The Difference Between Fun and Frustrating Games

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  • Опубліковано 19 гру 2024

КОМЕНТАРІ • 744

  • @Blargis3d
    @Blargis3d  11 місяців тому +66

    You can play the playtest right now by going to the steam page here: store.steampowered.com/app/2533600/Bloodthief/
    If you like the game don't forget to wishlist on Steam and sub to the channel for updates 🙂

    • @theshiftybloke4672
      @theshiftybloke4672 11 місяців тому +1

      Sorry to bother you, do WADs work in Godot?

    • @Blargis3d
      @Blargis3d  11 місяців тому +2

      Yes! With the Qodot plugin (which is what I’m using) you can use WADs for textures.

    • @theshiftybloke4672
      @theshiftybloke4672 11 місяців тому +1

      @@Blargis3d huh, I don't seem to be able to get wad files working on Godot but I'll give it another try :) thanks

    • @vrdude1
      @vrdude1 11 місяців тому

      my game doesnt launch, when i press play there comes a loading circle by my mouse, it stops loading and closes

    • @Stone_Orchids
      @Stone_Orchids 11 місяців тому

      This video is pure gold

  • @Bonk2027
    @Bonk2027 Рік тому +535

    Currently my favorite devlog series because you can tell how much you care about making a fun and challenging game instead of just throwing stuff against the wall and seeing what sorta sticks. Its clear that you deeply care about this game and i cant wait to see the finished project!

    • @Blargis3d
      @Blargis3d  Рік тому +37

      I'm so happy you're enjoying the videos, thank you!

    • @zakinnamis5577
      @zakinnamis5577 11 місяців тому

      @@Blargis3dpornhub creator comment lmao

    • @MrGamelover23
      @MrGamelover23 7 місяців тому

      ​@@Blargis3dIt better be as openly moddable as doom or at least Skyrim/Valve games. Doom is open source, so it's probably not going to be as moddable as that, valve/skyrim levels works.

  • @5minutemovies977
    @5minutemovies977 Рік тому +816

    When you deflect an arrow, the white flash seems too intense to me. And the time slow-down may be too.

    • @Blargis3d
      @Blargis3d  Рік тому +221

      I plan on having options to turn all this stuff off if you want

    • @denkkab1366
      @denkkab1366 Рік тому +166

      Yeah that was my thought as well, the slowdown made it look like the game froze in a while loop for a second

    • @ace-smith
      @ace-smith Рік тому +102

      @@Blargis3ddon’t have an option to turn it on. the time slowdown at least. if you dont want to interrupt the flow of speedy gameplay literally freezing the game like a bug is a great thing to avoid

    • @Simkets
      @Simkets Рік тому +40

      I agree, don't freeze the game. Make it look seemles

    • @Xeogin
      @Xeogin Рік тому +28

      Having the sword turn sideways, perhaps with the alternative hand holding against the blade, as if the block the arrow, would follow the same direction as your explanation of the wallrunning mechanic. And perhaps instead of just timing, having to aim toward a target you want to redirect the arrow to, could lead to more emergent gameplay, giving a choice of target, or perhaps even having the arrow hit a wall, then jumping off said arrow to gain a speed boost.

  • @jusstyno
    @jusstyno Рік тому +221

    when you got to the part with the archers on the platform my first reaction was "surely theres a parry." and then i learned you added one. very cool. game looks fun

    • @Biouke
      @Biouke 11 місяців тому +7

      The thing is with the speed and the red enemies on red background, until he showed the footage of players dying and adding the parry I couldn't tell if the shiny things on the platform were enemies or power ups. Turns out it was projectiles :p

  • @Hakita
    @Hakita 11 місяців тому +6

    An important factor in deciding how much you want to punish the player for failure is how many mistakes it takes for the player to fail. If the player can die from a single mistake, it's going to feel frustrating if they lose a lot of progress, whereas the player having the opportunity to recover from an initial mistake will make punishment feel more deserved.
    You can fairly easily double-dip on this, though. Having a rank or badge for beating a level without dying pushes challenge-driven players to perfect a level without forcing that limitation on more casual players.

    • @Blargis3d
      @Blargis3d  11 місяців тому +2

      That’s a really good point about punishment vs. mistakes, particularly for Bloodthief which most of the time is one hit and you’re dead.
      Also, I 100% need to implement rewards for those players looking for an extra challenge, that feels like a no brainer. Thank you for the advice Hakita! P.S: Thank you for making Ultrakill, it has brought me so much happiness and is a huge inspiration for Bloodthief!

    • @dotdot5906
      @dotdot5906 11 місяців тому

      Holy shit

    • @Alven2
      @Alven2 2 місяці тому

      @@Blargis3d A bit late, but another point about checkpoint and punishing gameplay, where problems can arise is miss alignment in the games mastery and length, where one point is more difficult than the rest, and will cause failure more often, while all others are easy. As this will turn all the other into a slog, that has to be gotten thought to get to the difficult part, a sort of start, stop, start affair, rather than a good flow.

    • @PenguinBoi27
      @PenguinBoi27 27 днів тому

      Hakita comment with 5 likes is wild
      Btw this game is fire

  • @papindraWhoTheHellIsPapindra
    @papindraWhoTheHellIsPapindra Рік тому +91

    I feel like this video made me a better game designer

  • @insederec
    @insederec Рік тому +10

    For the checkpoints - look at shovel knight. Less skilled players can use checkpoints like normal but more skilled players can risk destroying it for greater reward

  • @Pope_
    @Pope_ Рік тому +321

    I think if you want to add back some of the skill ceiling with sliding that was removed when you removed the timing aspect, you could add a feature that gives you a larger boost of speed when you time your slide perfectly. The game would still be accessible and possible for new players, but provide incentive for skilled players to intentionally make the game harder for themselves in order to potentially shave off some time (and maybe if you wanted too, you could incorporate this into level design by adding some skips or shortcuts that are only possible with perfect slides)

    • @Blargis3d
      @Blargis3d  Рік тому +128

      Love this idea, a couple other folks mentioned this in the comments. I'll probably add something like this!

