga - File Select Eversion - World 1
Caidyn Tries His BEST to Make a Game | Best of
Переглядів 12310 місяців тому
Caidyn Tries His BEST to Make a Game | Best of
My RPG SOLVED the Item Hoarding Problem | Slay Queen Devlog 10
Переглядів 36410 місяців тому
My RPG SOLVED the Item Hoarding Problem | Slay Queen Devlog 10
My SECRET to Creating NINTENDO Pixel Graphics
Переглядів 1,3 тис.11 місяців тому
My SECRET to Creating NINTENDO Pixel Graphics
How I Built a RAGE Game in ONE Week with RPG Maker (& Knuckles)
Переглядів 159Рік тому
How I Built a RAGE Game in ONE Week with RPG Maker (& Knuckles)
Can I Deliver ALL Promises in Just ONE Devlog? | Slay Queen Devlog 8
Переглядів 179Рік тому
Can I Deliver ALL Promises in Just ONE Devlog? | Slay Queen Devlog 8
It's Now IMPOSSIBLE to Cheese My Minigames | Slay Queen Devlog 7
Переглядів 97Рік тому
It's Now IMPOSSIBLE to Cheese My Minigames | Slay Queen Devlog 7
Getting Frustrated FIXED My Overcomplicated System | Slay Queen Devlog 6
Переглядів 102Рік тому
Getting Frustrated FIXED My Overcomplicated System | Slay Queen Devlog 6
RPG Maker Dev Has MELTDOWN (Wakeup Call?) | Slay Queen Devlog 5
Переглядів 360Рік тому
RPG Maker Dev Has MELTDOWN (Wakeup Call?) | Slay Queen Devlog 5
From 32 Minigames Down to ONE | Slay Queen Devlog 4
Переглядів 170Рік тому
From 32 Minigames Down to ONE | Slay Queen Devlog 4
DDR-Inspired Battle Minigame For Turn-Based RPG
Переглядів 97Рік тому
DDR-Inspired Battle Minigame For Turn-Based RPG
My RPG's Minigame Messed With My Code | Slay Queen Devlog 3
Переглядів 130Рік тому
My RPG's Minigame Messed With My Code | Slay Queen Devlog 3
This SAVED My Game From Feature Creep (INSANE Success Follows) | Slay Queen Devlog 2
Переглядів 228Рік тому
This SAVED My Game From Feature Creep (INSANE Success Follows) | Slay Queen Devlog 2
I FAILED to Design a Minigame In My RPG (Until...) | Slay Queen Devlog 1
Переглядів 343Рік тому
I FAILED to Design a Minigame In My RPG (Until...) | Slay Queen Devlog 1

КОМЕНТАРІ

  • @hotworlds
    @hotworlds День тому

    hell yeah stick to your guns Also dunno if you're planning it but I wonder if people would get it more easily if the enemies had some animation frames for attacking to give you intuitive tells. Grab the spritesheets from DQ3 ;)

  • @akirabaes4644
    @akirabaes4644 2 дні тому

    The enemy could move up to wind up and move down to attack if you want to hide the timer and indicators. (not even animation, just teleport up then down to keep with the aesthetic, and the player remembers the timing as long as it's consistent) Edit: I don't see any link in the comments

  • @chartroniumdude5870
    @chartroniumdude5870 2 дні тому

    I had a try of it, i think the dodging minigame is still kind of unpleasant. the swap/stay nature of it is a little confusing. i think it would be much less overwhelming if you pressed left or right to go to the left or right, maybe pressing in the direction you are already at could take the place of waiting (i do think this would make the gameplay a lot like the champions(?) in one finger death punch, but that's not necessarily a bad thing, and you can always add originality in other ways if that's a bother). I do also think the flashing of the warnings is a little distracting, perhaps putting a soft red glow in the area that's dangerous would be easier on the eyes. as for communicating when the character is going to attack, i think moving the character sprite in a windup-like motion (moving slowly back) before moving forward to attack would work well to communicate the timing involved while also giving the game a bit of liveliness those are just my opinions anyway, i will be watching this game's developement to see how it goes from now on.

