Edit: sorry for believing you guys have an attention span, next time i’ll make it into a video with subway surfers and mc parkour below, with text to speech reading it off as well. Suggestions: 1. when you get hit by the bosses strong attacks, make it so you fall down. 2. Make the enemy attacks have more impact, like little craters 3. Transition screens for the portal, adds immersion 4. Music for everything (i dunno if you have it yet) 5. This is just personal preference, but make the combat more soulslike, and also change the player animations. Make the player have a less goofy walk, and maybe make him rest his sword on his back and walk a bit slower. Add a running option too 6. Make the boss attacks a bit slower. So there is a greater soulslike feel and you can roll away 7. Ambient sounds, for immersion 8. Skills, like buffs or just attacks 9. Second phase (every good final boss has stages) 10. Add glowy crystals 4 of them to kingslayer arena, you can destroy them to stagger him 11. A party wipe skill for kingslayer you must interrupt, where he stabs his sword into the ground and draws power from his crystals. You must destroy one of the crystals, and it will put him in a weakened state where you can beat him up
greatstuff!! i really like roblox rpgs, though i tend to find them repetitive once i get to the midgame. so here are a few suggestions ! - skills/ability (im not sure if you already added them but i like skills so that the players can also have an advantage to enemies rather than bigger damage. for example, a lifesteal ability where you can hold a key for a certain amount of time to absorb a portion of their health whilst taking damage) - adding a mana system (for skills!) - a more interactive environment (mostly for boss levels, as i’ve seen in some comments which i think are a great addition!) - more weapon types (like a ranged category with bows and staffs, not sure if you are planning to implement it for the players) - consumables (again from other comments, for health & mana and whatnot) - an aiming system (if theres skills and ranged items, being able to aim optionally while holding a key with a crosshair maybe) + when not aiming, just an auto attack ofc - new enemy mechanics (like in some games, there could be enemies in the air, can go underground, or basically different fighting styles) - stun (chance to get stunned when taking damage) - maybe stat points? - classes for the players (as ive seen in other comments too, maybe give certain classes a stat advantage depending on the type ex. Mage + mana etc. classes can be temporary or not, like in blox fruits where you can change the fruit and the mastery stays) - different save slots (i saw this in a comment too, though maybe for when you want a different gameplay style or try new builds if classes are permanent.) - maybe even pvp & trading? for a nice change of gameplay bit of criticism (just some of my thoughts !) i think its a great boss, though it doesnt fit the theme of the past stages, it’d be better for a medieval castle setting or a dungeon! with other enemies and you can make a separate boss for the forest theme, maybe a mushroom lord (lol) or anything really good luck in developing your game! looking forward to more devlogs, take your time !!
This is really good! But I have some suggestions tho. 1. Save Slots - I think it would be cool if players are able to save their progress, especially if the game will have alot more stages/levels in the future. 2. Roles - Healer (Support, be able to heal other players) - Ranger (Ranged weapons instead of melee) - Mage (Magic, be able to buff teammates, attack or debuff enemies) - Rusher (Buffed Movement) 3. Items - Buy items through shop or find them around the map 4. Quests/missions (Level up faster by completing quests) 5. NPC teammates (No friends? Have NPCs as teammates instead) 6. A little bit of logic - Example: Fire and ice wouldn't work together. 7. Secrets - Secret rooms in the map/stages/levels. They can either have a secret item or a secret boss, that when defeated, have a chance to get something from them.
i lovee this one i was waiting for someone to talk about the logic and save slots, secrets would be really cool tho and adddition onto the idea of "a secret boss" i saw a comment from @brokenbacon8233 saying that enemys could have a chance to drop keys and you could unlock locked doors with them and the more locks there is the better the loot, so maybe to start the secret boss you need 5 keys or something along those lines
Hi! Amazing video, can’t wait to see the next part! I have a recommendation to make things less confusing to those who haven’t seen your videos. You should probably make a small tutorial for players to optionally do when they join the game. I’m not sure if you aren’t doing it on purpose or if you’re planning on doing it, but I think it would help many players and stop them from getting confused. Another recommendation I have is adding the ability to customize key binds in order for the players to be able to play as they feel most comfortable. I have a few other recommendations which I think I need to add on, and I will type them out whenever I fully complete them! Hope you’re having an amazing day!
I got a few things to say : 1 - change the kingslayer gui (the one that appears for a few seconds when the fight start) to another color, gold looks weird with the black/purple palette 2 - make some animations for when you take damage from huge ennemies, the player just being knockbacked looks weird (again) 3 - make a custom health bar gui for players (with cool 2d anims when taking damage) 4 - delete the nametags above weak ennemies’ head or make custom ones (it looks effortless rn) 5 - add death animations for ennemies and players
@@CaseOhisNotHim Yes, a game were if you lose or quit you have to restart with nothing. Based of the game Rogue which was the first game to use this death = restart system. Generally meant to be played on a single session. Do you know that one is?
@@CaseOhisNotHim His game might be more similar to a roguelite (where it is not a complete restart when you die). Also why did you feel the need to comment that? Did my comment aggravate your small caseoh stan brain?
I have quite a suggestion to make. Personally, I believe you should add more levels, quite obvious, but, I have a level idea. It'd be quite similar to Norse mythologies Muspelheim, like a giant volcano, of which, you travel up on. For enemies, there should be different kinds of dragonborne enemies, humanoid, but with the design of a, well, dragon. For the first miniboss, it should be a golem, of which spits out fire, similar to the giants in elden ring. For the second miniboss, it should be some sort of dragon, average sized, of which uses fiery movement, and aggressive melee swings with its body, and long ranged fire attacks for its special. The boss arena could be a huge altar, in which a giant hydra flies down, with mostly ranged attacks, but, after a bit, it'd fall for a short time period, allowing the player to harm it.
This game is getting better and better each preview! I do have some suggestions I think would be nice if they got added! Here are some of them: - Transition between changing levels, maybe like a white screen that fades in and out quickly; - Locked rooms in certain levels that requires keys that drop randomly from certain enemies! The more locks the entrance has, the better loot there will be inside of it! The loot may vary, to XP bonuses to better swords! This would also make each run vastly different, as the player would need to strategize when to use their keys! - Potions that can drop from certain enemies, mostly Mages, like but not limited to: 1. Health Potions (Increase your current health by 50% percent) 2. Speed Potions (Increase parry chance for 60 seconds) 3. Strength Potions (Increase your damage for 30 seconds) These would make gameplay more engaging and also would add to the "random" factor you mentioned in the video! - More animations, like for: 1. Taking damage under 50% MAX. HP 2. Taking damage above 50% MAX. HP 3. Taking damage while Dashing 4. Getting stunned I just think this would be cool, lmao.