    • @midori_the_eldritch
      @midori_the_eldritch 11 місяців тому +3

      The removal of the timing seems to be doing a lot more of lowering the skill floor, as it's a requirement macanic to finish the tutorial. Dosent seem to do much to lower the cap

    • @Hivatel
      @Hivatel 11 місяців тому +6

      @@midori_the_eldritch That's because timing is something that easily becomes second nature with practice. Then it's just a matter of learning how to use that slide jump.

    • @htspencer9084
      @htspencer9084 11 місяців тому +6

      There would definitely need to be some form of feedback as to whether you are doing a "standard" slide jump or this new improved "critical" version.

    • @milkkkc377
      @milkkkc377 10 місяців тому

      Stop promoting Catholicism. They removed books from the Bible. The inserted pagan crap like trinity and 🎃🐰🎄🎅. They changed the Sabbath to Sunday and fufilling Daniel 7:25 prophecy. They also blatantly changed the 2nd commandment to push idolatry, which is against the Bible

  • @Flufferpup
    @Flufferpup Рік тому +17

    What you're trying to make is clearly a speed game, meaning that people will want to go fast and not get bogged down for too long on one level/section. So I think making checkpoints reasonably generous will keep player retention high. After all, the replayability of such a game is in improving your time and achieving mastery. I suggest implementing a ranking system, and making deaths reduce said ranking. Death is punishing for those who are trying to get a high ranking, but not punishing for those who are playing for the first time and just want to get to the end. After all, celeste was extremely generous with its checkpoints, and nobody ever complained about it.

  • @Capharas
    @Capharas Рік тому +10

    judging from the footage, the freezing during the parry feels like it interrupts the flow to the point that I thought it was lag

  • @Jo-de3st
    @Jo-de3st Рік тому +129

    I think the way you improved the wall jump is very nice, having to hold into the wall when you want to go the other direction is very annoying, though i would like to add that some people may prefer not being magnetized to a wall when they go near it, so it could perhaps be a toggle you can disable in the options.
    And on the topic of the slide jump slide, you could heighten the skill ceiling by making sliding in the air make you lose some speed over time, so pressing it as close to the ground as possible lets you preserve more speed.
    Additionally, i personally prefer high air control over less air control as well, and especially if the air control influences the direction of the momentum instead of just temporarily adding speed in a direction. Good job with that.
    There is an easy solution to the checkpoint problem. It could be how to add additional difficulties, be that easier or harder. Easier difficulties have more checkpoints, so a player needs to execute less of the level at once, with the highest difficulty not having any for example.

    • @Blargis3d
      @Blargis3d  Рік тому +42

      Love all these ideas, especially the slide button in the air slowing you down - love stuff that rewards skilled players like that

    • @Legendary_Honey
      @Legendary_Honey Рік тому +12

      These are great ideas. I feel like a lot of the initial mechanics in the game are actually really good. The ability to toggle what you like and don't like mechanically in a single player game is always a welcome option.

    • @samistube
      @samistube 11 місяців тому +1

      I had the same check point difficulty idea. And almost the same with the slide, you could have a setting for it, tho the slowdown was maybe an even better idea

  • @ryanburke1656
    @ryanburke1656 Рік тому +64

    this looks rad, right on homie!
    My thought about checkpoints.
    I understand what you're getting at with overcoming a challenge and feeling that satisfaction, but I think you're applying that end-game vice to a section where players will barely have had the time to get their land legs yet. A thing that makes me put a game down before I normally would (like Forgive Me Father, for example) is when I keep dying to a section that I want to practice and figure out, but I have to replay 15 minutes of level before I can even get to that section again, only to die right away because I'm still learning about it.
    That doesn't make me feel like I earned it more - it feels like I'm being artificially prevented from gathering data and improving my strategy. If there's 3 level sections of progress on the line, I'm less likely to experiment and try difficult mechanics because that behavior is more likely to be punished. So I would learn that you're teaching me to play safe, but eventually I'd just feel frustrated.
    Like, I can already do parts A and B, and I never fail those sections. I'm ONLY struggling on part C, but in order to learn more about C, I need to do A and B ooovvveeerr and oovveerrr again. No thanks, that's inconsiderate of my time and will have me begging for the autonomy of a quick save so I could just override your checkpoints and start where I want to.

    • @ryanburke1656
      @ryanburke1656 Рік тому +4

      Def def gonna check this out though - it looks super fun. I have like 300 hours in Ultrakill and Turbo Overkill, plus a comparable amount spread across the Quake franchise, so I love a good First Person Movement/momentum feel.

    • @zawarudo497
      @zawarudo497 11 місяців тому +8

      yeah, having too few checkpoints in a game like this doesn't really make it any more of a satisfying challenge to overcome, it's not like a roguelike where part of the challenge is the gauntlet you have to go through every time, replaying a section you already know how to do is just annoying

    • @Blargis3d
      @Blargis3d  11 місяців тому +5

      I’m pretty generous with the checkpoints in the playtest I’d say :)

    • @ryanburke1656
      @ryanburke1656 11 місяців тому +4

      @@Blargis3d having played through it since leaving this comment -
      I agree with the sentiment I was getting at overall, but I think your checkpoints are absolutely reasonable and considerate, so it felt totally cool to me 👍👍

  • @underdoug
    @underdoug Рік тому +22

    with regards to the slide jump, I think adding what amounts to "input buffering" in the form of allowing the player to hold slide and have it activate when you land is a really solid idea. When you first mentioned it I was thinking to myself, wouldn't a more traditional input buffer be better but the justification that it's a fundamental mechanic and *needs* to be easy to learn really convinced me that an "infinite" input buffer is better for it, even if it's probably not the case for some hypothetical other game.
    I think you could add another layer of mastery by having a small window right before you land where hitting the slide input will you get some little boon, like the slide deals damage as you pass through enemies or you get a small speed boost that you can chain into an even faster/higher jump. Some additional mechanic that gives you further incentive to master the timing.
    All that said, you're the game dev, you have the analytics to back up your development decisions, and I haven't even playtested your game. I don't want to "back seat gamedev".
    Instant subscribe. This one is going in the "Game Dev" playlist for reference when I finally get off my arse.

