This is looking awesome, from an animators perspective you can give that jump more weight if you make him reach max height slower and make him skinnier at the peak, and then have him hit the ground faster and spread him even fatter.
your ui work is incredible, I do the same strategy of screen shotting the game and working on a mock up. Yours always comes out looking so clean, nice job! Also I got anxiety when you wrote out all the animations you needed. I know that feeling all too well.
Really had to force myself to get those boss animations done lol. I hoped the video was too "ui heavy", not sure if people actually liked watching that stuff for that long, but it's such a necessary part of development
I absolutely love the art style haven’t even watched the video yet might have to go back and rewatch everything because this art style is probably one of my favorite art styles ever something about it is just so nice looking! Keep up the great work!
Really love this 30 days style to explain your dev progression. You ain't gotta bloat anything up n it's nice to see everything evolving. Also, agree, the lvling up is kinda nonse¿ imo... Feels like the game isn't intended for your current lvl(when you just start). Yes, as you get better at the game you can rely less on stats n more on knowledge, buuuut I would rather just have the increased difficulty stats for the run itself than you as player(like the heat thing in hades) n having to salvage things you get on a run is very pog :>
I don't know why, but when working on projects I always find working on Icons a bit zen. One of my favourite things to art for, which is weird because sometimes coming up with the concept for an icon can be tricky; But I guess it's because you don't have to worry too much about shading and the rest, it's more about readability. There's elegance to the simplicity of it. Anyway good job, seems to be coming along nicely.
It's very impressive how much you're able to accomplish in such a small amount of time, especially while also being cognizant of things that people would take issue with and addressing them quickly. The boss is looking great and it makes me super excited to see what other designs you come up with. Honestly, all the complaints I had as you were explaining systems, adding elements, etc... were basically all taken care of (which is something that gives me significant hope for this game). The only thing that I would (personally) change in regards to this devlog, is the default theme of the menu UI; I think it is too harsh in color to act as what the majority of players will always see (as some people will never interact with various options in settings). It's a very minor nitpick, but as I wouldn't use that theme myself, I figured I'd let you know. I'm also aware that nothing is final yet, but I just thought I'd give what tiny criticism I had. Seriously though, great work!
You could increase the ammount of items lost on death by the number of total items the player has in his inventory. For example: If the player dies with one or two items -> not loose any item. If the player dies with 3 items -> loose one random item. If the player dies with 5 items -> loose 3 random items.
first of all i really want to play it, u can see the effort and joy u have creating it, and its awesome the UI pressing the buttons when u press buttons on the menu 10/10 thats the first video i see about the game and i clearly will see more, but a sugestion (and clearly early to comment it), make a room as forge to dismantle and create itens where u need to know the reciep of an item to create it and a room for shop to buy the crafting itens u didnt use ou decide to throw away and buy unic itens/reciep, hard to use shop because the only way to get money is selling itens i get really excited with game dev
Great devlog, a good amount of work and you smashed it out for 30 days, well done. One thing i would like to point out, the stat numbers in the bottom left, they do not line up with the 3 zeros above them, they are ever so slightly off center with each other, maybe something pedantic, but just something to think about.
This game looks amazeing If I was shown this game and told that It was made by one person dude I would go nuts.a flipping team hired by most game company’s couldn’t do this I see a lot of determination behind this amazeing game !
Great video! Consider setting up a Steam page as soon as possible. The game is already quite appealing, and a Steam page featuring compelling screenshots and a basic trailer will attract a significant audience to your channel.
Thanks for the advice, I'm dying to set one up, but I still feel like I'm lacking enough content to make a trailer (even if its just a short trailer on the steam page)
9 місяців тому
@@SundercoreDev Know exactly how you feel! Released a game on November of 2023! Try to make it as simple as possible, raw gameplay shots, cool music that fits the moment, show a lot of UI and you’re good to go! ✨
I don’t know if you have plans for synergy’s but I think they are nessacary for roguelikes as stat changes aren’t very interesting for the player and with the way you have made this world I think the implementation of synergys would be very interesting :) . Great good so far!
