Thanks, although the 75 days have only been ones which I've worked during, so there are several days where I was busy with other stuff or just didn't work on the game
I think it looks good, Can't wait for demo to be released! Also if you havent already, you should add something surrounding Midas, like an enemy called Midas hand who turns you into gold for a short duration, or some sort of upgrade that increases gold gain, I just think the concept would be pretty neat :)
Idk if you only have health as a stat, or of you also have an armour stat, but if you do, you could male the burning stat take in count armour whilst poison doesn't and ignores the armour stats.
It'd be kinda funny to have a leprechaun enemy that'll decrease your funds with each successful hit it gets against you. Basically a zoomy enemy that'll take your gold.
There's a baddie in one of the legends of Zelda, maybe link to the past. If it hits you in you lost rupies. I think that's all it did. It was like a forest bandit. I could be wrong though. That's just what I remember.
Fire has more damage per tick but doesn’t last as long. Poison does way lower damage per tick and lasts way longer, but also either weakens enemies making them take more damage or weakens the enemies attacks making you take less damage.
Hello, this game is looking good. Here is an an idea for the poison/fire idea: Poison: damage over time + lowers damage dealt Fire: damage over time + lowers movement speed Or any other additional negative effect such as lowered attack speed. You could make the difference more niche, like fire could be more effective against metal because of metal conduction. The difference could be how they are applied, such as poison could be mainly single target and fire could be mainly multiple target. The last suggestion is to make them interact with each other, so that fire will ignite poison.
I think it would be cool if there was an opening cutscene of the player setting to the grand library and then finding a dusty old book about the gods and as he reads is his expression gets more and more worried then he looks up and sees the gods and they look really pissed so he grabs a helmet and sword from a statue then the game starts.
You could make that the poison status effect deals dmg equal to an amount of stacks. Example: you hit someone 2 times with a poison attack making him have 2 stacks of poison status, each stack dealing x amount of dmg, I think this would make a difference between how someone wants to play when they have fire or poison in their builds while both working as an overtime status effect
Since we’re on the subject of mythology, what do u think future historians will think is part of our mythology? Grimace, the Skibidi toilet? Jolly green giant???
I was just wondering how you get that cool animation effect where it looks like you combine animation and sprite sheets to stretch the model. How do you do that? Could you explain in the replies or maybe make a video on it that would be great. The game looks fun!
@@ButWhyLevin Could you maybe make a short video on your art and animation style or talk about it more in the next 25 days?? I would find it very interesting
I really like the sprites for the enemies, but something just feels off about the player. i think its because some enemies have legs and the player does not
I think the charge attack should have a drawback, because if it does more damage than the normal attack why you'll ever use the normal attack ? Using charge attack should make you in a vulnerable state but if you succeed boom big damage. It could slow you down or something else.
why not make poison in a way that it does less than fire but it stacks damage, so like in the first frame 1dmg in the 4th 2dmg and then going up to a limit of 10 maybe
@@ButWhyLevin it's pretty much static to my eyes and not that interesting, maybe if you gave him like a cape to make him more alive and animate the cape, it feels like a moving sprite that we do in the prototyping phase. On the Seaborn Project early on the project I told you before that the world environment is not that interesting and seeing it not being improved , made the game way far from being an eye candy.
Ah okay, that makes sense, I really struggled to create good environmental art in project seaborn’s artstyle, so I’m hoping that this simpler artstyle will be easier for me, but that is the main focus for the next few days of the project for me, so hopefully I’ll get it looking better soon
You're in luck, video today... Also yeah, I'm done with this 25 days of work format after this video, it takes too long with school and stuff, I'll be back to monthly devlogs after this
I gotta say this roguelike doesn't seem to have anything really... special? to it? To make people see the game and say 'Oh, That looks cool, I'd like to get that.' And I'd also reccomend adding a background instead of it being just a strait up just blue as the background
Serious respect for working on a project for so long without getting sidetracked!
Thanks, although the 75 days have only been ones which I've worked during, so there are several days where I was busy with other stuff or just didn't work on the game
@@ButWhyLevin Yeah yeah I figured, still very dedicated tho :))
this is the best devlog youve made! great work!
Great job so far, keep up the good work!
I think it looks good, Can't wait for demo to be released!
Also if you havent already, you should add something surrounding Midas, like an enemy called Midas hand who turns you into gold for a short duration, or some sort of upgrade that increases gold gain, I just think the concept would be pretty neat :)
Fantastic progress! I really like the fire effects on the boitata
Glad i found your Chanel , seems quite fun
This game looks so cool! Def gonna buy it at some point.
respect your dedication is nice
it ngl looks cool as hell
The poison should work like the status effects of Mario plus rabbits kingdom battle. Disabling certain things.
We have a devlog soon!
It’s close, I’m several days behind b/c school, but the 100 days video should be cool
Idk if you only have health as a stat, or of you also have an armour stat, but if you do, you could male the burning stat take in count armour whilst poison doesn't and ignores the armour stats.
It'd be kinda funny to have a leprechaun enemy that'll decrease your funds with each successful hit it gets against you. Basically a zoomy enemy that'll take your gold.
There's a baddie in one of the legends of Zelda, maybe link to the past. If it hits you in you lost rupies. I think that's all it did. It was like a forest bandit. I could be wrong though. That's just what I remember.