    • @Blargis3d
      @Blargis3d  Рік тому +9

      I like the sliding idea, a few others have suggested something similar! I’ll probably do something like the speed boost thing

    • @Hivatel
      @Hivatel 11 місяців тому +2

      Backseat gamedev is CRAZY.
      I think this is just considered giving ideas, but sure lmfao.

  • @auto7385
    @auto7385 5 місяців тому +1

    one of the few recent game dev to actually look like they prioritise gameplay over art, ill watch your career with great interest...

  • @colbyboucher6391
    @colbyboucher6391 Рік тому +1013

    All this tells me is that most modern gamers are horrifically disconnected from movement shooters. Like, if you didn't tell me that nearly everyone struggled this much I would've been making game journalist jokes.

    • @captaincommando9839
      @captaincommando9839 Рік тому +117

      Well most people today grow up with COD minecraft and Fortnite so I'm not surprised.
      Only exposure I got personally was mm8bdm then doom.
      It's just not an amazing genre for console players.

    • @captaincommando9839
      @captaincommando9839 Рік тому +27

      I believe gyro controls are what really brings the PC to console though.

    • @NeoShameMan
      @NeoShameMan Рік тому +32

      ​@@captaincommando9839bro o wouldn't diss fortnite player if you can't crank nineties a whole new York on top of your opponents on less than 1.5 seconds, but no build player though... potatoes of potatoes

    • @captaincommando9839
      @captaincommando9839 Рік тому +20

      @@NeoShameMan Nah, im diamond rank on builds so I understand.
      Its just not the same thing.
      Especially if your not using gyro controls/aim assist, the effort that goes into using a controller gets a bit too much.

    • @LeadHeadBOD
      @LeadHeadBOD Рік тому +110

      It has always been a niche market. Quake playtesters didn't know how to use a mouse and not end up have their view stuck in the ceiling or floor. This caused id to add automatic view normalization to the horizon and view adjusting to the slopes.
      Movement shooters only very recently have become a science of sort, all early examples are nothing more than a small dedicated playerbase pushing the game mechanics to their limits which in turn caused others who were interested in optimizing their play adjusting accordingly.

  • @morgan3392
    @morgan3392 11 місяців тому +1

    6:41 you might want to consider adding a second hand to brace against the wall to help indicate the "wallrunning state," too.

  • @Goodgis
    @Goodgis 11 місяців тому +6

    Feels like playtesting is everything! It was cool to see your process how you fixed it. Cheers!

  • @Valkrill
    @Valkrill 7 місяців тому +2

    You've earned a new sub, a wishlist, and a lot of good karma! One of my many aspirations in life is to make my dream FPS game, your videos are so insightful and entertaining, and I can't wait to try out Bloodthief!

  • @SackoYT
    @SackoYT 8 місяців тому +1

    This game looks great, looking forward to trying it out when it's in a more complete state. Another suggestion could be to enable maps made by other players with something like Qodot or some sort of level editor. Quake 3 Defrag or Quake 1's jam packs has some amazing maps made by talented map makers, which could also benefit a game like this and give it an infinitely scalable experience.

  • @jie_oogle7170
    @jie_oogle7170 Рік тому +18

    your devlog series is really fun to watch, especially because you seem so genuine and excited yourself and i am really thrilled to see were youre going with this game

    • @Blargis3d
      @Blargis3d  Рік тому

      Thank you! I'm happy you're enjoying it :)

  • @zarblitz
    @zarblitz 11 місяців тому +1

    Deflecting arrows is a great idea. Not only does it remove a source of frustration, it adds a whole new dimension of skill and mastery to the game.

  • @npip99
    @npip99 Рік тому +3

    6:43 That was the most genius bullet-pointed list I've ever seen. Just one second prior, walljumping felt like TF2 Soldier Rocket Jumping maps, a kind of "hack". The moment I saw the screenshot of the _tilted camera_, it instantly clicked that this was a real mechanic and not just a hack.

  • @AofCastle
    @AofCastle 11 місяців тому +2

    I knew you had played Ultrakill when you were explaining the slide. The mechanic seems to be aiming to replicate how bunny jumping works there by sliding right as you hit the ground and jumping the next frame.
    Anyway, this video was very insightful, I liked it.

  • @mikerice868
    @mikerice868 11 місяців тому +11

    One small animation/player feedback thing I think you might consider is making the parry animation more like a sword block. I paused and looked at the parry and it seems like the player counterintuitively parries with their left arm. I just think it would add a cool badass feeling to watch the sword block the arrows and send them back to where they came from. The parry effects and sounds are pretty spot-on though, good job there

  • @---zh8qn
    @---zh8qn Рік тому +7

    Its nice to see someone embracing the "prototype and playtesting" as fully and openly as you do. Keep it up :D

  • @TheOccasionalEdit
    @TheOccasionalEdit 11 місяців тому +1

    I wanna say, Good on the checkpoint idea. Im no game dev but for fast games like Hotline Miami and Ultrakill dying feels bad but since the games are so fast and let me jump right back in it doesnt feel bad at all, Im back in that rewarding gameplay loop, just earlier in the level. I think what you have on this part looks good. also the game looks rad as hell. keep it up

  • @steambub
    @steambub Рік тому +24

    Parry arrow animation is something I would suggest. As for checkpoints, it could just be tied to a difficulty option, like how I Want to Be the Guy just adds more checkpoints on the easier difficulty. Or you could make the checkpoint system like in Shovel Knight where you can destroy them for a reward, but can't use it anymore.

