I love how these vidéos have become a point to look forward to in the week. I'll enjoy it while it lasts, but no pressure in releasing them ok? Don't want you to feel pressured into content. Thanks for sharing the journey !
I’m glad they’re something to look forward to!! :D right now I’m keeping the pressure on, but maybe once the 100 days is over I’ll cool it off just a bit (we’ll see!)
I love how you explain the code behind each addition to the game, It makes the devlogs feel much more meaningful (and I even can learn a bit about coding here and there😉).
Its amazing that you are asking the followers how some of the features should be implemented, and that's amazing, since the followers are the people who will be playing this later-on!
make the background steam pipe more bright, and make the unimportant background elements that can't hurt you more dim. The animation on the physical steam pipe looks dumb you need to know when the pipe going to go off, i assume it is place holder
The visor for Augusta is a great idea! It would be a fun bit of player feedback if it can come off as the player fights her. Perhaps it would help to indicate a phase change in the fight. Loving seeing how this project is progressing!
I love Augusta's new design! It feels so elegant and melancholic at the same time. I think it'd be really cool if her jewel cast a perpetual soft purple light, almost like she's powered by the same energy as whatever alchemical machinations she's cooked up. Maybe the "jewel" could be part of the father's inheritance?
With all of this steam a steam themed enemy would be a nice addition 🤔 or a pipe that could be broken to release a cloud of steam and damge nearby enemies or if the player isnt too careful he could hurt himself
Another brilliantly productive week. As many have already said this is one of the best Dev Log series ever. Well done. You should do what all the other 'Game Dev Big Dogs' are doing and release a paid for tutorial course addressing development, coding art style and productivity. I would buy it immediately.
@LighthoofDryden what about an idea for pandora's box where you could have it give a random relic or pray bead, but it has the chance to give an enemy or proectile like a bone, if unlucky?
Dang it, my work started up again, so I couldn’t watch the live. But I believe I was the person that called the Infinite Machine a big due to the fireflies and frog, if that’s true, then thanks for the shoutout.
I think the cat should be a usefull companion and all the bosses would have there own companion (the father could have a dog to mark the opposition with is son)
Im not sure if its just me but it wasnt immediately clear what the front facing steam pipe was. Maybe add some other piping connected to it in the background so its more clear?
For the platforms, I would take some good advice from the TOTK physics devs. Especially because you want to maintain momentum. The general gist of the advice is. "Everything is physics" The devs had so much trouble trying to combine a lot of different moving types in the game. Until they essentially just made every moving type in the game physics based and it solved nearly everything. So if the platform is a physics object and the player is also a physics object. As long as you dial in the physics of the two objects they will work seamlessly together. Another neat tip would be using kinematic flags for when you need to override this behaviour.
Ooh, I’ve never thought of using kinematic flags like that! I did develop the physics some more this week and make it more “generic” (in a positive way)… going further could be even better
The new look is great. I really love hearing about your thought-process when drawing a new character. It's really interesting. Also: was this a cartoony-husband face reveal? 👀👀
Hey, I really like your work, and for the part with the moving platforms, I was wondering if you could use ray casting? (I have no idea if it's a part of unity but there must be a simillar thing) the idea is to cast a ray on the direction the platform is moving, don't make the ray too big and if the ray touches a wall, you add a Kill part with a crushing death animation (I don't know if I'm being clear, I'm not english sorry), I think this would be a good solution? It could add more fun and challenge. (the detail would be fun to see, you'r playing the game and get crushed, it adds live to the game). And btw I rly love your musics, good luck on the developpement of your game! (oh and of course, the origin of the ray would be the midle of the platform.)
Oh yeah, it’s Unity and I’m using raycasting! The thing with crushing is that I wouldn’t want instant death to be in there because I think that could be frustrating, especially if you like your build a lot! I think your approach would definitely work though!
I love augustas new design! I also am amazed how little code it took you to make moving platforms. The smoke seems out of place? Like too realistic for its surroundings? I would animate it but that could just be me lol. Excited for next week! We're doing pirate after this boss right? I love pirates!
