I agree with the AI VA comment. It's great when you want to voice a robot or something soulless. I used AI to voice a soulless corporate speech in one of my games. Anyway, I think your videos are extremely insightful. I'm keen on sending you my game once i get the next major update finished. It's near the end of mid-development through. If you're not keen on single player tanking, i wonder if you'll be keen on single player healing lol.
@@captainawesome2226 the longer videos tend to attract less new folks. I’ll keep doing them because they’re where the real value of this channel lives, but wen I do something 10-20 minutes with a more broad/generic theme, the engagement is 1000% more.
Just a tip for anyone wanting VO/VA and worried about shelling out big sums on the voice work. You can usually find people who will do VA for relatively little (compared to traditional professional jobs/setups) on gig sites. You do generally get what you pay for, but even a lower end audio recording ran through a quick compression and gate on a DAW (Reaper is free) will be better than a machine trying to imitate emotions that come naturally to real people.
Thank you very much for these kind of videos, I am not developing but I enjoy them a lot, only I hope that flickering at the left center of the screen goes away in the future videos.
The control lock comments about how you're going to a stop when you attack isn't inheritly bad, but what makes it stick out is the way it contrasts with the movement; normally the character sort of sprints around at speeds more befitting a racing bike than the big armored heavy attacker type, yet those are the attacks and visuals you get, and you stop without really having a good sense of flow. I often see this fixed by either having some fixed forward momentum put onto moves (stepping forward aspart of the attack) or a sliding deceleration, if not both at once (decelerating to a fixed speed). This gives a sense of ebb and flow to your movements rather than a dead stop of "oh, time to attack animation". I definitely think a good use of your animation resources would be to try and give bosses a satisfying defeat animation - it not only gives you that feedback of having beaten the boss, but it reward you with a moment of break within the frantic pace. To answer Dr Joe's quesrion about the top UI, time left is the only one I'd call important. The rest would be better if it was put onto an end screen, which they in fact are! But think like the Dynasty Warriors games: your characrer does a dance and then strikes a pose, and that pose then gets surrounded by stuff like your rank and time taken, but during the gameplay most of that stuff is hidden unless it's relevant to the goal of the level. One feature I think would benefit this game - most games innthe genre, really - is a training room for players that they can use to beat on training dummies and get a feel of what theur character can do, especially if they can be altered in some way. Dr Joe nailed it on the head with the concept of the "asset store" look. Assets are fine and look fine, but they have to match eachother enough to not feel like they're from different places. I feel like the long cutscenes are a genre mismatch though. With a hack and slash, your players will have a lower tolerance for sitting for cutscenes, yet you have some long intro cutscenes, and the dialogue between the hero and the rhino creature thats a boss. I'd suggest taking as much dialogue as you can and having it happen over the gameplay. If you want alternate titles for the "tank", i reccomend terms like "brawler", "Bulwark", "Paladin", or "Armored" or the words those will bring up in the thesarus. The slow but strong attack style definitely appeals to people, just like other types, it's just a matter of effective communication. For Dr Joe: "Celestial God Mommy" is a term that is going to be stuck in my head all week, so thank you? For that.
It would be nice to have an ending section on video with a doctor's diagnosis. For example: Monsters don't have colliders; it feels like a big blob mess around you. Bosses don't give you a royal moment; they blend with other mobs and die unexpectedly. The core mechanic doesn't feel good because...
@@IndieGameClinicif you want to lean in to the doctor vibes you can perhaps present it on what looks like a doctor's prescription sheet. Maybe even lean into stereotypes and use a messier font for the notes
I am not trying to comment spam, but I am familiar with that feeling of being locked in an attack. I found really quickly that it's important to have attack animations not totally override your movement code. Players don't like it when a game puts you in a position where you are not in control. I solved this issue by having quite dynamic attack animations with forwards movement, having them move with root motion embedded in those animations, and giving the player the freedom to rotate the player during those animations and windows to dodge out of attacks. There are effectively limitless alternatives that will be more or less appropriate depending on the type of game where you can keep the feeling of control in the hands of the player
As an early solo game developer it baffles me how a game can have so many features but they all feel empty or without purpose. Why would he take the time to implement something for nothing. It does make me laugh tho. Just found out your channel and have been binge watching your videos you have a good futur on UA-cam and I would be glad to show you my game once it's a bit more advanced!
For sure! i think this game was pretty impressive in terms of sheer work. But pumping hours into a project doesn't necessarily increase its value for an audience.
As someone who is making a hack and slash, this is going to be particularly interesting
I agree with the AI VA comment. It's great when you want to voice a robot or something soulless. I used AI to voice a soulless corporate speech in one of my games.
Anyway, I think your videos are extremely insightful. I'm keen on sending you my game once i get the next major update finished. It's near the end of mid-development through. If you're not keen on single player tanking, i wonder if you'll be keen on single player healing lol.