Suggestion: Upgraded Element, Damage, and Gear System Split the element system into 2: Damage Types and Elements. Damage Types are Slash, Stab (or Puncture, whatever you want to call, it), and Smash (or Blunt, again, whatever you want to call it.) Elements are the pre-existing ones, which are Flame, Frost and Poison. Each enemy (just bosses if you want it to be less complicated) has 2 weaknesses, 2 resistances, and 2 that are neutral. For example, lets say that the Kingslayer has resistances to Slash (due to platemail and chainmail being resistance to slashes), and Poison (due to it being a Poison themed boss), has weaknesses to Stab (due to platemail and chainmail being weak to stabbing), and Flame (for no particular reason, I just think that that orange on purple looks good), and is neutral to Smash and Freeze (as those are the remaining ones). If an enemy is weak to __, they take 1.5x MORE damage from that Damage Type / Element. If an enemy is resistant to __, they take 1.5x LESS damage from that Damage Type / Element. To expand on this, let’s add and change a few things. Swords will now have 5 stats: Base Damage, Damage Type, Element, Crit Chance, and Crit Multiplier. Base Damage is the base damage that the sword will do BEFORE weaknesses / resistance, in other words, the damage it will do to neutral enemies. Damage Type and Element were already explained, so let’s move onto the crit stats. Crit Chance is the BASE chance for the sword to do a critical hit. Crit Multiplier is the multiplier for damage that the sword will do on a crit (base 1.5x), and yes, some swords could have a REALLY HIGH base damage but REALLY LOW crit stats (ex. the bell from Pilgrammed, another Roblox game). EDIT 1: Discord username Lucleb if you want to credit me, and yes this is also in the suggestions channel in the Discord server.
The kingslayer guards the Ethereal Forest, and once you defeat him, you have to go through 5 castle stages before you reach the back door of the castle which leads you to the ethereal forest, the ethereal forest is where magic originates, so a lot of your enemies will use magic over melee, the first boss is the colossal wizard, the second is a cyclops which uses magic through its eye, these are the ideas that I thought were cool After the ethereal forest you would reach the ember woods with a scorched landscape and trees with leaves of fire, once through the ember woods, you would ascend a volcano level (I don’t have a name) after which you would descend after defeating the molten golem in the volcano, this boss would have a platforming part where you would have to jump from platform to platform as he takes them away from under you, you would then have to traverse the abyssal crag, and endlessly deep crag, these are the 3 other level designs I had in mind that I think would be cool
Dawg you are so talented. It was a plessure to compete with you in Winterfest and now to see you fully developing games and making content on it is so amazing. Keep this passion bro, this is it!
@@FudgeKingYThey man, I know you focus on roblox game Dev but I would give unreal engine 5 a try, yes it’s more challenging and hard but it’s much more fun and you can create real games, full open world rpg, etc.
@@FudgeKingYTGive the roll ability i frames so that it will actually have a purpose since the hitbox is extremely large Make some map some feature where you can use the environment to your advantage not only that i have a level suggestion to Bridge map: It's a bridge map that will have multiple enemies after reaching the end the bridge will snap and you have to parkour your way to the exit while enemies and obstacles are in the way. It will appear at level 25 or 26 where it's the end game meaning you have almost every buff in the game. On the camp fire resting spot level there should be a shop and just a man selling items. Add little air effect each time "the king slayer" swings his sword of destruction to make the attacks more impactful. Ad a flying mob that will go down eventually to rest heres an idea The hawk A hawk it will dive down to peck you but it's also a very large hawk often appears in a 20% the hawk will also land to rest on a mountain after the attempt to peck you is successful and after 6 second it will fly and try to peck you again It has relatively low health The purpose of the eagle is to chip you down and displace you Also if the eagle hitted you, you will be immobilize for 0.3 second while getting knocked back slightly and after the immobilization stopped you will be slowed by 20% for 1 second The eagle mainly target the weak or the teamate with the least hp. You can choose one of the things i suggested
@@FudgeKingYTalso the special attack of the second miniboss is a little to op make it so that they don't go through walls so that means you can use the environment to your advantage
i have a few suggestions to make: -when you parry a range attack like a cannonball, make it so that the cannonball gets reflected back at the enemy who shot it. -make the kingslayer's attacks more slower and hit harder but has a bigger hitbox. It's a big boss with a big sword, so i think it would be more realistic. -give a special attack for each weapon for diversity -make a reroll system for the buffs that uses coins (maybe like 200 coins) thats it 👍
Give the roll ability i frames so that it will actually have a purpose since the hitbox is extremely large Make some map some feature where you can use the environment to your advantage not only that i have a level suggestion to Bridge map: It's a bridge map that will have multiple enemies after reaching the end the bridge will snap and you have to parkour your way to the exit while enemies and obstacles are in the way. It will appear at level 25 or 26 where it's the end game meaning you have almost every buff in the game. On the camp fire resting spot level there should be a shop and just a man selling items. Add little air effect each time "the king slayer" swings his sword of destruction to make the attacks more impactful. Ad a flying mob that will go down eventually to rest heres an idea The hawk A hawk it will dive down to peck you but it's also a very large hawk often appears in a 20% the hawk will also land to rest on a mountain after the attempt to peck you is successful and after 6 second it will fly and try to peck you again It has relatively low health The purpose of the eagle is to chip you down and displace you Also if the eagle hitted you, you will be immobilize for 0.3 second while getting knocked back slightly and after the immobilization stopped you will be slowed by 20% for 1 second The eagle mainly target the weak or the teamate with the least hp. You can choose one of the things i suggested
this is an awesome project and i have some suggestions on what to add next, 1. abilities. i think adding certain abilities from defeating mini-bosses and the boss give you abilities for you to grow even stronger. 2. difficulties. maybe you can add a difficulty chart that players can beat so they get better loot and it will give them a challenge. 3. item shop. item shops will probably destroy the purpose of grinding mobs but maybe the item shop can give you something else for xp or add another currency like coins. once again amazing game i hope it does well
add ranged weapons, such as a bow or a cannon that may have a chance to be dropped by their respective enemies. Also, it would be cool if you added special abilities for weapons, such as a wrench being able to summon a sentry.
Add a little delay and telegraph before the mini boss hit you. Make the cannon balls that the orc miniboss explode but to balance, make them not go through walls so you can use environment to your advantage. Give the roll some i frames so it will actually be useful Just add parrying as something the player can do rather than a chance feature Add a jumping attack If you use the frost if you damage an enemy 5 times they will get frozen for 1 second, to balance make the frost burn deal less damage. For flame It's perfect. Poison It's perfect but what's the difference of flame and poison? Add something that is only accessible to one thing like the blood butcherer which is a sword that was shown in the video, in terraria the blood butcherer can bleed. I have a suggestion for the abilities add the Clutch - if all your hp depletes you will get a second life with 10% of your hp Fighting art - unlocks heavy attacks After beating the lumber jack on lv 10 the map should change since if the second boss is the orc boss in level 15 - 20 the map should be like an orc camp or something Add some varieties on levels maybe make some feature like vaulting, or maybe hiding on the walls it'll be cool if players can use the map as an advantage. Buff the hp of the giant and give them an attack cycle Make the dark wizard it's a wizard but shoots 5 balls and summons 2 skeleton (the hp of the skeleton should be 60% of the hp of the wizard) every 7 seconds.