Looks great so far. I don't like the carry weight limit though. You don't want to stop every level going through your inventory trying to figure out what to keep and what to throw away. It just slows the game down too much. You say that you also don't want to let people get too overpowered with too many items in your inventory, but I think getting overpowered is the fun part of roguelites. Maybe there is a way to balance it without the carry weight. Anyways, don't let me discourage you here, the game is looking amazing so far and can't wait to give the demo a try :)
I think the balancing of item weights will be key, but playtesting will definitely have to be done to finely tune everything. It was either going to be a limited inventory slot system (like minecraft), or this weight system. I think this weight system will give more flexibility, as with the slot limit, 1 of maybe 20 slots might be taken up by like a useless crafting item or something. Its definitely necessary to limit the inventory somehow though, because it stops people from loading up on consumable items, and also if it were unlimited, I can definitely see people not emptying their inventory over multiple runs and then losing a massive amount of items and raging when they die. This system builds the game more like an extraction shooter, where you bring in some gear before hand, and then try to survive to bring some new items back, I'm hoping there is strategy to what items you should prioritize and bring back, the whole point is that you'll have to pick and choose what's important, you cant pick up everything. It might not be everyones thing, but this is the direction the game is going in, hope this clears things up a bit, thanks for the feedback!
This is a great dev log, thank you! Your game is looking amazing. I really love the blob king. How long would you say you were spending on your game for each of these 30 days? Roughly.
Well... if you get enough armor stacks I'm sure you could make overweight runs possible which I think would just be fun for the crazies who like stuff like that
Question for the fetch quest: does it also check your item when you get the quest or just when you pickup/drop items? Otherwise it might not realize if you already have the items for the quest in your inventory when you get the quest
@@psychicchicken5263 come on man, I was about to hit'em with the Who? ...Asked. I got hundreds of hours in gungeon. There will always be similarities with the Jello King to the blobulord, but I haven't really finished any attacks yet, there's still a lot to do, there's a lot of changes I have to make to the attacks, it will look different next time you see it
It was a Gamemaker marketplace package called Aura lighting, its well worth it, especially if you don't have a lot of experience in shaders (like myself). It has many more features as well, like raycasting shadows, but I don't use them
The jello king looks great and I love the way he changes at low health good job
Glad you like it dude
Yes the animation part is the most impressive I think, he is so damn skilled. Everything looks so smooth
This is looking awesome, from an animators perspective you can give that jump more weight if you make him reach max height slower and make him skinnier at the peak, and then have him hit the ground faster and spread him even fatter.
your ui work is incredible, I do the same strategy of screen shotting the game and working on a mock up. Yours always comes out looking so clean, nice job! Also I got anxiety when you wrote out all the animations you needed. I know that feeling all too well.
Really had to force myself to get those boss animations done lol. I hoped the video was too "ui heavy", not sure if people actually liked watching that stuff for that long, but it's such a necessary part of development
Looks nice but you spelled artifact wrong😅😅
@@BananaBotanists artefact is the original English spelling
i watched this video specifically for the UI lol
You are such a role model man! Loving the progress
Thanks dude
Art style of the Game looks so good . ❤
That pixel art that you’ve got going on is so clean! I’m a sucker for that game boy aesthetic. Can’t wait till it’s finished!
It's insane how good this game looks. I love just about everything you made and showed in this video!!
The amount of polish this game has is fabulous. I love the big slime dude. Can’t wait to play this!
This is crazy good man! Your art is incredible! Can't wait for this to drop!
The work you produce is SO polished, I'm excited to see this game get better and better! Keep up the phenomenal work!!
I absolutely love the art style haven’t even watched the video yet might have to go back and rewatch everything because this art style is probably one of my favorite art styles ever something about it is just so nice looking! Keep up the great work!
the animations reeks such creativity and fun! you're such an underrated devtuber man
The concept and the style of your animations look really awesome
Recently got into game development and you're a massive inspiration for me man, thank you.
Please, make it a coop, or at least a remote play together, love to play roguelites with my best friend friend :D
This was so cool to follow along on your journey. Also love how you explain your design process. Excited for the future of this game!
These types of games aren’t really my forte but when I saw this I knew I wanted to play. Great progress 👍
One of the best DevLogs I’ve seen the animations for the boss were amazing 💯
Looking fantastic bud, great quality of life midset which will make this game VERY approachable. You're on the right track and killing it.
Jello King visuals look insanely good omg
Yo what the hell, didn't expect to see you here
The animation work is great! Very great at conveying its weight and personality!
The art and animation of the jello boss creature looks great!
Why did I not hear of this before? It looks amazing and I am super excited about the future progress of the project!
Really fun seeing the process, great vid
Really impressive progress! I specially woke the improvements to the Slime boss!
I love this, I can tell this will be a successful game just by looking at character designs and gameplay.
You're so creative, man! Waiting for the game
Really love this 30 days style to explain your dev progression. You ain't gotta bloat anything up n it's nice to see everything evolving.