  • @landchannel7688
    @landchannel7688 11 місяців тому +1

    My thoughts about punishment:
    In more linear games checkpoints should put the player against a certain challenge.
    Like for example there's a difficult parkour section that might require a lot of effort to get through. The player will most likely need several tries to get it right so the checkpoint shouldn't be very far away, as running for several minutes only to die on a hard section and having to do it all over again really sucks.
    But once the player completes that section, they effectively get all the "entertainment value" out of it. Like the actual fun in encounters like this comes from trying and failing until you finally master the stage and are able to go further. But once you've completed this trial, there's no more learning and mastering so if you have to replay it again because you've died somewhere later, this would quickly get old.

  • @andrewpowell3723
    @andrewpowell3723 11 місяців тому +1

    Oops. Looks like UA-cam decided to eat my comment? Ug, not gonna type out everything out again, but this video oddly came into my feed at the right time. Been trying to find ways to encourage players of my side-scroller to take advantage of the game’s mechanics to overcome the challenges, like tougher mobs. The issue is that people get frustrated and drop the game. The people who I did watch don’t even experiment with the mechanics to figure out how to overcome a tougher enemy. I like the statistic approach you’ve implemented. I’m on itch right now but this has motivated me to get the game on Steam sooner

  • @magnusm4
    @magnusm4 11 місяців тому +1

    It's those quality of life parts that make great design.
    Forgiving but punishing.
    Forgiving is coyote time for example. Have a little extra time to jump right after you stop being grounded.
    It doesn't make the obstacle any easier. It just means you can focus on actually passing the obstacle rather than focusing on yourself and not being clunky.
    Imagine if in Overwatch, if you hit the shoot button but you're deploying an ability, reloading, running or anything. Then you won't shoot.
    And suddenly in a stressful situation now you're not shooting and dies.
    You'd have to focus more on your own controls than the actual enemy.
    So the gun instead fires immediately after your skill or activity is done.
    Get an expected reaction from your action. Don't be picky.
    My favorite is not using a button being pressed down or held down.
    Instead when I press the jump button. I run a timer of .2 second and in that time. I'm always jumping.
    This means even if I'm too early with my jump, I will still jump as soon as I touch the ground.
    This feels *SOOOOO GOOD* and really responsive.
    Responsive controls are perhaps the most important part of a good game to master first.

  • @rosly_yt
    @rosly_yt 8 місяців тому +1

    my girlfriend insisted on watching this with me and we both lost it during the rocket (arrow?) jumping segment at the end. Looking forward to getting to try this game out!

  • @JelowGames
    @JelowGames 7 місяців тому +1

    "Always assume the player only knows wasd when designing and teaching movements" - me

  • @mitsubyte
    @mitsubyte Рік тому +4

    Awesome video, really helpful! I'm also working on a small game right now and used a similar wall-running implementation. Getting feedback like this early on is really valuable and I'll definitely keep this in mind for the future development. Thank you so much!

  • @ananon5771
    @ananon5771 Рік тому +4

    I was part of the early playtest and it was great to put in my feedback, it's great to see the progress. (especially for that fov)

  • @alanandfriends-s2o
    @alanandfriends-s2o Рік тому +7

    Hey Blargis. I've never made a game before and don't have time to learn now.... so I'm sort of living vicariously through your videos! I always thought making it fun to traverse the game world was essential to making a fun game, and it seems like you're really nailing that!
    Not sure if you'll read this or even take youtube comments from "idea guys" into consideration, but It doesn't cost much more than a few calories and time to type, so I'll share anyway: I think another good hook for a game is unique boss mechanics. Games like Doom or quake where bosses are bullet sponges that just do more than average damage always left me wanting for more. Games like Halo that force you to escape as the world falls apart, or portal where you have to accomplish a number of steps to win are far more challenging, fair, and have more substance. I also always loved the pattern recognition of mega man or bullet hell games. These types of mechanics make for tough and memorable gaming experiences.
    I look forward to more of your content and your game on final release!

    • @Blargis3d
      @Blargis3d  Рік тому +6

      we're 100% on the same page for boss design. Spongy bosses doesn't fit the vibe for bloodthief IMO. It's totally gonna be like what you mentioned - multi step set pieces where the boss has some unique mechanics that you have to learn.
      Thanks for commenting and the kind words!

    • @perryborn2777
      @perryborn2777 Рік тому

      ​@@Blargis3dmaybe you'll even be able to have your own V2 moment!

  • @DJaycerOfficial
    @DJaycerOfficial 9 місяців тому +1

    Not really sure how I could incorporate these things into my game. In an RPG, there's only really battles that you have to worry about. However in my game, there's a bunch of different options as to how you go about battles. You can take a party, or you could go solo. You can upgrade your weapon, or you can give it a special ability. You can equip a weapon with a different element than its wielder, sacrificing damage but allowing spells to deal level 2 effects. These are all great things you can do. I feel like having that open-ended feeling to my game is fun in an RPG setting. I'm proud of how weapon abilities work, since they sort of override the damage formula for their own, allowing for custom damage values or even leaving out element checks. Spells in their own right, will have a special input that increases damage based on how many correct inputs you got. This was initially meant for dodging attacks but felt out of place. I'm not quite sure of how to go about dodging attacks yet since I could simply add a button that does that, but that sacrifices the player's ability to attack, and also makes defending obsolete. I'm sure I'll figure something out at some point.
    Either way thanks for reading.

  • @blubblub346
    @blubblub346 Рік тому +11

    Great informative video, love the updates and transparency. Can't wait to play some more when I find time!