Ideas: #1. A heavy attack system. #2. Skills? Maybe there could be physical and magical for the player to utilize depending on what build they wanna go with. Edit: Idea number #3. A way to upgrade jumping into a double jump later on. Idea number #4. A combo/hit counter (Which counts the amount of hits you land in a certain amount of time + the damage you inflict)
@@AndrewAndZayn69it isnt rlly blocking since blocking basicly reduces the damage you take whenever you block and parrying is basicly just not taking damage if correctly parried
1. Add a dodge system like observations haki 2. Add blood 3. Change the character animation and improve the dash animation 4. add ability to every sword or katana every swords or katana have it's own unique ability
suggestions: enemy buffs/reworks mortar goblin: instead os a lil bomb it trows a realy big bomb that explodes in a larger area but it has a long cooldown, so you´ll need to kill him before he shoots cannon goblin: instead of a lil bullet he trows bullets realy fast (the opside of the mortar) but it deals less damage zombie varients: poison zombie, when get hit by him, there´s a 40% chance of getting the poison effect (the better the armor the lesser the chace of poison) etc archer: he can charge a ability, when done charging he trows 10-15 arrows in a gatling gun stile giant: he stomps his foot and make a shockwave that deals average damage, but you can dash into it to "dodge" the shockwave mage: charges up a ability, when done, he shoots a lazer beam but it turns slowly reworks: combat (theres ALOT of games that have the same stile) classes: mage shilder sworder ranger melee tank rogue (aka daggers) healer bonus ideas: pvp area 2 world can be a "cave" and the more you go in the more it gets darker and at (ill call it floor) floor 20 it will be completely dark but you´ll have a troch resycling: you get resourses for resyclicng and you can craft other stuff (like if you resycle a wodden sword you´ll get wood and you can craft any other equipment/weapon that needs wood for it) mana sistem for mages and healers ill probably edit this later. 21 hours later edit: i made up a new class (if you even add classes) potion master he can brew potion from special drops that he gets from enemys on wich he can use his brewing stand wich he can place any where he wants but he cant do that when in danger like: seen by any enemy, is poisoned/on fire/frozen drops: normal zombie: a wood stick 50% chance of droping, rotten flesh 40% of droping and zombie virus flask 10% chance of droping goblin mortar: metal piece 40% chance of droping, wood (not wood stick) 50% chance of droping and explosives 10% chance of droping goblin cannon: metal piece 40% chance of droping, wood (not wood stick) 50% chance of droping (he has no special drop) giant: giant flesh 60% chance of droping, giant eye 40% chance of droping (also has no special drops) archer: arrow 70% chance of droping, and 30% chance of droping nothing mage: empty flask 60% of droping, flask of mana essence 30% chance of droping and lightning in a flask 10% chance of droping etc (because im too lazy rn) some potion: poison flask 1 zombie flesh and a empty flask flask of the plague 1 zombie virus flask, 3 zombie flesh and a metal piece poison arrow 1 zombie flesh and a arrow (you can use more arrows to make more poison arrows with only 1 zombie flesh but only 5 with 1 zombie flesh) flask of mana 2 mana essence and a giants eye flask of poison cloud 2 zombie flesh and a mana essence explosive arrow and flask 1 explosive, wooden piece and a arrow 1 explosive, metal pice and a flask (makes more damage then the arrow) better healing potion 1 mana essence flask, 1 metal piece and a giant eye turnder in a flask 1 lighning in a flask, metal piece and a giants eye normal healing potion empty flask, giant flesh and zombie flesh strengh potion 2 giants flesh, giants eye and a mana essence flask speed potion 2 zombie flesh, 3 wooden stick and a empty flask guardian potion 1 lightning in a flask, 3 giants flesh and 2 metal pieces this potion gives an effect for 6 floors the effect makes that every first hit you take is deflected and the enemy takes 3/4 of the damage he was suposed to deal (does work with bosses but its only 1/4 of the damage) im too lazy to make more if your wondering how does he atack? with potions of course why the arrow if it atacks with potions? because if you´re playing with another person thats an archer you can give it to him. what is hes out of potions and ingredients? he has a dagger but its weaker then a normal dagger other peoples suggestions: save files usable items like healing potions knockback from getting hit from a boss quests to level up faster damage tipes (like elemental, fisical, etc) this is getting to big lol again i may edit this again.
Bro i am so excited to play this. It looks so good. Also I checked and it says it’s not out. Also please another one of these vids very entertaining. 👍 good job
i think you may need better moving animations like sprinting, walking jumping ect. I also reckon you should add like a cintematic type of camera if you lock onto an enemy to make it seem more intense
I think you should make blocking and parrying: you can block to reduce the damage inflicted on you by enemies while you’re blocking, but some attacks break through blocks like bosses and strong attacks from minibosses. If you block juuustt before the enemy hits you can parry and deflect their attack, making it so no damage is done to you, again some attacks can’t be parried if they’re too strong. Just some suggestions, feel free to add them!
You should add more animations to the players and the mobs make it look a little different than roblox And also cool idea make some sort of treasure like a treasure chest in the side rooms that give tokens/coins and weapons Also make different classes such as Mages/Archers and so on
the game is good and i like it! i got some suggestions: 1. Badges Add "alpha tester badge" (required to join the game when it's testing). Add "the hunt starts" badge (Defeat your first mini boss). Add "Great hunter" badge (Defeat 10 mini bosses) Add "the hunt never ends" badge (Defeat your first boss). Add badges menu. i think thats all.
I love the voxel style, it’s very underused. the main boss reminds me of voxlblade, one of the best rpgs and definitely the best voxel game (no offense). Also, what software are you using? I’ve been looking for a voxel software
Idea's for the game 1. Make different styles for the maps like deserts. Japanese. Snow level. Ect. 2. Add achievements and a achievement's menu 3. Add multiplayer and add 1v1 player match's 4. Add a story game mode 5. Add nps to talk to
Am I Very Amazed by how This Game Turns out to Be Growing! I Do Has Some Suggestions For The Game though 1 - Blocking The Player Should be Able To Block Attacks By Holding A Key Of Your Choice, Blocking Would Allow the Player To take Reduced or No Damage From Enemies, To Balance Blocking, You Should Add An Energy meter, Where Blocking Attacks Reduced the meter, And once the Meter Reaches 0 The Character Stops Blocking And Is Stunned For a Small Amount of Time, The Energy Bar Should Refill Itself Overtime 2 - Parrying System idea Blocking And Parrying Could Be very Similar, For Example, A Player Attempting To Parry Should Block an Attack With Quick Succession, So Instead of Holding F, a Player Can Click F Right Before An Attacks Impact To Parry, this Intern Makes Any Enemy Who Gets Parried Stunned For a few Seconds, Allowing The Player To Defend Themselves While Attacking, 3 - Dodging Mechanic Players Should be Able To Dash Right Before An attacks Impact to Dodge it, Even If The Hitbox Is Clearly Hitting the Player, Dashing Right Before a Moment of Impact Should Be Able to Reduce Damage or Nullify it Completely, Hope Any of These Suggestions Helped, Thanks for Reading
I have Ideas for new enemies: -Spider:fast does more damage than a zombie but is frail and usually spawn in groups and very common in siderooms. -Skeleton:slightly weaker than the zombie in every way(except speed where they are faster),attacks with a short sword and drops low exp(drops none if spawned by a necromancer).Can only be spawned by necromancers or in caves or siderooms. -Necromancer: Spawns skeletons with a staff and are rarer.Have slightly more health than mage and can't deal damage without the skeletons(add a limit to skeletons that each necro so that crashes don't happen) drops lots of exp and usually now drops 2 items when killed. -Orc: slightly rarer than zombies but stronger in everyway except speed,drops more exp than zombie and generally drops better loot,uses a axe to attack. -Kobold: does more damage than orcs but have the same health as zombies and even slower slightly rarer than orcs and drop slightly better loot. -Imp: A ranged demon-like creature that shoots fireballs that light you on fire and does low direct damage from it's trident,does decent damage with the trident if you get to meele range and is rarer than kobolds and drops pretty good loot and exp. -Demon: slightly weaker than the giant but faster and lights stuff on fire(although it's only slightly bigger than most enemies).Drops better loot and exp than giants and is rarer too.(attacks with big trident) -Cyclop: bigger than giants and are more powerful.Attacks with a club also drops better loot and exp. -Ice Mage: shoots icicles from it's staff that does frost.Basically a version of the mage. -Poison Mage: shoots a poisonous purple ball from it's staff that does poison.Another version of the mage. I could suggest more but let's not.Also you can pick which to add.