Yeeess I definitely was thinking animated steam would be better eventually! It’s a little tough to wrap my head around at the moment how to do an animated version without it getting repetitive looking, but I’m sure it’ll come to me eventually haha
When this series is done you should totally do some type of “I made a game in 100 days” video. Those 100 days videos seem to get some SERIOUS algorithm reach
I like the redesign much better than before. Also I do enjoy your explanation of the programming side of the development process as well. this is really nitpcky, but in theory the speed of the spinning gears under the platforms should scale inversely with their size. you could write a simple script to randomly scale different gears and have them rotate accordingly. The steam pipes remind me of the Super Mario pipes. Would be cool if you can enter them too and maybe crawl through the pipes to get to special objects.
How you are almost half way through, and already have such a dynamic and clean game! I look forward to the quality of life changes that will cross all the t’s and dot all the i’s (gives us the chance to see the games intricacies before playing it!). It’ll be fun to see a video before it’s release outlying all your current item/ build ideas. I can imagine that the community will be able to help raise some more ideas if needed. Especially when they can see what you have already and what you want to explore! Keep up the great work!
Please make a limitless mode, so when you kill the last boss you can start at the beginning again with your build and all the mobs and bosses are more difficult :D BTW I'm really looking forward to the game, keep up the amazing work :D
Hey Dryden, I have a cool idea, so there are power beads but what if a rare mini boss spawns (1 time per area) and drops 4 random beads and you can pick 2 of your choice as a reward for killing the mini boss. As for the design its up to you but i think this would be a cool mechanic and would add depth to create more builds.
Great idea!! I always love offering more spots for choice, and in that case there are several-- "Do I fight or not?" and then "Which of these is better?"
You should add an item, that makes the player immune to steam and it gives him a short buff, smt like speed or invisibility. The name of the Item could be "vapor glasses" or "fumus googles".
Ooh, even better: I’ve now coded Steam as heat damage so there could be relics or builds that resist fire, steam, lava (if that ends up existing), etc!
I have pretty much just binged all of these devlogs and I have never really been interested in game development but this series has gotten me very interested while also being very entertaining, keep up the great work :D
Random idea, but would it be cool if there was some kind of enemy that if you get near it, will fly off and alert other enemies but not do anything on it's own?
Yes! I can do it pretty consistently at this point (Iirc at the end of this devlog the tells were still very short and there were some bugs with the lightning attack, but in the next one I finish her fight!)
Seems like the new Augusta has less Dead-ish Features to her eccept the skin. Letting go of the mechanical arm is hard...very hard. Maybe give her a new arm that ties her lightning and possibly steam attacks into the lore. Am also seeing a great animation budget going into a transforming arm that changes its look depending on the attack.
@@LighthoofDryden Exactly! So much Potential that also fits into the “Infinite Machine” Setting. Also got the idea that Augusta could have different Arms every Run. (To make the Rougelike more diverse - at least I find it interesting)
@@LighthoofDryden Woohoo! I’m happy about that, my favorite kinda games are the ones where there are new things to discover after release, because then I can always go back and experience something new
In my experience, the biggest reason to do object pooling is mostly just because instantiating things causes noticeable performance hits, so its not necessarily about garbage collection, its more about trying to minimize how many instantiation calls you have to do during gameplay.
I can see a major UX issue wit the steam pipes. It is no very clear that the decoration ones are not harmful to the player whereas the vertical ones are.
Oh they’re both harmful! Haha. I think my wording wasn’t good in the video: they spawn in “as decorations” meaning in place of any standard decoration!
i think giving the mechanical enemies some headlights or glowing eyes would be a nice touch given the lack of lighting around. also the (worried) expression of the protagonist doesn't fit his position in the story. he had enough guts and boldness to jump into a hole full of monsters with only a cane. i'd also love it if the apparel of the protagonist changes with the items that get picked such as the shoes.
I’m glad you are actually gonna get in to the chained boss(I think)! I really want to see a relic that would make your light slightly flicker with light of it completely went out. I’m not sure how to explain it in game, so make call it “Spirit Fire/Spirit light”
Heya! I’d recommend diving to an engine (like Godot, Unity, or Unreal) and starting to learn the ropes. There are lots of awesome courses out there-I can personally vouch for Gamedev.TV since their Unity2D/C# course gave me a pretty solid foundation
@WillFGamer that’ll give you like the “base class” and then you can progress up any of the many skill trees within dev :D best of luck, celebrate every win, and if you’re frustrated, you’re doing it right
I'm quite sad we are already halfway through the 100 days. :(
Oh wow, I probably should have made a thing of that!! I guess technically it is tomorrow, but wow that’s mind blowing
I love how these vidéos have become a point to look forward to in the week. I'll enjoy it while it lasts, but no pressure in releasing them ok? Don't want you to feel pressured into content. Thanks for sharing the journey !