  • @ZealedGuy
    @ZealedGuy Рік тому +44

    Cool video I wish you success! I am a modder and you do over all pretty cool stuff. I also love quake games and especially RtCW

    • @Blargis3d
      @Blargis3d  Рік тому +4

      Thank you! I’m hoping to have mod support! At least custom maps I think I can have. Not sure exactly how full mod support would work just yet

    • @ZealedGuy
      @ZealedGuy Рік тому +2

      @@Blargis3d Quake 3 modding is really easy and really cool, I would even do a custom map for this game lol. I am not great in NetRadiant but it should be easy enough

  • @tryyton5561
    @tryyton5561 10 місяців тому +1

    just found you and your game. i installed it directly! i am a playtester for years, and i love to see indie games evolve over time. if you have anything particular that you want to have tested, feel free to let me know.
    edit: quick feedback while playing. took me only 3 tries to get over that one gap you showed. the wall-run mechanic works like a charm, and as i would expect it in a game like this. so far so good... i actually survived the lava area by wall-running after i slipped off a pillar. continuing with the tutorial. i like the Thief style and vibes it gives.

  • @FlamingNinjaBoi
    @FlamingNinjaBoi 10 місяців тому +1

    Your game had me comparing to ULTRAKILL constantly in my head, which is a good thing, I feel. If you can get me to think of my all-time favorite game it's good.
    And this game really does look and feel a lot like 'ULTRAKILL with swords!'
    Part 5 really stood out to me. When you said, "Yeah, I mean - it makes it easier, sure. But I can just make the game harder other ways?" It made so much sense. Like if it's a genuinely hard game, there's no reason the players should be fighting themselves, too. Just make the game properly difficult - not a pain in the ass.
    You should add a ground pound >:)
    I like this a lot. I'll keep an eye on Blood Thief!

    • @Blargis3d
      @Blargis3d  10 місяців тому

      Thank you for the kind words and advice, I love ultrakill so I’m honored to receive that comparison :)

  • @awhiskin
    @awhiskin Рік тому +9

    Downloaded your demo and left some feedback! Can't wait to see how your project turns out :D

    • @Blargis3d
      @Blargis3d  Рік тому +2

      Thanks for playing and leaving feedback!

  • @D_YellowMadness
    @D_YellowMadness Рік тому +1

    I think the most important thing to consider when deciding how checkpoints are is "Is the part they're sent back to relevant to where/why they died? For example, I quickly quit playing Pizza Tower because I died during the escape sequence at the end of a level (the only part where you can die) & got sent back to the beginning of the level (where you can't die).
    It didn't add to the challenge. It just made me bored & made me instantly stop caring about the game. If it's impossible to die on the way back to the checkpoint, you may as well be making me rewatch a custscenes or stare at a wall. I've done it, I've seen it, & its interesting exactly one consecutive time at best. It's like if you died in a Sonic game & had to run a few hundred loop-de-loops to try again. What's the point?
    Similarly, I quit Little Witch Nobeta during its early access days because the only hard boss was after a series of long uneventful hallways with no checkpoint in between. I'm not gonna try to git gud if I have to get through long filler between attempts. It's not much different from that thing in A Hat in Time's Death Wish mode where you die too much in a rift collapse & then you just have to wait for literally no reason.
    I despise the finales of Dead Center & Dark Carnival in Left 4 Dead 2 for that very reason. Too much retreading & waiting to get back to the part where the challenge is. There's a good reason why Paper Mario 2 has a save point after its intro. Because in the off chance that someone dies to Crump, it would make no sense to send them back to Mario's house.
    That's also why I don't like when I die in one level of a game & get sent back to a different level. I already beat that one. I'm not interested in doing it again. I'm willing to restart True Arena in an old Kirby game if I die near the end but I'm not willing to replay the level I beat to unlock True Arena in the first place.
    If Half-Life 2 were made by the average modern indie roguelike or soulslike dev, you'd get sent back to the beginning of the lab scene in A Red Letter Day for dying at the end of Route Kanal & fans would literally pretend it somehow makes the game harder & better.
    If none of what I just said sounds like your checkpoints, you're probably doing fine. Not that it's impossible for checkpoint starvation to get excessive even when it does send you somewhere relevant. Being forced to restart an hour-long fight against a single boss with three moves will make the fight harder & is therefore relevant to the challenge but it'll also be boring beyond words.

  • @MrLozwolf
    @MrLozwolf Рік тому +5

    I think you made some really wonderful changes to the playtest! As I know I played the first vs second and it was so much more intuitive (to me). I hope you keep up the good work :)

    • @Blargis3d
      @Blargis3d  Рік тому +1

      So glad you liked the changes! Thanks for testing it out :)

  • @317GUY
    @317GUY 11 місяців тому +2

    I thought of a cool detail you could make The blood bar leak blood when to signal the fact that it’s losing blood

  • @kaden-sd6vb
    @kaden-sd6vb 10 місяців тому +1

    I think something less-talked about that can make a huge difference is not so much how much progress you lose when dying, or frequency of checkpoints, but how long it takes to get back into the game after dying. celeste and ULTRAKILL are among the few games that get this right. I don't get mad at ULTRAKILL even when I've just died to Sisyphus Prime for the literal 200th time, because im instantly back to try again with nothing more than a single key press. i get mad at a souls game because going through even a 10 second long loading screen(its even worse if there's a lengthy runback to the boss, like with most of Lies of P's bosses) in between every single death becomes tiring and extremely frustrating after even just 15 times, and I end up wanting to just cheese the boss or brute force it or whatever just to get it over with rather than properly master it. if a game EXPECTS the player to die a lot, then it shouldn't waste their time in between each death and letting them back into the game.