Suggestions: Most of the UI and models use a pixelated style but not all of the models. So maybe if you switch all of your models to one style it will seem a bit better.
Dude u should add a hard mode that Just make It harder with more HP and a bit more dmg but If u beat hardmode with no taking any damage you unlock the nightmare mode that chances the Bosses atacks and enemys and even the area
You should add more movement like rolling, dashing and different classes to play as. You could also make it so different classes and when you beat levels they can get new spells or a map that leads to an very op item.
Maybe add upgrades you can get for different sword visuals (i.e. an iron sword or a obsidian sword something like that) plus this would make playing levels more worth it
I recommend to change the walking and running animation and add some golems and probably make the parry a action thing where you click m2 that would be so cool :)
i think you should add a custom run animation, paired with some more interactive combat. it feels less like a combat rpg and more of a click to move hack and slash. great game so far though :)
Ideas 1. healing potions (can also remove healing for extra challenge/different classes, ranged, healer, mele, summoner, etc) 2. more armor 3. special attacks for certain weapons
add new worlds? (Kinda like uhhh like you know how it’s a forest then kinda add a new stage which is uhh…space..or the under world?) Also add mobile I guess…please?
suggestions: 1.difficulty such as easy normal and hard 2.add items to fit the rpg theme 3.make rooms that can give u loot 4.add other equipments such as gloves and guards 5.add crafting so like u can craft potions 6.make the boss have a custom health bar
Please add a block button and maybe a shield that could have different abilities. For example, if you block with a poison shield it poisons the enemy and stuns it
i really like cinematic how the final boss battle looked but I think the player needs some more animations, such as directional dashing and walking, idle animations and other custom animations. the animation style in a game can really enhance the aesthetic you're going for and immerse the player even more, leaving most of it bland/default takes away some of the spice.
Maybe you could add a dmc rankingb system. Basically it’s the better you’re playing and the less you’re getting hit, the higher rank that shows up and the music sound cooler.
I KNOW IM LATE BUT YOU SHOULD ADD: A.)MUSIC B.) A MOVE FOR THE BOSS WHERE HIS BLADE FULLY SPLITS IN HALF AND FLIES AROUND AND CALL IT "ABYSSAL SLASH" AND IT KILLS 50% HEALTH
can you add class? like archer swordman but you can still use other wepons and you are just a bit better with the wepons the class has my spelling sucks
suggestions: >1. you should add rings that buff spesific stats and they dont reset wood ring +1 dmg +1 speed + %6 more chance to parry + 6% more chance to crit metal ring +5 dmg +5 speed 16% more chance to parry 16% more chance to crit gold ring +12 dmg +12 speed 32% more chance to parry 10% more chance to crit the mighty ring + 32 damage + 14 speed 39% chance to parry 45% chance to crit >2.3 encanthments every time you level up you get enchantments that are random,including wiseness (getting to see the enemys future attack : lvl 1: half a second before,lvl 2: 1 second before, level 3:3 seconds before the attack bloodthirsty does 30% more damage to humans but you get 1.5% less xp from zzombies but 3.5 more xp from humans.including the bosses. corruption you get 35% stronger and you get a special abilty where you can make a rock-hard goo armor thats black. but now everytime you lose health to a ranged attack your screen gets blurred for half a second the wrath of the angel at lvl 1, you get red halos and sharp,realistic hands. at lvl 2,you get pairs of black wings and you get 20% more health and 15% more speed at lvl3, you get horns and another pair of wings ,you get 10% more damage on meele,also theres a special attack where you charge up an beam then shoot it with your hands. at lvl 4,you get 6 eyes at your back like an aura, spinning in a circle. and if an enemy is behind you, a signal will show up in the screen. >3. shoes you get shoes that boost your speed. idc what the shoes are named or looked like nor how op they are.just shoes that boost your speed.
This UA-camr is very cool and underrated if I’m right I his editing and videos are like Dani (if you don’t know Dani is a famous UA-camr who took a break from the UA-cam community) wish u luck
Edit: sorry for believing you guys have an attention span, next time i’ll make it into a video with subway surfers and mc parkour below, with text to speech reading it off as well.
Suggestions:
1. when you get hit by the bosses strong attacks, make it so you fall down.
2. Make the enemy attacks have more impact, like little craters
3. Transition screens for the portal, adds immersion
4. Music for everything (i dunno if you have it yet)
5. This is just personal preference, but make the combat more soulslike, and also change the player animations. Make the player have a less goofy walk, and maybe make him rest his sword on his back and walk a bit slower. Add a running option too
6. Make the boss attacks a bit slower. So there is a greater soulslike feel and you can roll away
7. Ambient sounds, for immersion
8. Skills, like buffs or just attacks
9. Second phase (every good final boss has stages)
10. Add glowy crystals 4 of them to kingslayer arena, you can destroy them to stagger him
11. A party wipe skill for kingslayer you must interrupt, where he stabs his sword into the ground and draws power from his crystals. You must destroy one of the crystals, and it will put him in a weakened state where you can beat him up
Holy moly so much words😭🙏
yapping is crazy
Love these suggestions! Adding the soulslike mechanics to a seemingly-happy looking game is an idea I agree on.
Adding little craters feels like it might get in the way, and it feels like teh crater could be ripped off of a battlegrounds game.
Good suggestions isnt yapping 😭🙏@@SosigJared
greatstuff!! i really like roblox rpgs, though i tend to find them repetitive once i get to the midgame. so here are a few suggestions !
- skills/ability (im not sure if you already added them but i like skills so that the players can also have an advantage to enemies rather than bigger damage. for example, a lifesteal ability where you can hold a key for a certain amount of time to absorb a portion of their health whilst taking damage)
- adding a mana system (for skills!)
- a more interactive environment (mostly for boss levels, as i’ve seen in some comments which i think are a great addition!)
- more weapon types (like a ranged category with bows and staffs, not sure if you are planning to implement it for the players)
- consumables (again from other comments, for health & mana and whatnot)
- an aiming system (if theres skills and ranged items, being able to aim optionally while holding a key with a crosshair maybe) + when not aiming, just an auto attack ofc
- new enemy mechanics (like in some games, there could be enemies in the air, can go underground, or basically different fighting styles)
- stun (chance to get stunned when taking damage)
- maybe stat points?
- classes for the players (as ive seen in other comments too, maybe give certain classes a stat advantage depending on the type ex. Mage + mana etc. classes can be temporary or not, like in blox fruits where you can change the fruit and the mastery stays)
- different save slots (i saw this in a comment too, though maybe for when you want a different gameplay style or try new builds if classes are permanent.)
- maybe even pvp & trading? for a nice change of gameplay
bit of criticism (just some of my thoughts !)
i think its a great boss, though it doesnt fit the theme of the past stages, it’d be better for a medieval castle setting or a dungeon! with other enemies
and you can make a separate boss for the forest theme, maybe a mushroom lord (lol) or anything really
good luck in developing your game! looking forward to more devlogs, take your time !!
This is really good! But I have some suggestions tho.