    • @Cloud-HeadedDev
      @Cloud-HeadedDev 2 дні тому

      This might be the key

    • @Cloud-HeadedDev
      @Cloud-HeadedDev День тому

      All right, I just updated it. Let me know if this is better, if it's not too much to ask.

    • @chartroniumdude5870
      @chartroniumdude5870 20 годин тому

      @@Cloud-HeadedDev i really like this change! i hereby declare the dodging minigame is now fun.

  • @ShinoSarna
    @ShinoSarna 2 дні тому

    What you actually need is a SPECTRUM of results. Having only options be binary success or failure is boring. Add more options: minor success, full success, critical success, critical failure.

    • @ShinoSarna
      @ShinoSarna 2 дні тому

      Consider people playing DnD - how hyped everyone is when someone gets a natural 20.

  • @sugoiuseismoeabuse4058
    @sugoiuseismoeabuse4058 2 дні тому

    Got this recommended to me. This does seem fun so I might give it a try. We look forward to more.

  • @SMGJohn
    @SMGJohn 2 дні тому

    K

  • @SethAbercromby
    @SethAbercromby 2 дні тому

    To be honest, the mechanic feels very overcooked at the moment. What you missed about your undertale comparison is that it keeps its rules extremely simple and straightforward. Enemies have a bunch of gimmicks for the bullet hell sections, but by using the clear rules of a turn-based system the game gives you clear indicators which enemy is about to attack and what pattern they're about to use. The markers might be the worst option to go with in terms of game design, since you're basically no longer actually interacting with the enemy, instead just forced to watch whether or not a symbol happens to appear on your position. It's better than fakeouts or other random behavior that's obfuscated to the point of being virtually unrecognizable to a normal player, but you're just trading one bad design choice with another. What are the intended design goals for the combat system, and what is combat meant to communicate to the player?

    • @StuHol-jb1hh
      @StuHol-jb1hh 2 дні тому

      This, honestly one of the other things I noticed is that all these minigames are pretty demanding right out the door. I'm seeing the attack minigame, and for your most barebones attack that you start with, the zone getting that small is already pretty bad, but the fact that its either hit or fail, no secondary zone around the goal zones where you get a partialcredit for the attack(or in truth you expect players to on average hit this secondary zone, and thus balance the damage around this as the standard expected output). Also the miss forgiveness system is honestly just a bandaid on an underdeveloped system, and it's clear that while this guy has taken inspiration from undertales combat, he hasn't actually studied or analyzed any of the actual things going on under the hood, or explored different ways to actually build upon the concepts and systems.

    • @Cloud-HeadedDev
      @Cloud-HeadedDev День тому

      Okay, so I just updated the game with a revamped dodging minigame. If you get the chance, let me know if this addressed things or if I'm off the mark still. I wasn't able to address every issue, like the warning for a fakeout, yet.

    • @SethAbercromby
      @SethAbercromby День тому

      @@Cloud-HeadedDev I'm not sure what happened, but the links to your project are kinda busted. You didn't link to it in the description here and in the annoucement video the links are just plain text that are cut halfway down the line.

    • @Cloud-HeadedDev
      @Cloud-HeadedDev День тому

      @@SethAbercromby UA-cam's not letting me put links in the description or pin comments. It's kinda doodoo. cloud-headeddev.itch.io/divorce-the-princess-exe cloud-headeddev.itch.io/divorce-the-princess-web +_v1B3z_0n7y

  • @fractalamb
    @fractalamb 2 дні тому

    is that white box with a butt?

  • @nernguan995
    @nernguan995 2 дні тому

    I love the dragon quest graphic placeholders lol

  • @meliodas8409
    @meliodas8409 2 дні тому

    Yes, sir. If the game needs testing I'm gonna test. You can call me Johnny Test 🔊🦅

  • @Cloud-HeadedDev
    @Cloud-HeadedDev 2 дні тому

    Play on Windows: cloud-headeddev.itch.io/divorce-the-princess-exe Play in Browser: cloud-headeddev.itch.io/divorce-the-princess-web Password: +_v1B3z_0n7y

  • @nuxill
    @nuxill 9 днів тому

    This is crazy awesome wtf

  • @SuperVside
    @SuperVside 13 днів тому

    left ear only

    • @Cloud-HeadedDev
      @Cloud-HeadedDev 13 днів тому

      I recorded this on and uploaded from my phone because I needed to make a quick announcement. I didn’t bother with a quality check or editing.