  • @jakedelmastro
    @jakedelmastro 10 місяців тому +1

    Great video! gives me alot to think about for when I do playtests on my game

  • @RealSCK
    @RealSCK Рік тому +30

    Love seeing the process of you improving the game. Can't wait to see more

  • @bashfoal
    @bashfoal 11 місяців тому

    This single devlog was so informative that it made me want to try a game that is in a genre I wouldn't otherwise be interested in. Great work!

  • @KryyssTV
    @KryyssTV 11 місяців тому +2

    For teaching anything in games it is best to go with the show-teach-test method. For the slide jump, as an example, you can do this by having a low entrance to an area to slide under, then another low obstacle with a small obstacle afterwards that players will instinctively jump over. Those paying attention will notice how that combination of a jump while sliding launched them further. This result could even send them onto an alternative route where they'd realise it wasn't possible to reach this spot had they not performed a slide jump. Only later do you then test the player with an obstacle that requires a slide jump to progress.

  • @styxrakash4639
    @styxrakash4639 Рік тому +1

    This stuffs dope man, keep working at it. Your thought process is excellent and informative

    • @Blargis3d
      @Blargis3d  Рік тому

      Appreciate the kind words, Glad you found it informative!

  • @pladselsker8340
    @pladselsker8340 11 місяців тому

    I feel like you got everything wrong at first, but you were able to fix it afterwards! Nice demonstration.
    Oh and I love this transition! 9:50

  • @ProfessorThock
    @ProfessorThock Рік тому +5

    You could add a speed boost to the slide depending on how close they were to the ground when they hit space. That way skilled players can still express their skill and get rewarded. And if you’re just holding space before you’re close enough to the ground you’d just get normal slide speed which would still build up speed but not as quickly.

  • @Genoh_
    @Genoh_ 11 місяців тому

    Super glad this devlog showed up in my recommended cause this game looks sick. Looks like everything I wanted Ghostrunner to be. Wishlisted and am gonna try the playtest in a bit!

  • @lelezinha7122
    @lelezinha7122 11 місяців тому

    I loved this video and your game, thanks for sharing your experience and helping other game devs!

  • @yayer_27
    @yayer_27 11 місяців тому

    Very nice! Great job on the improvements you found for your game.

  • @Flamsleburger
    @Flamsleburger 10 місяців тому

    This looks amazing!! I could not imagine how cool custom maps would be for this game. Keep up the great work!

  • @SecondsGuess
    @SecondsGuess 11 місяців тому

    I applaud your way of thinking about game design, you really seem to put a lot of thought and care into the project. Awesome video! 👍

  • @Minikitty130
    @Minikitty130 9 місяців тому

    I love your game so much, it looks awesome I can’t wait to see more progress on it

  • @Sepdick1
    @Sepdick1 10 місяців тому +1

    worst punishment in a game is when you run around for 10 min to get to a superhard challenge. Ofcourse you die, and everytime you have to do the 10min run around all over xD

  • @luckyworm_9453
    @luckyworm_9453 11 місяців тому

    Amazing video! I'll be sure to recommend this to as many friends as I can, keep up the great work!!

  • @andrewnixon4469
    @andrewnixon4469 Рік тому +1

    Something to mull over for your difficulty/checkpoint conundrum could be to give the player the choice to start over back at a checkpoint or start over entirely. Where completing a level from start to finish in one run can offer some kind of gratification, like a "one run/clean run" check mark/badge for each specific map, or really anything that indicates that the game is acknowledging the players accomplishment and hard work.
    If there was some kind of incentive for doing a level in one go aside from for the sake of doing it, I might be more inclined to challenge myself and go the extra mile.

  • @Zyskr..
    @Zyskr.. 11 місяців тому +1

    "how to make a game"
    Google: "on -pyramid scheme- Roblox?"

  • @leviath0n583
    @leviath0n583 11 місяців тому

    One of the coolest game projects I've seen on UA-cam, joined the playtest immediately, keep up the great work!

    • @Blargis3d
      @Blargis3d  11 місяців тому

      Thank you! Hope you have fun playing :)

  • @videojames290
    @videojames290 11 місяців тому +1

    I really like the demo for Enchain but I didn't realize until seeing this how high the skill floor was, I wonder if they might benefit from similar movement simplifications as well

  • @mikos6353
    @mikos6353 Рік тому +4

    Cool that you taking some inspiration from Ultrakill, I interested to see how some mechanics can look in a fast paced melee game

    • @Blargis3d
      @Blargis3d  Рік тому +4

      Melee ultrakill is definitely what I'm going for

    • @skapaloka222
      @skapaloka222 11 місяців тому

      @@Blargis3dcheck out shady knight! its also indev and its pretty similar, with a style meter and everything

  • @peddlefiend8062
    @peddlefiend8062 11 місяців тому

    Well, this is basically my perfect game I've always wanted... So excited to help playtest! :D

  • @MrSmarticle7
    @MrSmarticle7 11 місяців тому

    Looking forward to more - I found your channel right as I started playing around with Godot, really enjoying watching the devlogs and seeing the project grow.

    • @Blargis3d
      @Blargis3d  11 місяців тому

      Thank you! I’ll try to include more Godot tidbits in future devlogs

  • @theswamps6589
    @theswamps6589 11 місяців тому

    Your game looks amazing im glad i clicked, my biggest critique for the way it feels would be the sounds, theyre super important for the feeling, and they could be way better.

  • @Uhfgood
    @Uhfgood 5 місяців тому

    While I may or may not ever play the game, I'm just impressed with your devlogs. You go into some details without it getting too techy, you still keep it fresh and entertaining without devolving into those "Dani" style, where there's a ton of memes and funny stuff or "I just remade Halo in 24 hours" type of videos. You also tend to have a narrative in your videos, which is what all the YT gurus claim you need in your videos "storytelling". I'm working on a completely different type of game, but I think I would want to shoot for a devlog that's like yours, more than some others.