1. Save Slots
- I think it would be cool if players are able to save their progress, especially if the game will have alot more stages/levels in the future.
2. Roles
- Healer (Support, be able to heal other players)
- Ranger (Ranged weapons instead of melee)
- Mage (Magic, be able to buff teammates, attack or debuff enemies)
- Rusher (Buffed Movement)
3. Items
- Buy items through shop or find them around the map
4. Quests/missions (Level up faster by completing quests)
5. NPC teammates (No friends? Have NPCs as teammates instead)
6. A little bit of logic
- Example: Fire and ice wouldn't work together.
7. Secrets
- Secret rooms in the map/stages/levels. They can either have a secret item or a secret boss, that when defeated, have a chance to get something from them.
No
@@Kodalovesu ok?
This is a goated suggestion he should definitely see it
i lovee this one i was waiting for someone to talk about the logic and save slots, secrets would be really cool tho and adddition onto the idea of "a secret boss" i saw a comment from @brokenbacon8233 saying that enemys could have a chance to drop keys and you could unlock locked doors with them and the more locks there is the better the loot, so maybe to start the secret boss you need 5 keys or something along those lines
this ngl is the best one yet, 2nd is the top guy suggestion.
very cool rogue like can't wait to play it
Hi! Amazing video, can’t wait to see the next part!
I have a recommendation to make things less confusing to those who haven’t seen your videos. You should probably make a small tutorial for players to optionally do when they join the game.
I’m not sure if you aren’t doing it on purpose or if you’re planning on doing it, but I think it would help many players and stop them from getting confused.
Another recommendation I have is adding the ability to customize key binds in order for the players to be able to play as they feel most comfortable.
I have a few other recommendations which I think I need to add on, and I will type them out whenever I fully complete them!
Hope you’re having an amazing day!
This is so good I can’t wait to play it.
Add NPCs that sell items for coins that you get from enemies.
I got a few things to say :
1 - change the kingslayer gui (the one that appears for a few seconds when the fight start) to another color, gold looks weird with the black/purple palette
2 - make some animations for when you take damage from huge ennemies, the player just being knockbacked looks weird (again)
3 - make a custom health bar gui for players (with cool 2d anims when taking damage)
4 - delete the nametags above weak ennemies’ head or make custom ones (it looks effortless rn)
5 - add death animations for ennemies and players
I like the lego dismemberment :(
nice roguelike!
do you even know what a roguelike is
@@CaseOhisNotHim Yes, a game were if you lose or quit you have to restart with nothing. Based of the game Rogue which was the first game to use this death = restart system. Generally meant to be played on a single session. Do you know that one is?
@@CaseOhisNotHim His game might be more similar to a roguelite (where it is not a complete restart when you die). Also why did you feel the need to comment that? Did my comment aggravate your small caseoh stan brain?
@@ag0136 yes because i like caseoh and only caseoh and uhh stakehouse burito
I have quite a suggestion to make.
Personally, I believe you should add more levels, quite obvious, but, I have a level idea.
It'd be quite similar to Norse mythologies Muspelheim, like a giant volcano, of which, you travel up on.
For enemies, there should be different kinds of dragonborne enemies, humanoid, but with the design of a, well, dragon.
For the first miniboss, it should be a golem, of which spits out fire, similar to the giants in elden ring.
For the second miniboss, it should be some sort of dragon, average sized, of which uses fiery movement, and aggressive melee swings with its body, and long ranged fire attacks for its special. The boss arena could be a huge altar, in which a giant hydra flies down, with mostly ranged attacks, but, after a bit, it'd fall for a short time period, allowing the player to harm it.
He just like him, my poor boy Dani
This game is getting better and better each preview! I do have some suggestions I think would be nice if they got added! Here are some of them:
- Transition between changing levels, maybe like a white screen that fades in and out quickly;
- Locked rooms in certain levels that requires keys that drop randomly from certain enemies! The more locks the entrance has, the better loot there will be inside of it! The loot may vary, to XP bonuses to better swords! This would also make each run vastly different, as the player would need to strategize when to use their keys!
- Potions that can drop from certain enemies, mostly Mages, like but not limited to:
1. Health Potions (Increase your current health by 50% percent)
2. Speed Potions (Increase parry chance for 60 seconds)
3. Strength Potions (Increase your damage for 30 seconds)
These would make gameplay more engaging and also would add to the "random" factor you mentioned in the video!
- More animations, like for:
1. Taking damage under 50% MAX. HP
2. Taking damage above 50% MAX. HP
3. Taking damage while Dashing
4. Getting stunned
I just think this would be cool, lmao.
🤓
@@Chiller-Z my bad LMAO
@@brokenbacon8233 Nah fam this 🤓 is necessary when making games lol
@@keshsans536 true I guess lol
Music
This is really cool! I love these kinda of rpg games!
Suggestion: Upgraded Element, Damage, and Gear System
Split the element system into 2: Damage Types and Elements.
Damage Types are Slash, Stab (or Puncture, whatever you want to call, it), and Smash (or Blunt, again, whatever you want to call it.)
Elements are the pre-existing ones, which are Flame, Frost and Poison.
Each enemy (just bosses if you want it to be less complicated) has 2 weaknesses, 2 resistances, and 2 that are neutral.
For example, lets say that the Kingslayer has resistances to Slash (due to platemail and chainmail being resistance to slashes), and Poison (due to it being a Poison themed boss), has weaknesses to Stab (due to platemail and chainmail being weak to stabbing), and Flame (for no particular reason, I just think that that orange on purple looks good), and is neutral to Smash and Freeze (as those are the remaining ones).
If an enemy is weak to __, they take 1.5x MORE damage from that Damage Type / Element. If an enemy is resistant to __, they take 1.5x LESS damage from that Damage Type / Element.
To expand on this, let’s add and change a few things.
Swords will now have 5 stats: Base Damage, Damage Type, Element, Crit Chance, and Crit Multiplier.
Base Damage is the base damage that the sword will do BEFORE weaknesses / resistance, in other words, the damage it will do to neutral enemies.
Damage Type and Element were already explained, so let’s move onto the crit stats.
Crit Chance is the BASE chance for the sword to do a critical hit.
Crit Multiplier is the multiplier for damage that the sword will do on a crit (base 1.5x), and yes, some swords could have a REALLY HIGH base damage but REALLY LOW crit stats (ex. the bell from Pilgrammed, another Roblox game).
EDIT 1: Discord username Lucleb if you want to credit me, and yes this is also in the suggestions channel in the Discord server.
The kingslayer guards the Ethereal Forest, and once you defeat him, you have to go through 5 castle stages before you reach the back door of the castle which leads you to the ethereal forest, the ethereal forest is where magic originates, so a lot of your enemies will use magic over melee, the first boss is the colossal wizard, the second is a cyclops which uses magic through its eye, these are the ideas that I thought were cool
After the ethereal forest you would reach the ember woods with a scorched landscape and trees with leaves of fire, once through the ember woods, you would ascend a volcano level (I don’t have a name) after which you would descend after defeating the molten golem in the volcano, this boss would have a platforming part where you would have to jump from platform to platform as he takes them away from under you, you would then have to traverse the abyssal crag, and endlessly deep crag, these are the 3 other level designs I had in mind that I think would be cool
Good game man! Keep up the good work! If I had to suggest something then I would say make a better running animation for the player.