  • @539ize
    @539ize 13 днів тому

    very cool, very gay

  • @ShadowDeer13
    @ShadowDeer13 14 днів тому

    Got frustrated with the attack mechanics, world's pretty nice though.

    • @Cloud-HeadedDev
      @Cloud-HeadedDev 13 днів тому

      Many others have pointed out that the attacking mechanics can be frustrating. It will be one of the first issues I address.

    • @ShadowDeer13
      @ShadowDeer13 13 днів тому

      @@Cloud-HeadedDev Well, good on you for taking feedback to heart. Lookin forward to the next build.

  • @MrSkeleton14
    @MrSkeleton14 16 днів тому

    Cool

  • @meliodas8409
    @meliodas8409 16 днів тому

    There, played it. I had a blast! And I also want to break my whole computer with my bare fists! It's super frustrating to make mistakes (Not necessarily the game's fault). As others pointed out, the punishment is very severe, but at the same time there's no one to blame but the player for their mistakes, I feel. The only things I would change are: Adding sounds as alerts before certain actions (Probably was gonna be there in the final game, leaving this here just in case); changing the color of some buttons, mainly the arrows for the Zap minigame, I would make them like FNF where just by the color you can react in that direction (I couldn't differentiate very well between arrow shapes. Also, if you go with this idea, take colorblindness into account); The "ambush" icon was sometimes hard to see too, when an enemy is about to attack diagonally, the dragon boss was the most difficult to react to. He had the icons for counter-attack, dodge and a complex sprite that made reacting kinda hard; In that topic, can the counter-attack and dodge icons be somewhere else? Idk where, but around the enemy's sprite distracts me when I want to dodge (Yes, I might have adhd /j); I don't think they are final, but the rewards in gold and exp for defeating bosses felt too little; Don't know if there is an incentive to use normal attacks after learning Zap; I Completely ignored the 2 best armors, didn't want to grind. That's all. Now, the good… Everything else! Would kill for the little red guys, even though they are temp assets they are super cool. The healing minigame was tough at first, but in the end it became my favorite. Soooo fun. I can see how so much sass can feel like the game is making fun of the player when they are frustrated. I was okay, the comedy makes me feel safer around towns. Immediate empathy for whoever jokes around. The level design felt organic. I really love how this game pushes rpg's boundarys. I played for 2 hours and 15 minutes more or less. Paused the game when I got too upset against the golem and the dragon, or when needed to chat with family. Stopped playing after seeing the credits for the second time. I'm so happy I got to play one of your games, infinite gratitude <3 You already have something here, good luck!

    • @Cloud-HeadedDev
      @Cloud-HeadedDev 16 днів тому

      I'm so glad you liked it! Honestly, reading the last part gave me a huge boost and I'm excited to better the game while keeping it's core the same. What you say about clarity is really important. I want to make sure that the queue's sent to the player are clear so that the game is fair Being able to see and differentiate the ambush, counter, and dodge icons will be addressed. I'm planning on implementing enemies that will require the player to use both Zap and Attack. I'm thinking of ways to keep it from simply being a weakness system (enemy resists physical but weak to magic; enemy resists magic but weak to physical, for example). If you think something will be addressed in the full release or the demo, please state it anyway. It might be something obvious, but it that makes it all the more likely that I'll end up overlooking it. Thank you so much!