Also, agree, the lvling up is kinda nonse¿ imo... Feels like the game isn't intended for your current lvl(when you just start).
Yes, as you get better at the game you can rely less on stats n more on knowledge, buuuut I would rather just have the increased difficulty stats for the run itself than you as player(like the heat thing in hades)
n having to salvage things you get on a run is very pog :>
Progress over these days looks amazing! I particular like all the animations for the boss.
I don't know why, but when working on projects I always find working on Icons a bit zen. One of my favourite things to art for, which is weird because sometimes coming up with the concept for an icon can be tricky; But I guess it's because you don't have to worry too much about shading and the rest, it's more about readability. There's elegance to the simplicity of it.
Anyway good job, seems to be coming along nicely.
the art of this game looks amazing! Great work!
Like this format of devlogs! Very enjoyable vid :)
love the art work in this. amazing!
great vid. more and more excited with every update
3:55 gelatinous gentleman
really clean looking UI! nice work!
It's very impressive how much you're able to accomplish in such a small amount of time, especially while also being cognizant of things that people would take issue with and addressing them quickly. The boss is looking great and it makes me super excited to see what other designs you come up with. Honestly, all the complaints I had as you were explaining systems, adding elements, etc... were basically all taken care of (which is something that gives me significant hope for this game).
The only thing that I would (personally) change in regards to this devlog, is the default theme of the menu UI; I think it is too harsh in color to act as what the majority of players will always see (as some people will never interact with various options in settings). It's a very minor nitpick, but as I wouldn't use that theme myself, I figured I'd let you know. I'm also aware that nothing is final yet, but I just thought I'd give what tiny criticism I had.
Seriously though, great work!
Great feedback! I'm not hard set on that as the default theme yet, so it's likely to change
You could increase the ammount of items lost on death by the number of total items the player has in his inventory.
For example:
If the player dies with one or two items
-> not loose any item.
If the player dies with 3 items -> loose one random item.
If the player dies with 5 items -> loose 3 random items.
I really like the acid build-up for the blow bubbles attack !
The pixel art in this game is so nice!
Looks great so far! Keep it up
Thanks
Your game looks really clean GJ
Animations are incredible!! 💚
first of all i really want to play it, u can see the effort and joy u have creating it, and its awesome
the UI pressing the buttons when u press buttons on the menu 10/10
thats the first video i see about the game and i clearly will see more, but a sugestion (and clearly early to comment it), make a room as forge to dismantle and create itens where u need to know the reciep of an item to create it and a room for shop to buy the crafting itens u didnt use ou decide to throw away and buy unic itens/reciep, hard to use shop because the only way to get money is selling itens
i get really excited with game dev
Man u are crazy! Have a big talent bro. Keep making this!!!
Amazing progress as always
Great devlog, a good amount of work and you smashed it out for 30 days, well done. One thing i would like to point out, the stat numbers in the bottom left, they do not line up with the 3 zeros above them, they are ever so slightly off center with each other, maybe something pedantic, but just something to think about.
Seriously adore your art style
yooo bro its's very cool! ur pixel art skills is so incredible, it looks very good!
On the 30th day of game dev! My compiler gave to me: 5 annoying bugs 2 weird errors and a rage quit got me scrolling!
wow this is amazing, really good work man
Thanks dude
Ready to add this to my Steam Wishlist
wtf?! How sick is your pixelart?!?! damn
This was a really cool vid, thanks for sharing. Good luck with your continued development :D
i actually like how you did the item inventory
This looks stunning
just make the slime spill out on top like a beam.. i think that would fit your dying animation
That productivity is beautiful to see but also hurts a little bit haha Gj mate it’s looking great 🎉
This game looks amazeing If I was shown this game and told that It was made by one person dude I would go nuts.a flipping team hired by most game company’s couldn’t do this I see a lot of determination behind this amazeing game !
Thanks, I try my best
Your game's art is beautiful
I wish I could play this
soon-ish? maybe, probably not 😓
No hate though. Love the design
Bro I just need this game to come out now.
LOVE THE UI,will it come to steam?
Yeee
this is all great! l love the new jello king especially, one small thing to, it's "artifact", not "artefact"
Thanks dude, also, Artifact is the American spelling, Artefact is the original English spelling, both are fine
@@SundercoreDev ah, my bad then, didn't know
Great video! Consider setting up a Steam page as soon as possible. The game is already quite appealing, and a Steam page featuring compelling screenshots and a basic trailer will attract a significant audience to your channel.