Add a death effect like when you die you just turn into broken Lego pieces add a cool effect when you die or you kill an enemy
Dawg you are so talented. It was a plessure to compete with you in Winterfest and now to see you fully developing games and making content on it is so amazing. Keep this passion bro, this is it!
thanks so much!
@@FudgeKingYThey man, I know you focus on roblox game Dev but I would give unreal engine 5 a try, yes it’s more challenging and hard but it’s much more fun and you can create real games, full open world rpg, etc.
@@FudgeKingYTwell I guess roblox generates more views and stuff on yt because of how many ppl use it.
@@FudgeKingYTGive the roll ability i frames so that it will actually have a purpose since the hitbox is extremely large
Make some map some feature where you can use the environment to your advantage not only that i have a level suggestion to
Bridge map:
It's a bridge map that will have multiple enemies after reaching the end the bridge will snap and you have to parkour your way to the exit while enemies and obstacles are in the way.
It will appear at level 25 or 26 where it's the end game meaning you have almost every buff in the game.
On the camp fire resting spot level there should be a shop and just a man selling items.
Add little air effect each time "the king slayer" swings his sword of destruction to make the attacks more impactful.
Ad a flying mob that will go down eventually to rest heres an idea
The hawk
A hawk it will dive down to peck you but it's also a very large hawk often appears in a 20% the hawk will also land to rest on a mountain after the attempt to peck you is successful and after 6 second it will fly and try to peck you again
It has relatively low health
The purpose of the eagle is to chip you down and displace you
Also if the eagle hitted you, you will be immobilize for 0.3 second while getting knocked back slightly and after the immobilization stopped you will be slowed by 20% for 1 second
The eagle mainly target the weak or the teamate with the least hp.
You can choose one of the things i suggested
@@FudgeKingYTalso the special attack of the second miniboss is a little to op make it so that they don't go through walls so that means you can use the environment to your advantage
i have a few suggestions to make:
-when you parry a range attack like a cannonball, make it so that the cannonball gets reflected back at the enemy who shot it.
-make the kingslayer's attacks more slower and hit harder but has a bigger hitbox. It's a big boss with a big sword, so i think it would be more realistic.
-give a special attack for each weapon for diversity
-make a reroll system for the buffs that uses coins (maybe like 200 coins)
thats it 👍
really good suggestion ngl.
Deflect the attack is too classic how about if you parry and attack instead of deflecting your character cut it in half
Pretty good game I jsut grinded for a couple hours some things I would recommend you add it
1. Add helmets/pants
2. Add music
Give the roll ability i frames so that it will actually have a purpose since the hitbox is extremely large
Make some map some feature where you can use the environment to your advantage not only that i have a level suggestion to
Bridge map:
It's a bridge map that will have multiple enemies after reaching the end the bridge will snap and you have to parkour your way to the exit while enemies and obstacles are in the way.
It will appear at level 25 or 26 where it's the end game meaning you have almost every buff in the game.
On the camp fire resting spot level there should be a shop and just a man selling items.
Add little air effect each time "the king slayer" swings his sword of destruction to make the attacks more impactful.
Ad a flying mob that will go down eventually to rest heres an idea
The hawk
A hawk it will dive down to peck you but it's also a very large hawk often appears in a 20% the hawk will also land to rest on a mountain after the attempt to peck you is successful and after 6 second it will fly and try to peck you again
It has relatively low health
The purpose of the eagle is to chip you down and displace you
Also if the eagle hitted you, you will be immobilize for 0.3 second while getting knocked back slightly and after the immobilization stopped you will be slowed by 20% for 1 second
The eagle mainly target the weak or the teamate with the least hp.
You can choose one of the things i suggested
Fr this is a good idea tbh
this is an awesome project and i have some suggestions on what to add next,
1. abilities. i think adding certain abilities from defeating mini-bosses and the boss give you abilities for you to grow even stronger.
2. difficulties. maybe you can add a difficulty chart that players can beat so they get better loot and it will give them a challenge.
3. item shop. item shops will probably destroy the purpose of grinding mobs but maybe the item shop can give you something else for xp or add another currency like coins.
once again amazing game i hope it does well
Make it to where you can do like a sandbox mode where you can make the enemies battle
Totally Accurate Battle Simulator
Suggestion:
Add classes to the game, like paladin, summoner ect.
You should add a map we’re the person is in a open world map fighting these monster were they can level up and then head to the dungeons
Looks incredible so far. It gives me really strong Archero vibes. Wouldn't be surprised if that is one of your main inspirations.
add ranged weapons, such as a bow or a cannon that may have a chance to be dropped by their respective enemies. Also, it would be cool if you added special abilities for weapons, such as a wrench being able to summon a sentry.
the wrench just sounds like combat initiation lol
make it that anchor summons a tsunami
Add a little delay and telegraph before the mini boss hit you.
Make the cannon balls that the orc miniboss explode but to balance, make them not go through walls so you can use environment to your advantage.
Give the roll some i frames so it will actually be useful
Just add parrying as something the player can do rather than a chance feature
Add a jumping attack
If you use the frost if you damage an enemy 5 times they will get frozen for 1 second, to balance make the frost burn deal less damage.
For flame
It's perfect.
Poison
It's perfect but what's the difference of flame and poison?
Add something that is only accessible to one thing like the blood butcherer which is a sword that was shown in the video, in terraria the blood butcherer can bleed.
I have a suggestion for the abilities add the
Clutch - if all your hp depletes you will get a second life with 10% of your hp
Fighting art - unlocks heavy attacks
After beating the lumber jack on lv 10 the map should change since if the second boss is the orc boss in level 15 - 20 the map should be like an orc camp or something
Add some varieties on levels maybe make some feature like vaulting, or maybe hiding on the walls it'll be cool if players can use the map as an advantage.
Buff the hp of the giant and give them an attack cycle
Make the dark wizard it's a wizard but shoots 5 balls and summons 2 skeleton (the hp of the skeleton should be 60% of the hp of the wizard) every 7 seconds.
5:24 I think you should not go with pixel blade. It sounds too much like voxel blade. (voxels are 3d pixels btw)
how can I play the game
@@duckyd00m56 you cant
@@duckyd00m56 its in testing
yeah uh why not?
@@Dapocalypse I just said, “it sounds too much like voxel blade”
Make new and strong enemies after you beat the boss I’m subscribed and like keep up the good work
What’s the first song within like th 30 seconds of the video called 0:19
Jersey Nova
@@Minkzie01nah there’s an extra beat added to it which makes it different I think
Its "the perfect pair" but Idk what the remix is
bro your editing is genuinely addictive to watch i'm gonna have to binge this entire thing
What the game called
Pixel Blade
5:24
@@T0XIC_Gaming-z6m it don’t exist
@@FionaHay-vf4og ya
How about you added scythes that way the players can use ranger attacks by throwing the scythe
Ideas:
#1. A heavy attack system.
#2. Skills? Maybe there could be physical and magical for the player to utilize depending on what build they wanna go with.
Edit:
Idea number #3. A way to upgrade jumping into a double jump later on.