I’m glad they’re something to look forward to!! :D right now I’m keeping the pressure on, but maybe once the 100 days is over I’ll cool it off just a bit (we’ll see!)
@@LighthoofDryden he isnt lying this is one of my weekly highlights
More bones were added, I am pleased. (thanks for the shoutout!)
Of course my guy!! 🧡 thank YOU
More bones added to both the skeleton projectile pool and Augusta's rig?!
This is a great day for bone fans
Bone fans are also what the reaper uses when he wants to cool off 🥵
@@LighthoofDryden 🤨
@@LighthoofDryden😂 poor Grim Reaper, he probably gets hot chasing people through hallways all day
I love watching how this game is going from a game jam game to a full blown game
Thank you!! It’s been really fun exploding the scope 😂
I love how you explain the code behind each addition to the game, It makes the devlogs feel much more meaningful (and I even can learn a bit about coding here and there😉).
I’m so glad!! At first I was worried it would bore ppl but I love how this crowd is so down for it 🤓
This idea kinda just popped into my head, but when you get to the pirate area, the idea of a dog enemy that is a scallyWAG was just funny to me.
OMG. A skeleton dog 🤭 I couldn’t hurt him
Its amazing that you are asking the followers how some of the features should be implemented, and that's amazing, since the followers are the people who will be playing this later-on!
Yes!! It’s also amazing how prolific and high quality the ideas that come from this community are!
Omg i didn't notice you had posted. Productive week! The Infinite Machine gets more unique and exciting every week!
Thank you!! Appreciate you :D
Oh yeah, Disinherited! This has to be the best roguelike devlog I've seen ever! Keep it up
Thank you aaah! That means a ton!!
make the background steam pipe more bright, and make the unimportant background elements that can't hurt you more dim.
The animation on the physical steam pipe looks dumb you need to know when the pipe going to go off, i assume it is place holder
The visor for Augusta is a great idea! It would be a fun bit of player feedback if it can come off as the player fights her. Perhaps it would help to indicate a phase change in the fight.
Loving seeing how this project is progressing!
It caaann come off, but the question of when is still a mystery hehe. Thanks for the support 🙏
I love Augusta's new design! It feels so elegant and melancholic at the same time. I think it'd be really cool if her jewel cast a perpetual soft purple light, almost like she's powered by the same energy as whatever alchemical machinations she's cooked up. Maybe the "jewel" could be part of the father's inheritance?
Wow, you must be a mind reader (or you're in my house!) This is exactly what I did earlier this week!
Hey, I'm excited for the new video, I've made watching them part of my weekly routine 😁
Me too! So excited!
Aww, thanks both of you! That’s so nice to hear
It's called the disinherited grind
With all of this steam a steam themed enemy would be a nice addition 🤔 or a pipe that could be broken to release a cloud of steam and damge nearby enemies or if the player isnt too careful he could hurt himself
Let’s go trap! I should call myself trap lover. Anyways can’t wait to spend 100+ hours in disinherited :)
U have gost yeat ? Also u have sleep in this week ? U need play test game play of u game and how they find the Boss ?
auto parried projectile that kills the thrower could be a relic
almost a conquerors haki
Another brilliantly productive week. As many have already said this is one of the best Dev Log series ever. Well done. You should do what all the other 'Game Dev Big Dogs' are doing and release a paid for tutorial course addressing development, coding art style and productivity. I would buy it immediately.
Oh man, thank you! I’ll think about that at some point-maybe I would feel like less of an impostor doing that once I have a game shipped 😅
@LighthoofDryden what about an idea for pandora's box where you could have it give a random relic or pray bead, but it has the chance to give an enemy or proectile like a bone, if unlucky?
VERY cool. I like risky things like that 😁
Dang it, my work started up again, so I couldn’t watch the live. But I believe I was the person that called the Infinite Machine a big due to the fireflies and frog, if that’s true, then thanks for the shoutout.
I believe you were too, but I couldn’t find the comment! Thanks for that, it really sparked somethin!!
I think the cat should be a usefull companion and all the bosses would have there own companion (the father could have a dog to mark the opposition with is son)
Thank you for making these! I "roguelike-ed" your video btw
Hehe thank you 😉 appreciate it a lot!