  • @Ivan-ud8ci
    @Ivan-ud8ci 16 днів тому

    I saw you put slay queen on hiatus, that was a good choice, I expected that to happen since I did the same thing when I tried to do my dream game as my first one ever. The second I tried developing was also put on hiatus (both never saw the light of day) and the third canceled, but after joining jams I made a lot and I learned to do small games, whatever you think is small, it's actually big. Now I have like 17 games, 1 comercial release and another one in development. Now, my feedback for your early alpha (download version): Failing the minigame in the tutorial crashes the game (TypeError: cannot set property '_scaleX' of undefined). The combat is too fast!!! It's hard to react and i don't feel in control. It feels like a dance, but you don't know what the other person will do, maybe make a sound or a visual input for when they move and attack? Also moving with Z to dodge feels odd, maybe let the player use the arrow keys instead? (something like punch-out I think) Missing an attack feels frustrating, 0 damage feels like a turn wasted, the player needs to feel like they always have progress, even if small. The carriage you interact with should be another color so the player knows it's different. NPCs should heal you for free. Getting damage after failing the attack is too punishing. Flee is useless it only works on enemies you can kill, why would I run from them if i can oneshot them? The monsters I want to run away from are impossible to flee or it fails. Don't give the player absolute freedom at the start, make them earn it. Don't trust the player to interact with the tutorial, force them to see it, then they can decide to use them or not (giving rewards for completing them like starting equipment would be nice). You can't see the enemy spawn timer when you open the map. Instead of ending the game when you take the L, why don't you just send the player to a town? The game feels like it's either do it perfectly or lose. It's a cute game and it does have potential, but I think it doesn't know what it is, i don't know if it tries to be a simple game or a complex game. Stacking mechanics over each other like "if you fail you don't do damage or you get damage" discourage you from attacking and it's the only way to make damage, maybe make dangers zone in the sliders instead? Anyway, give the player more oportunities, don't end the attack just because you failed one time. Since this is an rpg I will also say that you should give the player micro objectives instead of just a single big one, "like save this town!" or "rescue this princess" so the player knows they are progressing in the story and not just interacting with random NPCs who serve no purpose other than for the lols. I couldn't beat the skeleton. Last thing, if you want to build a small simple game, don't look at the big games, those are not small (it's another skillset entirely), comparing your game with them will make your project bigger, maybe play smaller games from other small indies? You can take a look at my rpg maker games if you want examples. Good luck and good job so far.

    • @Cloud-HeadedDev
      @Cloud-HeadedDev 16 днів тому

      The issue with the tutorial should be fixed now. I just have to upload it. These suggestions have given me a lot to think about, and I'll do my best to incorporate what I can while sticking to the game's vision. Others have given suggestions on how I can modulate difficulty and speed, as well as how harsh a the game can be with failure states, so everything you said is very valuable in terms of the feel of battle. I'll address this as soon as I'm able. Your suggestions about the carriage and the tutorials and the like will also be a huge help with onboarding new players, so thank you. Other suggestions like the spawn timer and such will also be quick fixes. At the same time, I won't be able to get around to addressing everything at the moment (life, amirite?), but I will get around to it. Again, thanks a lot for taking the time to playtest and comment. It's been a big help :) Also, congrats on your own gamedev journey as well!

  • @FlorrioEggGaming
    @FlorrioEggGaming 17 днів тому

    Okie dokie ;)

  • @AlexDown1
    @AlexDown1 17 днів тому

    I like the little bro cubes, I like seeing Dragon Quest references, especially to the first game, brings joy. The stuff that's not in base RPG Maker, even if just plugins, like custom controls, was impressive to me. Though, I had a random encounter, not with a slime or anything, but with TypeError $gV.spr_gaugeHpEnemy is undefined In the browser version and TypeError Cannot set property '_scaleX' of undefined In the Windows version That's a shame, but I want to give any feed back I can, regardless. I haven't watched your recent videos, I plan to. If it hasn't already been thought up, I think, for one, early game the slider should be easy to hit, the box larger... late game it gets harder. An enemy like the metal slime, rather than having high evasion, should have a really fast slider, and a smaller box. Two, there could be enemies that have 2nd or 3rd boxes, probably in mid-game, this could make it easier to hit while still having to think more to avoid the many gaps Maybe there are red boxes, that result in the enemy counter attacking, or maybe blue boxes, that result in a crit, or certain weapons could have a box that inflicts sleep, or something. Anyway, maybe that's too ambitious, I myself don't code too much, never with a proper coding language in RPG Maker, but have made some custom battle systems using it's default "blocks code".

    • @Cloud-HeadedDev
      @Cloud-HeadedDev 17 днів тому

      That is a great idea to have difficulty scale with player skill! I’ll have to look into what’s causing those errors as well. I have a feeling what it is.