The “Buggane” from Manx culture would be cool to see
Fire has more damage per tick but doesn’t last as long. Poison does way lower damage per tick and lasts way longer, but also either weakens enemies making them take more damage or weakens the enemies attacks making you take less damage.
Hello, this game is looking good. Here is an an idea for the poison/fire idea:
Poison: damage over time + lowers damage dealt
Fire: damage over time + lowers movement speed
Or any other additional negative effect such as lowered attack speed. You could make the difference more niche, like fire could be more effective against metal because of metal conduction. The difference could be how they are applied, such as poison could be mainly single target and fire could be mainly multiple target. The last suggestion is to make them interact with each other, so that fire will ignite poison.
The poison could deal less damage than the fire, but make enemies take a larger amount of damage from attacks or deal less damage to the player.
I think it would be cool if there was an opening cutscene of the player setting to the grand library and then finding a dusty old book about the gods and as he reads is his expression gets more and more worried then he looks up and sees the gods and they look really pissed so he grabs a helmet and sword from a statue then the game starts.
Add Rocs. One of my fav mythological birds next to the thunderbird from native americans.
You could make that the poison status effect deals dmg equal to an amount of stacks.
Example: you hit someone 2 times with a poison attack making him have 2 stacks of poison status, each stack dealing x amount of dmg, I think this would make a difference between how someone wants to play when they have fire or poison in their builds while both working as an overtime status effect
Create belzabub from the bible (and make him a fly of course 😅)
Brazil mentioned!
Idea for poison, poison should last longer then fire and deal less DMG per tick and it shouldn't be able to kill a monster just leave it at 1 health.
Lol the pause on day 69
You should consider taking inspiration from Norse mythology too.
I am, just haven't gotten too many Norse creatures or gods in the game yet
Battle couch? Sounds similar to something
I love your game man ♥
but can you tell me how you made the background with the patterns in the main menue?
Kool Dudedzs!!
Since we’re on the subject of mythology, what do u think future historians will think is part of our mythology? Grimace, the Skibidi toilet? Jolly green giant???
you could ad in jackals?
Why is Ares’ sub text the god of slaughter and not the god of war
Add Fenrir to your game he is a giant wolf and god who represents chaos and evil and also killed Odin in a battle he is the god of destruction
I think you mixed up Zeus and Odin here
@@Shikigami6 ?
@@Shikigami6 oh yah your right I will change it
I was just wondering how you get that cool animation effect where it looks like you combine animation and sprite sheets to stretch the model. How do you do that? Could you explain in the replies or maybe make a video on it that would be great. The game looks fun!
For squash and stretch, I just use unity’s animator, scaling, positioning, and rotating the sprite’s transform
Ok thanks
@@ButWhyLevin Could you maybe make a short video on your art and animation style or talk about it more in the next 25 days?? I would find it very interesting
O cara fez o boitatá 🔥🔥🔥🔥 Aqui é BR, mano
I really like the sprites for the enemies, but something just feels off about the player. i think its because some enemies have legs and the player does not
I think the charge attack should have a drawback, because if it does more damage than the normal attack why you'll ever use the normal attack ?
Using charge attack should make you in a vulnerable state but if you succeed boom big damage. It could slow you down or something else.
hey i think you can take references from an anime "Record of Ragnarok" for the ancient mythological god and there stuff. hope this helps. good luck.
I would love seeing something from balkan folklore in this game,pls consider
Sure, any specific suggestions for monsters or other things?
why not make poison in a way that it does less than fire but it stacks damage, so like in the first frame 1dmg in the 4th 2dmg and then going up to a limit of 10 maybe
when will you change the main character art ? , I feel like you're falling in the same problem of the previous game
Wdym? I think the main character art is pretty good, and idk what it has to do with Project Seaborn
@@ButWhyLevin it's pretty much static to my eyes and not that interesting, maybe if you gave him like a cape to make him more alive and animate the cape, it feels like a moving sprite that we do in the prototyping phase.
On the Seaborn Project early on the project I told you before that the world environment is not that interesting and seeing it not being improved , made the game way far from being an eye candy.
Ah okay, that makes sense, I really struggled to create good environmental art in project seaborn’s artstyle, so I’m hoping that this simpler artstyle will be easier for me, but that is the main focus for the next few days of the project for me, so hopefully I’ll get it looking better soon
yeah it's not like risk of rain 2 it's like risk of rain
Bro 15 days to go was like 45 days ago 😭
I don't even care about the whole dead line thing i just wanna see the game
You're in luck, video today... Also yeah, I'm done with this 25 days of work format after this video, it takes too long with school and stuff, I'll be back to monthly devlogs after this
Will this game be free?
There will be a free demo, but the final game will cost money
@@ButWhyLevin How much money?
@@aNamee_guybro the game is in a rough state so don’t expect a definitive price for awhile
Please play the new mobile indie game 'Castle Defense Online'!
Please make Jesus a boss fight
I gotta say this roguelike doesn't seem to have anything really... special? to it? To make people see the game and say 'Oh, That looks cool, I'd like to get that.'
And I'd also reccomend adding a background instead of it being just a strait up just blue as the background
first
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No you didn’t
Where are the new hoops videos?
@@ButWhyLevinyou changed the title so my comment makes no sense smh
@@brycenhasacat9582 what was it before
Wha?