Very productive! I like her new look, and it does increase her distinctiveness.
I think a water themed level could be cool and have some neat mechanics
Pirates here we come!
Think that would be amazing😁
With all the cool stuff done with the infinite machine, I'm hyped for the Pirate area and the pain cult's add ons
Looks great, you should of won the 10k competition. I have high hopes
Im not sure if its just me but it wasnt immediately clear what the front facing steam pipe was. Maybe add some other piping connected to it in the background so its more clear?
Her new design is much better, I liked the old one but like you pointed out, there where some things that looked odd about it, good job mate👍👍
Dammmm your game looks cool!!! Just make sure that the steam from the front facing ones is different form the other ones.
I, too, am reaching the ripe old age of 36 in just a couple of short years 👴🏻
Also, the Chris (Simpsons artist) bits killed me 😂😂
SAME
Also that image has been burned into my brain for like 8 years now 😂
I think there should be a cloak or something that makes you walk through steam without taking damage or at least reducing it
W game love it keep up the good work
2:50 I think that might be cool for some kind of rare item or something, to have a chance for that to happen :D
This is great you are a great developer and I’m very exited to se it’s release
Thank you, you’re too kind 😄
Can’t wait to see the video I’ll try to whatch my first one live
I'm using that horrible pun for my roguelike videos now
I would be thrilled to see this dad-joke spread like marmite on too little bread 🙏
@@LighthoofDryden Well I was only joking at first but... I am a dad and a Kiwi who loves Marmite... so now I have to. This is somehow your fault.
For the platforms, I would take some good advice from the TOTK physics devs. Especially because you want to maintain momentum. The general gist of the advice is. "Everything is physics" The devs had so much trouble trying to combine a lot of different moving types in the game. Until they essentially just made every moving type in the game physics based and it solved nearly everything. So if the platform is a physics object and the player is also a physics object. As long as you dial in the physics of the two objects they will work seamlessly together. Another neat tip would be using kinematic flags for when you need to override this behaviour.
Ooh, I’ve never thought of using kinematic flags like that! I did develop the physics some more this week and make it more “generic” (in a positive way)… going further could be even better
The new look is great. I really love hearing about your thought-process when drawing a new character. It's really interesting. Also: was this a cartoony-husband face reveal? 👀👀
It was! (His coworkers are obsessed with the likeness ahaha)
Hey, I really like your work, and for the part with the moving platforms, I was wondering if you could use ray casting? (I have no idea if it's a part of unity but there must be a simillar thing) the idea is to cast a ray on the direction the platform is moving, don't make the ray too big and if the ray touches a wall, you add a Kill part with a crushing death animation (I don't know if I'm being clear, I'm not english sorry), I think this would be a good solution? It could add more fun and challenge. (the detail would be fun to see, you'r playing the game and get crushed, it adds live to the game). And btw I rly love your musics, good luck on the developpement of your game! (oh and of course, the origin of the ray would be the midle of the platform.)
Oh yeah, it’s Unity and I’m using raycasting! The thing with crushing is that I wouldn’t want instant death to be in there because I think that could be frustrating, especially if you like your build a lot! I think your approach would definitely work though!
I love augustas new design! I also am amazed how little code it took you to make moving platforms. The smoke seems out of place? Like too realistic for its surroundings? I would animate it but that could just be me lol. Excited for next week! We're doing pirate after this boss right? I love pirates!
Yeeess I definitely was thinking animated steam would be better eventually! It’s a little tough to wrap my head around at the moment how to do an animated version without it getting repetitive looking, but I’m sure it’ll come to me eventually haha
I love the redesign for Augusta and the cat design! Also I like how you handled the bones and projectile system, it’s very smart.
Thanks so much :D
When this series is done you should totally do some type of “I made a game in 100 days” video. Those 100 days videos seem to get some SERIOUS algorithm reach
Ohhh that’s super smart! Definitely going to be happening!!
I like the redesign much better than before. Also I do enjoy your explanation of the programming side of the development process as well. this is really nitpcky, but in theory the speed of the spinning gears under the platforms should scale inversely with their size. you could write a simple script to randomly scale different gears and have them rotate accordingly. The steam pipes remind me of the Super Mario pipes. Would be cool if you can enter them too and maybe crawl through the pipes to get to special objects.