I honestly don't know why you don't have more subscribers. This is really good stuff.
@@captainawesome2226 the longer videos tend to attract less new folks. I’ll keep doing them because they’re where the real value of this channel lives, but wen I do something 10-20 minutes with a more broad/generic theme, the engagement is 1000% more.
Just a tip for anyone wanting VO/VA and worried about shelling out big sums on the voice work. You can usually find people who will do VA for relatively little (compared to traditional professional jobs/setups) on gig sites. You do generally get what you pay for, but even a lower end audio recording ran through a quick compression and gate on a DAW (Reaper is free) will be better than a machine trying to imitate emotions that come naturally to real people.
Thank you very much for these kind of videos, I am not developing but I enjoy them a lot, only I hope that flickering at the left center of the screen goes away in the future videos.
Haha! Sorry about the flicker, no sure what caused it
The control lock comments about how you're going to a stop when you attack isn't inheritly bad, but what makes it stick out is the way it contrasts with the movement; normally the character sort of sprints around at speeds more befitting a racing bike than the big armored heavy attacker type, yet those are the attacks and visuals you get, and you stop without really having a good sense of flow. I often see this fixed by either having some fixed forward momentum put onto moves (stepping forward aspart of the attack) or a sliding deceleration, if not both at once (decelerating to a fixed speed). This gives a sense of ebb and flow to your movements rather than a dead stop of "oh, time to attack animation".
I definitely think a good use of your animation resources would be to try and give bosses a satisfying defeat animation - it not only gives you that feedback of having beaten the boss, but it reward you with a moment of break within the frantic pace.
To answer Dr Joe's quesrion about the top UI, time left is the only one I'd call important. The rest would be better if it was put onto an end screen, which they in fact are! But think like the Dynasty Warriors games: your characrer does a dance and then strikes a pose, and that pose then gets surrounded by stuff like your rank and time taken, but during the gameplay most of that stuff is hidden unless it's relevant to the goal of the level.
One feature I think would benefit this game - most games innthe genre, really - is a training room for players that they can use to beat on training dummies and get a feel of what theur character can do, especially if they can be altered in some way.
Dr Joe nailed it on the head with the concept of the "asset store" look. Assets are fine and look fine, but they have to match eachother enough to not feel like they're from different places.
I feel like the long cutscenes are a genre mismatch though. With a hack and slash, your players will have a lower tolerance for sitting for cutscenes, yet you have some long intro cutscenes, and the dialogue between the hero and the rhino creature thats a boss. I'd suggest taking as much dialogue as you can and having it happen over the gameplay.
If you want alternate titles for the "tank", i reccomend terms like "brawler", "Bulwark", "Paladin", or "Armored" or the words those will bring up in the thesarus. The slow but strong attack style definitely appeals to people, just like other types, it's just a matter of effective communication.
For Dr Joe: "Celestial God Mommy" is a term that is going to be stuck in my head all week, so thank you? For that.
It would be nice to have an ending section on video with a doctor's diagnosis. For example:
Monsters don't have colliders; it feels like a big blob mess around you.
Bosses don't give you a royal moment; they blend with other mobs and die unexpectedly.
The core mechanic doesn't feel good because...
@@LiveDoG yeah good shout. I’ve done these before but I couldn’t work out how to present text in a good way. Will work on it in future though!
@@IndieGameClinicif you want to lean in to the doctor vibes you can perhaps present it on what looks like a doctor's prescription sheet. Maybe even lean into stereotypes and use a messier font for the notes
@@endorb mmm I can probably make the form and screen record myself writing onto it in Procreate tbf
Get this man to 100k subs now!!!
I am not trying to comment spam, but I am familiar with that feeling of being locked in an attack. I found really quickly that it's important to have attack animations not totally override your movement code. Players don't like it when a game puts you in a position where you are not in control.
I solved this issue by having quite dynamic attack animations with forwards movement, having them move with root motion embedded in those animations, and giving the player the freedom to rotate the player during those animations and windows to dodge out of attacks. There are effectively limitless alternatives that will be more or less appropriate depending on the type of game where you can keep the feeling of control in the hands of the player
Well done
Thank you for your review
@@chukwudiebite7775 thanks!
As an early solo game developer it baffles me how a game can have so many features but they all feel empty or without purpose. Why would he take the time to implement something for nothing. It does make me laugh tho. Just found out your channel and have been binge watching your videos you have a good futur on UA-cam and I would be glad to show you my game once it's a bit more advanced!
For sure!
i think this game was pretty impressive in terms of sheer work. But pumping hours into a project doesn't necessarily increase its value for an audience.
Doing the Things That Champions Do! []CertifiedBanger[]
@@julesarmani7650 maybe I’ll make a full length version on day haha 🤣