Idea number #4. A combo/hit counter (Which counts the amount of hits you land in a certain amount of time + the damage you inflict)
Add blocking
we have parry
Parry is blocking
@@AndrewAndZayn69it isnt rlly blocking since blocking basicly reduces the damage you take whenever you block and parrying is basicly just not taking damage if correctly parried
1. Add a dodge system like observations haki
2. Add blood
3. Change the character animation and improve the dash animation
4. add ability to every sword or katana every swords or katana have it's own unique ability
Where da game
suggestions:
enemy buffs/reworks
mortar goblin: instead os a lil bomb it trows a realy big bomb that explodes in a larger area but it has a long cooldown, so you´ll need to kill him before he shoots
cannon goblin: instead of a lil bullet he trows bullets realy fast (the opside of the mortar) but it deals less damage
zombie varients: poison zombie, when get hit by him, there´s a 40% chance of getting the poison effect (the better the armor the lesser the chace of poison) etc
archer: he can charge a ability, when done charging he trows 10-15 arrows in a gatling gun stile
giant: he stomps his foot and make a shockwave that deals average damage, but you can dash into it to "dodge" the shockwave
mage: charges up a ability, when done, he shoots a lazer beam but it turns slowly
reworks:
combat (theres ALOT of games that have the same stile)
classes:
mage
shilder
sworder
ranger
melee
tank
rogue (aka daggers)
healer
bonus ideas:
pvp area
2 world can be a "cave" and the more you go in the more it gets darker and at (ill call it floor) floor 20 it will be completely dark but you´ll have a troch
resycling: you get resourses for resyclicng and you can craft other stuff (like if you resycle a wodden sword you´ll get wood and you can craft any other equipment/weapon that needs wood for it)
mana sistem for mages and healers
ill probably edit this later.
21 hours later
edit:
i made up a new class (if you even add classes)
potion master
he can brew potion from special drops that he gets from enemys on wich he can use his brewing stand wich he can place any where he wants but he cant do that when in danger like: seen by any enemy, is poisoned/on fire/frozen
drops:
normal zombie: a wood stick 50% chance of droping, rotten flesh 40% of droping and zombie virus flask 10% chance of droping
goblin mortar: metal piece 40% chance of droping, wood (not wood stick) 50% chance of droping and explosives 10% chance of droping
goblin cannon: metal piece 40% chance of droping, wood (not wood stick) 50% chance of droping (he has no special drop)
giant: giant flesh 60% chance of droping, giant eye 40% chance of droping (also has no special drops)
archer: arrow 70% chance of droping, and 30% chance of droping nothing
mage: empty flask 60% of droping, flask of mana essence 30% chance of droping and lightning in a flask 10% chance of droping
etc (because im too lazy rn)
some potion:
poison flask
1 zombie flesh and a empty flask
flask of the plague
1 zombie virus flask, 3 zombie flesh and a metal piece
poison arrow
1 zombie flesh and a arrow (you can use more arrows to make more poison arrows with only 1 zombie flesh but only 5 with 1 zombie flesh)
flask of mana
2 mana essence and a giants eye
flask of poison cloud
2 zombie flesh and a mana essence
explosive arrow and flask
1 explosive, wooden piece and a arrow
1 explosive, metal pice and a flask (makes more damage then the arrow)
better healing potion
1 mana essence flask, 1 metal piece and a giant eye
turnder in a flask
1 lighning in a flask, metal piece and a giants eye
normal healing potion
empty flask, giant flesh and zombie flesh
strengh potion
2 giants flesh, giants eye and a mana essence flask
speed potion
2 zombie flesh, 3 wooden stick and a empty flask
guardian potion
1 lightning in a flask, 3 giants flesh and 2 metal pieces
this potion gives an effect for 6 floors
the effect makes that every first hit you take is deflected and the enemy takes 3/4 of the damage he was suposed to deal
(does work with bosses but its only 1/4 of the damage)
im too lazy to make more
if your wondering how does he atack?
with potions of course
why the arrow if it atacks with potions?
because if you´re playing with another person thats an archer you can give it to him.
what is hes out of potions and ingredients?
he has a dagger but its weaker then a normal dagger
other peoples suggestions:
save files
usable items like healing potions
knockback from getting hit from a boss
quests to level up faster
damage tipes (like elemental, fisical, etc)
this is getting to big lol
again i may edit this again.
Even though its simple, having some sort of idle and movement animations while holding the sword would make everything seem so much better
dang the builds are sick i wish i could make something like that could u make a video or a tutorial on how to build something like this?
Bro i am so excited to play this. It looks so good. Also I checked and it says it’s not out. Also please another one of these vids very entertaining. 👍 good job
i think you may need better moving animations like sprinting, walking jumping ect.
I also reckon you should add like a cintematic type of camera if you lock onto an enemy to make it seem more intense
I think you should make blocking and parrying: you can block to reduce the damage inflicted on you by enemies while you’re blocking, but some attacks break through blocks like bosses and strong attacks from minibosses. If you block juuustt before the enemy hits you can parry and deflect their attack, making it so no damage is done to you, again some attacks can’t be parried if they’re too strong. Just some suggestions, feel free to add them!
Suggestion:
Make the Kingslayer say things when he attacks, it would be much more intimidating. (Like what Mino's Prime does in Ultrakill)
You should add more animations to the players and the mobs make it look a little different than roblox
And also cool idea make some sort of treasure like a treasure chest in the side rooms that give tokens/coins and weapons
Also make different classes such as Mages/Archers and so on
the game is good and i like it!
i got some suggestions:
1. Badges
Add "alpha tester badge" (required to join the game when it's testing).
Add "the hunt starts" badge (Defeat your first mini boss).
Add "Great hunter" badge (Defeat 10 mini bosses)
Add "the hunt never ends" badge (Defeat your first boss).
Add badges menu.
i think thats all.
nice roguelike! reminds me of voxlblade and risk of rain 2 the roguelike game risk of rain 2 if they were combined!
i think you should add classes so some players use swords and some use magic and some use bow and arrow its just a idea
Improving player and camera movement will make the gameplay much better.
I love the voxel style, it’s very underused. the main boss reminds me of voxlblade, one of the best rpgs and definitely the best voxel game (no offense). Also, what software are you using? I’ve been looking for a voxel software
I request u to make the animations on R6 for me it look more cool
I would suggest making some dramatic cut scenes with some dialogue exchange when player first meets with the boss, would be cool in my opinion
Add more worlds with different enemies and bosses and better udgrades
Please continue to make updates every week on this game,It’s very fun!
Maybe adding walking animations would make it cooler?
Yooo this is a sick rougelike
Idea's for the game
1. Make different styles for the maps like deserts. Japanese. Snow level. Ect.
2. Add achievements and a achievement's menu
3. Add multiplayer and add 1v1 player match's
4. Add a story game mode
5. Add nps to talk to
your work is hard so you are getting a like:D
Am I Very Amazed by how This Game Turns out to Be Growing! I Do Has Some Suggestions For The Game though
1 - Blocking
The Player Should be Able To Block Attacks By Holding A Key Of Your Choice, Blocking Would Allow the Player To take Reduced or No Damage From Enemies, To Balance Blocking, You Should Add An Energy meter, Where Blocking Attacks Reduced the meter, And once the Meter Reaches 0 The Character Stops Blocking And Is Stunned For a Small Amount of Time, The Energy Bar Should Refill Itself Overtime
2 - Parrying System idea
Blocking And Parrying Could Be very Similar, For Example, A Player Attempting To Parry Should Block an Attack With Quick Succession, So Instead of Holding F, a Player Can Click F Right Before An Attacks Impact To Parry, this Intern Makes Any Enemy Who Gets Parried Stunned For a few Seconds, Allowing The Player To Defend Themselves While Attacking,
3 - Dodging Mechanic
Players Should be Able To Dash Right Before An attacks Impact to Dodge it, Even If The Hitbox Is Clearly Hitting the Player, Dashing Right Before a Moment of Impact Should Be Able to Reduce Damage or Nullify it Completely,
Hope Any of These Suggestions Helped, Thanks for Reading
Pls add abilities like:
1.dash slash
2.rapid slash
3.crecent slash
Or something like that😂
you should make some minigames/puzzles sprinkled over
I have Ideas for new enemies:
-Spider:fast does more damage than a zombie but is frail and usually spawn in groups and very common in siderooms.