True that! I just have the values manually able to be applied, so I can adjust them based on how big they are myself pretty easily 😄
How you are almost half way through, and already have such a dynamic and clean game! I look forward to the quality of life changes that will cross all the t’s and dot all the i’s (gives us the chance to see the games intricacies before playing it!).
It’ll be fun to see a video before it’s release outlying all your current item/ build ideas. I can imagine that the community will be able to help raise some more ideas if needed. Especially when they can see what you have already and what you want to explore!
Keep up the great work!
Oh yeah, the community has already gone completely wild with ideas in the coolest way! And thank you for your kind words :)
Please make a limitless mode, so when you kill the last boss you can start at the beginning again with your build and all the mobs and bosses are more difficult :D
BTW I'm really looking forward to the game, keep up the amazing work :D
Oooooh very interesting idea, I'm gonna see what I can do 😈
Hey Dryden, I have a cool idea, so there are power beads but what if a rare mini boss spawns (1 time per area) and drops 4 random beads and you can pick 2 of your choice as a reward for killing the mini boss. As for the design its up to you but i think this would be a cool mechanic and would add depth to create more builds.
Great idea!! I always love offering more spots for choice, and in that case there are several-- "Do I fight or not?" and then "Which of these is better?"
You should add an item, that makes the player immune to steam and it gives him a short buff, smt like speed or invisibility. The name of the Item could be "vapor glasses" or "fumus googles".
Ooh, even better: I’ve now coded Steam as heat damage so there could be relics or builds that resist fire, steam, lava (if that ends up existing), etc!
Bro this series is so good! Csn you please continue the series if you think this is successful thank you. Looking forward to your last video 😢
I’m gonna keep going 💪 maybe not at the exact same rate, but I’m gonna finish this game and make it excellent!!
I think having a skeleton boss would be awesome, maybe some massive beast who refuses to die
Oh I have a massive boss incoming… and it’s gonna be terrifying haha
@@LighthoofDryden cant wait for it!
I have pretty much just binged all of these devlogs and I have never really been interested in game development but this series has gotten me very interested while also being very entertaining, keep up the great work :D
Thank you, that is so dang cool to hear!!
She has legs now. Didn't you say it was a design point before that only the cryptkeeper has legs?
Great memory! If I say anything further it’ll be a bit of a spoiler though 🤐 so I’ll have to leave it at that!
Random idea, but would it be cool if there was some kind of enemy that if you get near it, will fly off and alert other enemies but not do anything on it's own?
Ooh like a scout! That’s an interesting proposition… 🤔
Is The TimeTick simply there to reduce raycasting to less than everyframe?
Precisely! (It could probably be refactored into a separate script for reusability, eventually)
I love the new redesign but i'm quite sad that Augusta's mechanical arm wasn't a part of it
Perhaaaps tomorrow’s update will be exciting for you!
Love watching this series, an idea I have for the game is to add a secret boss in every new level that drops a special relic 😀😀
I love it!! I’ll consider it a stretch goal 💪
New augusta design looks great, especially how clearly you can see the likeness of who she was based on!
Thank you so much!! The original Ada just looks so cool, it’s hard to go wrong!
The more you make, the more excited I get
The cat looks adorable!:D Also, did you scrap the pirate boss you made?
No way he’s on his way!! :D
Can't believe we are already halfway through, loving the updates
I can't believe it either haha. Time could definitely afford to slow down a bit!
Is the boss possible to beat in a no hit run? Seems like there is nowhere safe from the lightning attack
Yes! I can do it pretty consistently at this point (Iirc at the end of this devlog the tells were still very short and there were some bugs with the lightning attack, but in the next one I finish her fight!)
Wow, the new design of the boss is just better than the last one, waiting for the next devlog episode
Thank you so much!! :D
I seriously hope this game blows up on release
This is just awesome, keep it up man!
Sheesh I sure hope so too! Thanks for being here :D
Ahhhh!!! So exciting to see the progress! Inspiring as always!
Thank you Zach!!
I love how you can see that everything comes together and I am so hyped for the final product.
Thank youuuu
He added more bones no way this is the greatest thing ever since the first time he added bones
More bones are ALWAYS needed
I love the new boss design! Also please announce the next time you're live, I would love to stop by and show support!!
I look forward for it every week
Seems like the new Augusta has less Dead-ish Features to her eccept the skin.