    • @Cloud-HeadedDev
      @Cloud-HeadedDev 16 днів тому

      I wasn’t able to replicate the specific crash that you stated, but something similar happened with another playtester. If you have the time, would you be able to see if you can replicate it? Again, I wasn’t able to.

    • @AlexDown1
      @AlexDown1 16 днів тому

      @@Cloud-HeadedDev The browser version is working now for me, good job on finding what was causing that, and so timely, too. In the Windows version, it happens whenever I press the Z key during battle once I'm first able to play the minigame... That's all I can say, really. Sorry I'm not too much of a help, there. This is the worst kinda bug, so good luck, hope you fix it

  • @ShadowDeer13
    @ShadowDeer13 17 днів тому

    How do we send you screenshots if there's game breaking bugs?

    • @Cloud-HeadedDev
      @Cloud-HeadedDev 17 днів тому

      Send them to my email at CaidynDev@gmail.com. My inbox isn’t busy at all, so I’ll see it.

    • @ShadowDeer13
      @ShadowDeer13 17 днів тому

      @@Cloud-HeadedDev Thank you.

  • @meliodas8409
    @meliodas8409 17 днів тому

    Haven't got the time in the last weeks. This time I'm doing my part 🫡

  • @slendersama-j5s
    @slendersama-j5s 23 дні тому

    Hey, i played the demo and i liked the idea but I have 2 things 1) the enemies being hard is something that i like but I would really like a health bar of some kind, its hard to want to continue bosses when I don't know if I'm even close to winning or not 2) there should be a little more of a reaction time for dodging because it was hard to react in time with such small windup I finished the skeleton boss but stopped after because it was a long battle for me

    • @Cloud-HeadedDev
      @Cloud-HeadedDev 23 дні тому

      I'll update it to include those things in about an hour or so :)

    • @Cloud-HeadedDev
      @Cloud-HeadedDev 23 дні тому

      Thanks a lot for your input. I've been meaning to put an HP bar in there for some time and I always forget to do it. It's there now though. I did a bit of testing, but nothing too extensive. Also, with the speed thing, there's no way for me to tell whether the changes I made are adequate (I've playtested so much that I don't know what's too fast or too slow for someone just getting into the game). Let me know, if you want to, if the changes work. As for the encounter rate: a LOT of the game's balance falls on that, so that change will be pretty substantial. I'll have to put that on the backburner.

  • @MrDiamondz27
    @MrDiamondz27 23 дні тому

    First of all, +1 sub! I was genuinely surprised at 7:38 when it said you had around 250 subscribers, based on the video quality I had assumed I was watching someone with like at least a few thousand. Second, I played the game, here is my feedback: 1: I genuinely enjoyed the combat, it was pretty unique while not feeling like a gimmick or anything. Some actions felt a little weird without sounds or feedback, and the enemies instantly teleporting to the side they will attack was a tiny bit hard to keep track of, but I assume those will be addressed in the polish stage. 2: I liked the jokes. 3: The encounters felt a little bit too often and too difficult, but that may just be me being bad at the game lol. In my opinion, the game should start off kinda slow with not too difficult encounters and ramp up the difficulty when the player has gotten adjusted to the controls etc. 4: On the topic of controls, there should probably be some sort of hint to tell the player the controls, as it took me a long time to realize you could press x to open the inventory. 5: Ladders and building things were kinda hard to keep track of with no visual different between elevations and no indicator weather a ladder goes up or down. 6: Finally, I stopped playing because I was in a battle when it said "Game over" on the screen so I assume that's the end of the demo, although I am not confident there isn't stuff I missed, as I believe I never encountered the miniboss or the heal spell you talked about. Please keep in mind for the sake of a playtest review I have mainly focused on the areas which I think can be improved in this review. While the game obviously isn't perfect, I think currently the fun definitely out-weighs the low levels of polish. Overall, I really enjoyed the game and can definitely see it being among the games in my steam library or something one day. Can't wait to see the game be developed over time!