  • @ekzac
    @ekzac 10 місяців тому

    Thank you for sharing! Every developer sharing experience of their game in UA-cam is very inspiring, because of the lessons the viewers can take from videos. For example, here the lesson seems to be about the reviews, which may not be great and be discouraging, but on the other hand, to throw away the product because of this is way too much. Instead, a better alternative is to find out what is wrong and trying to fix it.

    • @Blargis3d
      @Blargis3d  10 місяців тому

      Exactly! Glad you enjoyed it :)

  • @theemeraldfalcon9184
    @theemeraldfalcon9184 Рік тому +17

    Interesting watch. Maybe for sliding, what you could do is have the slide activate as it is now, but if the player gets the timing spot-on, they get a bigger boost? Mechanics like that which add onto previous mechanics are pretty interesting imo.

    • @zookerooni1821
      @zookerooni1821 11 місяців тому +1

      That would be really cool I think

  • @Dorian_sapiens
    @Dorian_sapiens 11 місяців тому

    Hey, Blargis, nice work. I don't design games or even play that many, but I really enjoyed this video. Seeing the stages of deciding how to assess the playtests, getting the assessment tools together, analyzing the results, and solving the problems that turned up was satisfyingly scientific.
    For my two cents on the checkpoint/punishment dilemma, Super Mario World's solution holds up. The amount of punishment one checkpoint can spare you, roughly halfway through a SMW-sized level, feels just right. Not only that, but snapping the ribbon on a miniature version of the end-of-level goal posts is very satisfying.
    Keep up the good work! Bloodthief looks like a lot of fun!

  • @LuizMoratelli
    @LuizMoratelli Рік тому

    Amazing, so good to understand the full loop, stuff to improve, how you discover that and how you improve it :D

  • @E2Gtube
    @E2Gtube 11 місяців тому +1

    10:54
    Parrying doesnt seem like an option in that situation? More like a requirement. Maybe you should add many more ways to approach mid-air movement

  • @cnekdev
    @cnekdev Рік тому +1

    when I clicked the video, and saw the game, I was like: what is this shit game, but wow.. this is amazing, I love it. I also like that you listen to player feedback, it's pretty uncommon nowadays. Keep up the great work! Subbed + Wishlisted!

  • @kupipha
    @kupipha Рік тому +2

    You could add more check points, but give the option to skip a checkpoint and take extra points, collectibles, or powerups with them. Reward good players with clout points or bonuses, and still allow worse players to eke by if they want.

  • @AndresRodriguez-cc5ky
    @AndresRodriguez-cc5ky 11 місяців тому +1

    Feedback is key and acknowledging it, the difference between being out of touch *coughing* Bethesda *coughing* and making and effort to develop something better despite the initial flaws like CD project red

  • @jackoster7115
    @jackoster7115 11 місяців тому

    Just finished the playtest and wanna say, great work on everything it was a ton of fun! Cannot wait to see this development process continue :)
    Also just had an idea, I'm sure this is already on the list, but some menu music/ effects might be a nice touch. Definitely a *finishing* touch tho

    • @Blargis3d
      @Blargis3d  10 місяців тому

      Glad you liked it! And yeah definitely need music

  • @mishovy1599
    @mishovy1599 Рік тому

    wow I came into this devlog to check on the project, but in the process I learned so much about gamedev. awesome video

  • @mygameopinions
    @mygameopinions Рік тому +4

    Great video! I'm glad I got recommended this, your channel should be bigger!
    Was super interesting to see the feedback you got and how you responded to it. Was interesting to see everything from the developers perspective. Also your game looks really fun and now I'm looking forward to the full release :D Is there an ETA?

  • @tommytimmy9742
    @tommytimmy9742 Рік тому +1

    Great video, I really appreciate the detailed explanation of both dev's and players perspective on the discussed matter. It really helps me understand my own reception of a game, which leads to either giving a better feedback on it, easier solving my own problems with the game, or both. Sometimes it IS a skill issue. Sometimes it's devs being way better at their game than me and not really realizing it. Regarding the punishment for a failure in a game, I always look at it as a balance between game testing me on a resource management and my mastery of the combat or platforming. Like, If the game is somewhat about resource management, It's okay to have multiple challenges (combat or otherwise) that do not have checkpoints in between. In Bloodthief that resource seems to be blood (I haven't found any other during my time with the test version). Thus, I do not see much point in checkpoints being far from (or separated at all) from those blood pools that give you said resource. At the same time, I believe that adding optional hard gauntlets with rare or no checkpoints for those that seek said challenge would be really cool. Overall, I love both the game and vids and can't wait to see more of both!

  • @Vvix0
    @Vvix0 Рік тому +2

    What's they software you're using at 10:18?
    Also, about the checkpoint thing you mentioned, this seems like a perfect way to add difficulty settings to the game. Easy has checkpoints between every encounter, normal only after certain sections and hard is permadeath.

    • @Blargis3d
      @Blargis3d  Рік тому +2

      The software is called Trenchbroom, I talk a bit about it in this video: ua-cam.com/video/DMJ7i4nuMVA/v-deo.htmlsi=ND1s3Xzd1x3JOR3V
      Also, I like the checkpoint idea!

  • @mc.friday
    @mc.friday 11 місяців тому

    reminds me a lot of q3 defrag, lol, nice job and good devlog, wish you all the best, we indie devs are having it tough at times

  • @Priboy313
    @Priboy313 Рік тому +1

    3:30
    this remind me something...
    my first try to beat the Half-life training room...
    That was exactly like on footage...

  • @everinghall8622
    @everinghall8622 11 місяців тому +1

    You need a badass soundtrack, maybe some andrew hulshult, this looks like something the average doom eternal/ultrakill player would get off on.
    Some ghostrunner vibes too

  • @RedTenGames
    @RedTenGames 11 місяців тому +1

    That's insightful. Thanks

  • @supacoolcatz
    @supacoolcatz 11 місяців тому

    just submitted my review, was able to beat the whole thing in 20 minutes, and there is certainly a lot to work on! hope this game launches well

  • @valkoinendev
    @valkoinendev Рік тому +1

    Aw that is awsome I will check out Quiver!