Letting go of the mechanical arm is hard...very hard. Maybe give her a new arm that ties her lightning and possibly steam attacks into the lore.
Am also seeing a great animation budget going into a transforming arm that changes its look depending on the attack.
Omg.. like a cannon arm, a laser arm, a drill arm… that would be so cool
@@LighthoofDryden Exactly! So much Potential that also fits into the “Infinite Machine” Setting.
Also got the idea that Augusta could have different Arms every Run. (To make the Rougelike more diverse - at least I find it interesting)
Another week another banger!
🥳🥳🥳
niiice one more week completed
Augusta's origin reminds me of Katherine Johnson
I totally see that, too!
YOOO more BONE content!!
Oh no I missed the premiere
Ah yes, legacy code. Or in my case... the only code. 😅
LOL. I like to call it legacy. Puts some space between me and my bug eyed, shambling creation
Is the game going to continued to be updated or will this be a the final game? Super excited too play it.
Definitely will be continuing development even after release!! :D I won’t stop until I’m fully satisfied
@@LighthoofDryden Woohoo! I’m happy about that, my favorite kinda games are the ones where there are new things to discover after release, because then I can always go back and experience something new
I got a fun idea for harder gamemodes there are different sprites
Interesting, and probably not incredibly hard to execute if I design the new sprites right!
In my experience, the biggest reason to do object pooling is mostly just because instantiating things causes noticeable performance hits, so its not necessarily about garbage collection, its more about trying to minimize how many instantiation calls you have to do during gameplay.
I can see a major UX issue wit the steam pipes. It is no very clear that the decoration ones are not harmful to the player whereas the vertical ones are.
Oh they’re both harmful! Haha. I think my wording wasn’t good in the video: they spawn in “as decorations” meaning in place of any standard decoration!
Ah. That clear things up.
More bones!!!! Yippeee!!!
Her redesign is amazing. Also thanks for explaining the projectile manager, will be useful in what I‘m doing aswell xD
This Series has become one of my Favourite thing to wait for every week, Also really Cool Redesignt of Augusta!🤯
Console player been watching you since 1k subs. ❤
Wooo which console?
@@LighthoofDryden Thank you for asking, I'm on Xbox.
i wonder if she is going to keep her exposed spine...
i think giving the mechanical enemies some headlights or glowing eyes would be a nice touch given the lack of lighting around.
also the (worried) expression of the protagonist doesn't fit his position in the story. he had enough guts and boldness to jump into a hole full of monsters with only a cane.
i'd also love it if the apparel of the protagonist changes with the items that get picked such as the shoes.
I liked this video because of that stupid pun
My devious plot unfolds
i love the way you explain technical stuff, i've been tryna get into game dev and this helps me understand stuff so much!
This game looking amazing so far and i got the 900 like : D lol Augusta's new design looks a bit weird to me, we need that good ol robotic arm
Something’s coming back, you’ll see ;)
@@LighthoofDryden : O
@@LighthoofDryden yooo you added it back! your one of the best dev's because you read your comments
I just auto like when i start one of these videos.
Thank you for your service 🫡
Very impressive work, as always! This channel releasing new vods is the point of the week i am lokking forwed to the most!
Your videos inspire me to continue learning gamedev and making more games 😊 tysm
Please do!! And don’t give up :D
Thank you
I’m glad you are actually gonna get in to the chained boss(I think)! I really want to see a relic that would make your light slightly flicker with light of it completely went out. I’m not sure how to explain it in game, so make call it “Spirit Fire/Spirit light”
Looking great!
Hi Dryden just a question? If I would want to learn how to code games where should I start?
Heya! I’d recommend diving to an engine (like Godot, Unity, or Unreal) and starting to learn the ropes. There are lots of awesome courses out there-I can personally vouch for Gamedev.TV since their Unity2D/C# course gave me a pretty solid foundation
@@LighthoofDryden ty,this really helps
@WillFGamer that’ll give you like the “base class” and then you can progress up any of the many skill trees within dev :D best of luck, celebrate every win, and if you’re frustrated, you’re doing it right
Disinherited will surely be a great game
I sure hope so!!!
i’m quite glad to hear we are only halfway through the 100 days!! ^_^
What if you make boss appearance and move set randomly generated so it feels fresh each time you play the game
These weekly uploads are the only thing making me remember what day of the week it is.
Are you gonna give them legs??
👀
Marry me ❤