-Skeleton:slightly weaker than the zombie in every way(except speed where they are faster),attacks with a short sword and drops low exp(drops none if spawned by a necromancer).Can only be spawned by necromancers or in caves or siderooms.
-Necromancer: Spawns skeletons with a staff and are rarer.Have slightly more health than mage and can't deal damage without the skeletons(add a limit to skeletons that each necro so that crashes don't happen) drops lots of exp and usually now drops 2 items when killed.
-Orc: slightly rarer than zombies but stronger in everyway except speed,drops more exp than zombie and generally drops better loot,uses a axe to attack.
-Kobold: does more damage than orcs but have the same health as zombies and even slower slightly rarer than orcs and drop slightly better loot.
-Imp: A ranged demon-like creature that shoots fireballs that light you on fire and does low direct damage from it's trident,does decent damage with the trident if you get to meele range and is rarer than kobolds and drops pretty good loot and exp.
-Demon: slightly weaker than the giant but faster and lights stuff on fire(although it's only slightly bigger than most enemies).Drops better loot and exp than giants and is rarer too.(attacks with big trident)
-Cyclop: bigger than giants and are more powerful.Attacks with a club also drops better loot and exp.
-Ice Mage: shoots icicles from it's staff that does frost.Basically a version of the mage.
-Poison Mage: shoots a poisonous purple ball from it's staff that does poison.Another version of the mage.
I could suggest more but let's not.Also you can pick which to add.
Hey maybe make more stages like a cave stage with golem enemies and a golem Boss at the end
Yo i was in one of your jailbreak hide and seek live streams
Make it that the boss can destroy his surroundings like walls and pillers
Suggestions: Most of the UI and models use a pixelated style but not all of the models. So maybe if you switch all of your models to one style it will seem a bit better.
Dude u should add a hard mode that Just make It harder with more HP and a bit more dmg but If u beat hardmode with no taking any damage you unlock the nightmare mode that chances the Bosses atacks and enemys and even the area
You should add more movement like rolling, dashing and different classes to play as. You could also make it so different classes and when you beat levels they can get new spells or a map that leads to an very op item.
Maybe add upgrades you can get for different sword visuals (i.e. an iron sword or a obsidian sword something like that) plus this would make playing levels more worth it
I recommend to change the walking and running animation and add some golems and probably make the parry a action thing where you click m2 that would be so cool :)
I love how this rogue like is coming
its so fun to see this cant wait to play it
fire cutscene and boss🔥🔥🔥
i think you should add a custom run animation, paired with some more interactive combat. it feels less like a combat rpg and more of a click to move hack and slash. great game so far though :)
Ideas
1. healing potions (can also remove healing for extra challenge/different classes, ranged, healer, mele, summoner, etc)
2. more armor
3. special attacks for certain weapons
add new worlds?
(Kinda like uhhh like you know how it’s a forest then kinda add a new stage which is uhh…space..or the under world?)
Also add mobile I guess…please?
Comet sounds like a legend ngl
I see you're inspired by Dani.
King slayer got that bell Bering hunter vibe
I hope i can play this game on mobile your a great dev
suggestions:
1.difficulty such as easy normal and hard
2.add items to fit the rpg theme
3.make rooms that can give u loot
4.add other equipments such as gloves and guards
5.add crafting so like u can craft potions
6.make the boss have a custom health bar
Please add a block button and maybe a shield that could have different abilities. For example, if you block with a poison shield it poisons the enemy and stuns it
The enemies are really well made so please try adding animation to the player
I really think your game is cool and mabe you should add shields to block attacks
Hey fudge king? I have question what date that you release your game I made game like you too but I am bad at making game ;)
i really like cinematic how the final boss battle looked but I think the player needs some more animations, such as directional dashing and walking, idle animations and other custom animations. the animation style in a game can really enhance the aesthetic you're going for and immerse the player even more, leaving most of it bland/default takes away some of the spice.
May I give a suggestion? The game is cool but maybe make the visuals less good? The style is too mixed yknow (just saying dont take my word for it)
My Suggestions are maybe adding more levels if you can and add lobbies or maybe... MORE GEAR!!!!!😅
U remind me of dani. Its nice to have someone on the platform like him
The rng game that u made I didn't even know it was made by u I didn't watch one of ur videos until now lol
Add cutsense when u like press buttons it will make look better and add music
Can you also add walking animations for the player?
And also cn you also make ragdoll
Maybe you could add a dmc rankingb system. Basically it’s the better you’re playing and the less you’re getting hit, the higher rank that shows up and the music sound cooler.
he should add different weapon types or unique weapon attacks like for example elden ring or sekiro
Models are good but i think you should add walking animations
I KNOW IM LATE BUT YOU SHOULD ADD:
A.)MUSIC
B.) A MOVE FOR THE BOSS WHERE HIS BLADE FULLY SPLITS IN HALF AND FLIES AROUND AND CALL IT "ABYSSAL SLASH" AND IT KILLS 50% HEALTH
can you add class? like archer swordman but you can still use other wepons and you are just a bit better with the wepons the class has
my spelling sucks
awesome...let's play together
I’d recommend adding a visual cooldown so in the corner of your screen you can see the cooldowns for things like your dash
suggestions:
>1. you should add rings that buff spesific stats and they dont reset
wood ring
+1 dmg
+1 speed
+ %6 more chance to parry
+ 6% more chance to crit
metal ring
+5 dmg
+5 speed
16% more chance to parry
16% more chance to crit
gold ring
+12 dmg
+12 speed
32% more chance to parry
10% more chance to crit
the mighty ring
+ 32 damage
+ 14 speed
39% chance to parry
45% chance to crit
>2.3 encanthments
every time you level up you get enchantments that are random,including wiseness (getting to see the enemys future attack : lvl 1: half a second before,lvl 2: 1 second before, level 3:3 seconds before the attack
bloodthirsty
does 30% more damage to humans but you get 1.5% less xp from zzombies but 3.5 more xp from humans.including the bosses.
corruption
you get 35% stronger and you get a special abilty where you can make a rock-hard goo armor thats black.
but now everytime you lose health to a ranged attack your screen gets blurred for half a second
the wrath of the angel
at lvl 1, you get red halos and sharp,realistic hands.
at lvl 2,you get pairs of black wings and you get 20% more health and 15% more speed
at lvl3, you get horns and another pair of wings ,you get 10% more damage on meele,also theres a special attack where you charge up an beam then shoot it with your hands.
at lvl 4,you get 6 eyes at your back like an aura, spinning in a circle. and if an enemy is behind you, a signal will show up in the screen.
>3. shoes
you get shoes that boost your speed.
idc what the shoes are named or looked like nor how op they are.just shoes that boost your speed.
This UA-camr is very cool and underrated if I’m right I his editing and videos are like Dani (if you don’t know Dani is a famous UA-camr who took a break from the UA-cam community) wish u luck