Thanks for the advice, I'm dying to set one up, but I still feel like I'm lacking enough content to make a trailer (even if its just a short trailer on the steam page)
@@SundercoreDev Know exactly how you feel! Released a game on November of 2023! Try to make it as simple as possible, raw gameplay shots, cool music that fits the moment, show a lot of UI and you’re good to go! ✨
Impressive work. Nice job !
I don’t know if you have plans for synergy’s but I think they are nessacary for roguelikes as stat changes aren’t very interesting for the player and with the way you have made this world I think the implementation of synergys would be very interesting :) . Great good so far!
Great video, enjoyed it a lot!
Looks great so far. I don't like the carry weight limit though. You don't want to stop every level going through your inventory trying to figure out what to keep and what to throw away. It just slows the game down too much. You say that you also don't want to let people get too overpowered with too many items in your inventory, but I think getting overpowered is the fun part of roguelites.
Maybe there is a way to balance it without the carry weight. Anyways, don't let me discourage you here, the game is looking amazing so far and can't wait to give the demo a try :)
I think the balancing of item weights will be key, but playtesting will definitely have to be done to finely tune everything.
It was either going to be a limited inventory slot system (like minecraft), or this weight system. I think this weight system will give more flexibility, as with the slot limit, 1 of maybe 20 slots might be taken up by like a useless crafting item or something.
Its definitely necessary to limit the inventory somehow though, because it stops people from loading up on consumable items, and also if it were unlimited, I can definitely see people not emptying their inventory over multiple runs and then losing a massive amount of items and raging when they die.
This system builds the game more like an extraction shooter, where you bring in some gear before hand, and then try to survive to bring some new items back, I'm hoping there is strategy to what items you should prioritize and bring back, the whole point is that you'll have to pick and choose what's important, you cant pick up everything. It might not be everyones thing, but this is the direction the game is going in, hope this clears things up a bit, thanks for the feedback!
This is a great dev log, thank you! Your game is looking amazing. I really love the blob king. How long would you say you were spending on your game for each of these 30 days? Roughly.
looking very cool
Well... if you get enough armor stacks I'm sure you could make overweight runs possible which I think would just be fun for the crazies who like stuff like that
well only one armor at a time
Great video! Don't see many Irish devs 😄
Too true
This game looks amazing! Also what software do you use for your animations?
Aseprite, you can get it on steam.
@@SundercoreDev thanks!
Artefact caught me off guard.
Like because its the British spelling? Or the concept
I'm new here. Liked and subscribed!
The Jelly pump-king
Oh yeah, I also like Enter the Gungeon
this is so cool i love this !!!!!
Will you have a casual mode, for those who don't like hardcore item destruction?
That is something to think about, I will see
Great video.
I`ve got yourself a new subs.
:0)
The boss mechanics kind of remind of me of another boss in another game.. hmm can't seem to remember which one though
I like this guys video
Very cool.
I NEED MORE
Question for the fetch quest: does it also check your item when you get the quest or just when you pickup/drop items? Otherwise it might not realize if you already have the items for the quest in your inventory when you get the quest
jello king's attacks are literally blobulord from gungeon
Who?
@@SundercoreDev Have you gone to the secret areas in Gungeon?
@@psychicchicken5263 come on man, I was about to hit'em with the Who? ...Asked.
I got hundreds of hours in gungeon. There will always be similarities with the Jello King to the blobulord, but I haven't really finished any attacks yet, there's still a lot to do, there's a lot of changes I have to make to the attacks, it will look different next time you see it
@@SundercoreDev I don't think it's a problem, I was just curious. Sorry if it came off as toxic.
@@psychicchicken5263 nah it didn't come across that way, I assumed you were genuinely asking me, its ok
where you do animations?
Aesprite I think
could you do a video on how you create all the art??
What lighting system are you using? Looks great!
It was a Gamemaker marketplace package called Aura lighting, its well worth it, especially if you don't have a lot of experience in shaders (like myself). It has many more features as well, like raycasting shadows, but I don't use them
Epic
Hi, what are you using to create your animations? The new design for the jello king looks great
I use Aseprite, you can get it on Steam, highly recommend for pixel art
Nice UI
jello king is just monstro
I have no idea what you're talking about
Great video!! Im also interested in game dev, what software do you recommend for pixel art? and game engine?
I use Aseprite for pixel art, and Gamemaker for the engine, I think you can get both on steam
@@SundercoreDev I use both of those and definitely recommend them.
where to wishlist it?
Wow❤
Awesome, which software are you using for art and animation?
I use Aseprite
How did you add a wind effect to your vegetation?