  • @cloudneer
    @cloudneer 11 місяців тому +1

    Hello Mr. Blargis,
    Firstly, your project is fantastic! I have a few suggestions that might enhance it further:
    Enhanced Alert System for Archers: I noticed the presence of archers in the game. It could be beneficial to introduce an auditory alert when they are targeting the player, especially if within a certain range. Additionally, a visual cue, such as a brief flash emanating from the bow, paired with the audio alert, would assist players in recognizing and responding to this specific enemy type more effectively.
    Guidance for Movement Mechanics: In your video, you mentioned players were unsure about wall jumping and sliding to gain speed. To encourage the correct usage of these mechanics, you could incorporate distinct sounds, add effects (like speed lines), maybe IK with one leg, this will associate positive reinforcement with these actions. For example, designing a section of the game that's only accessible via a wall kick could serve as a practical lesson, teaching players the necessity and utility of these moves.

  • @BroTeeshka
    @BroTeeshka Рік тому

    Лучшее, что может случиться с игрой - это когда разработчик вкладывает в неё душу и старается сделать ВЕСЁЛОЙ и УДОБНОЙ для игроков. Один из моих любимых девлогов. Успехов!
    The best thing that can happen to a game is when the developer puts their heart and soul into it and tries to make it FUN and CONVENIENT for players. One of my favorite developers. Good luck!

  • @AofCastle
    @AofCastle 11 місяців тому

    And one more thing that I just remembered. Maybe the key could be bigger. I say this because as levels get more complex, the keys may not be visible enough, even more when seeing how fast the game can be.
    Given its art style, I think it wouldn't hurt to make them as big as an enemy and make them shine.
    Just some things to consider, feel free to completely ignore them.
    Best of luck in the development of the game.

  • @AmierAzzeal
    @AmierAzzeal Рік тому

    Great video.
    Edit: I've wishlisted the game is it looks interesting and with what you have talked about it sounds likes its worth at least trying out. Good luck on your game.

  • @fellowmemer5693
    @fellowmemer5693 11 місяців тому

    Amazing project, I’m amazed seeing this entire project. I believe the time freezing is a bit unnecessary for the parrying, other than that, you executed everything else perfectly

  • @T2NWasTaken
    @T2NWasTaken 11 місяців тому

    I love what you did with deflect, i never heard about your game but it looks like a something similar to "ghostrunner" in which i played like half an hour because it wasn't fun when i was getting hit mid-air and couldn't really do anything about it, despite loving the theme i just couldn't play it... It was way too frustrating. Again, great job with deflect mechanic!

  • @Isoshi-47
    @Isoshi-47 Рік тому +1

    6:42 i guess adding a different sword animation/pose with the stuff u've mentioned is gonna be more than enough as indicators to that the player is wall running

    • @Blargis3d
      @Blargis3d  Рік тому +1

      yeah I definitely need to add some more animations, seeing that sword just go up and down is starting to grate on me, lol

    • @Isoshi-47
      @Isoshi-47 Рік тому

      ​@@Blargis3d for the animations they are great, no need for over animated motions imo since the actual animations kinda fit the gameplay. by the way i just spent 2 hours straight trying to speedrun the two levels but i end up in the 4th place haha, i can see a huge potential for this game to be highly welcomed by the speedrun community, i've submitted my thoughts in the form. i wish you success, good luck on your game it's really promising !

    • @Blargis3d
      @Blargis3d  Рік тому +1

      @@Isoshi-47 omg thank you for playing I'm so glad you're enjoying it! And thanks for submitting feedback

  • @ripslash4804
    @ripslash4804 11 місяців тому

    This is a fascinating video! I’d love to be able to do what you’re doing, and you should be proud.
    If you want to keep some of the skill aspect of the Slide Jump, you could give the player a speed boost if they do hit the timing right! That way it’s just as easy to learn, but makes it more difficult to master by raising the skill ceiling.
    Good luck!

  • @jrlftw
    @jrlftw 11 місяців тому

    I think adding another swing animation for a second attack would also at least make combat feel more fluid and smooth. Like the first attack is a right-to-left slash and the second attack should be a left-to-right slash so they flow together. At 3:00 the two attacks here seem really disconnected and clucky considering how close together the two slashes were. Also in the long-term, I think some dismemberment on the enemies would make the fast-paced combat feel WAY more satisfying. Again at 3:00, I think the first knight losing an arm or head and the second knight being cut in half would make the combat feel amazing and maybe even make it feel more responsive. Of course, something like dismemberment would be hard to implement but I think it's something what would do wonders.

  • @bochnik_chleba
    @bochnik_chleba 11 місяців тому

    Bro this game looks amazing! So much potential for new areas, enemies, weapons and potentially lore. Really looking forward how you will develop this game :)

  • @SeriousGamer753
    @SeriousGamer753 11 місяців тому +1

    Just a small thing I want to add. You have to keep in mind that games like Dark Souls are extremely janky, many of the mechanics are not explained and are not "easy to learn". It's one of those things where you have to choose do you want your game to be a bit more complex where it takes a bit of time to get the hang of it and it's mechanics (the jumping reminded me of TF2's rocket jumping, which can take hours to get the basics and thousands to master) or simplify where it's purely arcady. I wouldn't mention this but game knowledge and experience plays a role. I'm sure if you had people in the playtest who were perhaps older and played more similar games wouldn't have as much trouble. Not to mention stuff like bhopping etc.

  • @bakevip4866
    @bakevip4866 11 місяців тому

    I just finished the demo personally I think having more control while in the air would help alot. also maby slower arrows but harder to parry since all i do is spam right click and forget they exist. Overall I am exited to see the finished product and wish you luck