    • @Cloud-HeadedDev
      @Cloud-HeadedDev 23 дні тому

      A sincere thank you for playtesting and critiquing. And I’m flattered at the compliments. I’m glad you see the potential in my game and that you pointed out the issue with information about the controls. I’ll fix that ASAP.

  • @alexwithd
    @alexwithd Місяць тому

    Glad to see you're back already! The grey boxes are looking great!

    • @Cloud-HeadedDev
      @Cloud-HeadedDev 29 днів тому

      Thanks! Development never stops

    • @alexwithd
      @alexwithd 27 днів тому

      @@Cloud-HeadedDev hashtagthegrind

  • @meliodas8409
    @meliodas8409 Місяць тому

    I can see how this game will revolutionize the divorce genre

    • @Cloud-HeadedDev
      @Cloud-HeadedDev Місяць тому

      Need to throw my hat in the ring of divorce-likes.

  • @bewill5121
    @bewill5121 Місяць тому

    Randomy got recommended this and was shocked at the sub count, the editing here is better than I'd expect from a channel 100 times your size. Keep up the great work!

    • @Cloud-HeadedDev
      @Cloud-HeadedDev 23 дні тому

      Edit: I replied to the wrong comment. If you see something different in your inbox, that’s why. My bad. Also, thank you!

  • @meliodas8409
    @meliodas8409 Місяць тому

    I already had a feeling that I liked small numbers in rpgs better, but now I know they're cooler. I enjoyed Dragon quest 11, I'll give the others a try! Wait! Divorce the princess!?

  • @TheDario64
    @TheDario64 Місяць тому

    livin for these uploads brotha

  • @gabagoo_grimbo
    @gabagoo_grimbo Місяць тому

    holy shit man i literally just beat it yesterday

  • @alexwithd
    @alexwithd 2 місяці тому

    I subscribed for the insightful and funny devlogs, and this was definitely insightful and reflective. It made me think of my own projects in this light, and it's interesting to consider whether one is ready for them or not. Looking forward to see what you come up with next! I'll stay tuned!

  • @CaiusNelson
    @CaiusNelson 2 місяці тому

    Ah man, I get what you mean. Shame about the game, but these things do happen some times. Goodness knows how many projects I'VE abandoned. Burnout is an ass for sure. I've seen a number of bigger youtube game devs say they specifically try to make games they can create in a short amount of time so that they can finish them WITHOUT getting burned out. Still I really hope you continue to work on something. I really enjoy your devlogs and seeing how creative you get in your design. It's always a lot of fun.

  • @sarryalihachem
    @sarryalihachem 2 місяці тому

    I understand completely how you feel, but you shouldn't feel like you're letting people down! About five years ago, I decided I wanted to make a passion project (nothing serious, a little game to share with my friends), it was also made in RPG Maker. I was able to finish the first chapter, then decided to make my friends test it. Almost all of them did not play it, so I felt really discouraged and burnt out, and stopped working on it for a year and a half! Then, someone I met online, re-motivated me to finish it. By then, I had better experience with programming in general, that I could use to add new plugins and use the engine more flexibly (not to the extreme complexity you did😅 ), but I also had the time to review my thoughts about the game in general. The game is now complete, and I am proud of it despite its many flaws. The point is, if you feel that you should stop the development for now, you should not feel bad at all, and you are doing a great service to yourself (to keep being passionate about the project), to your game, and to the eventual players who will experience, hopefully, a really great game. Enough rambling now, Good luckkk, I am so glad I discovered your channel!!

  • @meliodas8409
    @meliodas8409 2 місяці тому

    Watching this I started to think how much work you've already done and how it inspired me to work myself, seriously. You've been publishing videos about this game for a year and a little more now. That's already a lot of entertainment for me and your followers. The game's demo is in a really good state too. It seems as if the core mechanics are there already (Maybe not the weapon shop). It's not a bad place to pause, even if you take your time you've given this world a lot of value. Mostly to me, I'm always happy with these videos. Well... I'm so excited for your next game ¡Hoping for Billy's fun hole! What an anachronistic comment I just made, so weird.

  • @meliodas8409
    @meliodas8409 2 місяці тому

    Hey, I'm here to keep the title of most positive spammer. Couldn't let these videos stay without a comment of mine. The pouch is such a good idea. Way more realistic too, no enemy would let you use an item in the middle of battle unless it's harmed.

  • @meliodas8409
    @meliodas8409 2 місяці тому

    Oh. There's a face, it's serious time. It's great seeing that your charisma is not just editing after all (Never thought that), you really are funny. I started following you because of all of those overscoped mechanics that you ended up realizing despite it being so difficult, but you are human as everyone else (Even though it's unfair the amount of talent you have!). I want to see the game you have envisioned and if you think you need some time to learn how to make it I wouldn't want it any other way. I've been improving my own life this past months that's why I couldn't comment, sorry (Also, UA-cam decided to stop recommending my favorite youtuber to me, wtf)

  • @DanatronOne
    @DanatronOne 2 місяці тому

    This is all part of learning. God speed o7

  • @ericoding404
    @ericoding404 2 місяці тому

    Its good to pick your battles, good luck on your next thing and be careful doing your deciding your project scope

  • @TheDario64
    @TheDario64 2 місяці тому

    The fear of feeling like a quitter is one of the most relatable things I've ever heard. Take your time my brotha, return to it when it feels right.

  • @Evitrea
    @Evitrea 2 місяці тому

    Serious question, why are you using RPGMaker when you have this level of customization The whole point of specialized engine is to cut the time and skill requirement, the trade off is flexibility in everything the engine wasn't intended to do, Building a whole system on top of a specialized engine is keeping the downside without really having the benefit, I only watched this video so I don't know your exact situation, but if you keep adding custom stuff, you'll cross the line of "should've used general purpose engine" at some point Not saying you should redo your current project, just saying explore more option helps a lot in the long run

    • @Cloud-HeadedDev
      @Cloud-HeadedDev 2 місяці тому

      When first starting this project, I didn’t realize JUST how much customization this would require, but now I’m SO much more familiar with the engine and its limits that I’ll know better how to build a game around them.

  • @costelinha1867
    @costelinha1867 2 місяці тому

    Wait.... what programming language.... does RPG MAKER USE?! (googles it) OH NO! NOT JAVASCRITPT! EVERYTHING BUT FUCKING JAVASCRIPT! NO WONDER YOU'RE HAVING SUCH WEIRD ERRORS!

  • @costelinha1867
    @costelinha1867 2 місяці тому

    You know shit is real when the person is using good old RPG Maker to make their game.

  • @filosgamer
    @filosgamer 3 місяці тому

    well idk how to say it but 50% of cpu usage wont even slightly damage your cpu but great video nontheless

  • @natanmaia3575
    @natanmaia3575 3 місяці тому

    Tip: if you move those functions into a plugin and call them that way, you can then open the Console, go to Sources, find your code, and set _breakpoints_. The program will pause at those break points and you will be able to see what value each variable is at that moment. In general I just find moving things from CEs into plugins a bit easier.

  • @natanmaia3575
    @natanmaia3575 3 місяці тому

    Even though i do MV javascript i didnt expect this to be rpgmaker haha Well, i need to keep an eye on this project now ❤

  • @ByakurenEnjoyer
    @ByakurenEnjoyer 3 місяці тому

    0:02 What's the point of using that annoying buzz sound to censor stuff? It only makes people stop watching the video, therefore making you LOSE revenue

    • @TheAechBomb
      @TheAechBomb 3 місяці тому

      you're the only person I've ever heard complain about this

  • @FlorrioEggGaming
    @FlorrioEggGaming 3 місяці тому

    yo, was that deltarune footage at 0:42 ??? (even tho undertale is a greater example of a turn-based rpg) ok you know what, you are far better than I thought, I subbed to your channel bro

  • @FlorrioEggGaming
    @FlorrioEggGaming 3 місяці тому

    The fact that this guy is underrated cannot get inside my head yet also experienced the same thing on godot once so its relatable

  • @rgkm9356
    @rgkm9356 3 місяці тому

    oh my GOD you deserve more attention. This was a really fun video

  • @_Guigui
    @_Guigui 3 місяці тому

    "I FORGOT TO PROGRAM THE DAMN WEAPON SHOP?!" is such a relatable moment when you think you've done everything and then you remember something