You can now wishlist Quetzal on Steam! store.steampowered.com/app/1953670/Quetzal/ And if you want to be updated on the progress of the game and demo, consider joining our Discord community: discord.gg/MCV3pcKGZh
This looks really good, well done! Small suggestion: The line telegraphing the boss's movement kind of looks like a deadly laser now, it seems more like an attack than an indicator. Perhaps you could replace it with an arrow, or maybe have it as a short animation instead (maybe like a "ghost" of the boss which makes the movement before the boss does). Still, super cool!
Good to know! It's important that the visual communication is clear for players so I'll definitely revisit how to approach it. The ghost idea sounds really cool!
Game looks super cool dude. Excited to try it when the demo comes out. I really like the smooth animation style and platforming. It looks like a lot of fun
Hey, I've just found your devlog and it's amazing! About the sound effects, I think that you are doing a great job picking them. They all seem like they belong in the game. Keep it up!
I have never seen your stuff before, but I am glad I got you in my recommended. Your game looks sick, and the production value of your videos is insane for the ammount of recognition you get. Best of luck on your journey
Another awesome video! Really happy with the information you shared and your decision with the boss! Congratulations for the event, and good luck on the deadline!
@@tissueinu I'm sure its gonna be awesome! Have a QR code for people to automatically subscribe to your channel! And be sure to include those cute drawings as well in a poster somewhere (like the animation ones at the end screen)
When you release the full game, i recommend putting it on Nintendo Switch, as it seems that you are supposed to play the game for both short and long periods of time and by putting it in switch people can easily play it on the go and at home.
Thanks! Regarding the difficulties it depends on the resources I have moving on, but I do have some specific gamemodes planned (with timer, 1HKO) to make it more challenging and for replayability
@@tissueinu Another idea I just had, not sure if it's good or not Moving blocks: Blocks that act like the bullets being fired (you can hit them and such) but they don't get destroyed on impact
Oh so that was the issue! I did normalize in audacity but then putting it all together in the video editor must've messed it up. Thanks so much for the tip!
This looks insane! Will you add lore to the game? Maybe secret bosses or rooms? It really gives a player great experience when they discover something they shouldn't see, Rayman origins is a good example, they added those secret rooms to the game and I always found it enjoyable to search for them
A ton of lore! About secret bosses I'm not sure because my resources are a bit limited right now but I do want to hide secrets all over the game. In fact, that sensation of discovering something you "shouldn't see" is one of my absolute favourite things in games. I remember the sensation I had in Pokemon ruby and sapphire with the braille rooms for the regis and it blew my mind!
Just an idea, but I think that the boss could throw a grappling hook (that can also hurt the player), and from there it then moves there. I feel it's way more instinctive to understand immediately that it would move there
I like it! I have some enemy designs with grappling hooks but I think that hurting the player on the first boss could be a bit frustrating, but it's definitely something I wanna try for a future enemy!
Thanks! I didn't know I would enjoy implementing the boss so much and I have a ton of ideas for more, so I imagine they will probably end up being an important part of the experience.
I think I would recommend just hiring someone for commission to do sound design, I dont think its very expensive and its definitely time consuming if you aren't involved in sound design.
I have a question about size of pixel art character and background size for mobile game. I created 64x64 but when I put on game screen it is very small. Should I scale it up? If I make 128x128 then it does not give very pixel view. Can you tell me the proper size of character and background and scale options if needed?
Oh boy there's a lot of stuff to take into account with sizes. It really depends on the type of game you're making and the background you want to use. In my game the character is 32x32 and the viewport is 640x360 if that helps-in my case this is the ideal size because I need the player to have a lot of view of what's going on around him, but it may not work for other types of games. Also, when scaling pixel art it's better to remake the sprites (even if it's a lot more work) because having differently scaled visuals can be a bit jarring, specially for pixel art as players will see differently squared sizes.
I am new to Pixel art for games. Which software should be used as pro games? Also is drawing tablet, Mac or iPad helps to create professional graphics?
For pixel art I really recommend Aseprite! It's really easy to learn and powerful. As for drawing tablet it depends, I know a lot of people really find them useful but others don't. I don't use one, for example
the name tidal slam suggests water, so maybe make the sound for it be more like a splashing noise? idk I'm probably 100x more underqualified for sound design than you
Hey! Thanks for the advice, I did add the little bubble noise to make that reference, but maybe you're right that adding something less subtle would work well!
You can now wishlist Quetzal on Steam! store.steampowered.com/app/1953670/Quetzal/
And if you want to be updated on the progress of the game and demo, consider joining our Discord community: discord.gg/MCV3pcKGZh
your game looks sick, and great job on the boss, it looks interesting and rewarding to fight. Keep up the good work!
Thanks so much for the feedback! I hope it also "feels" rewarding for other players, we'll see when the demo releases!
This looks really good, well done!
Small suggestion: The line telegraphing the boss's movement kind of looks like a deadly laser now, it seems more like an attack than an indicator. Perhaps you could replace it with an arrow, or maybe have it as a short animation instead (maybe like a "ghost" of the boss which makes the movement before the boss does). Still, super cool!
Thought the same thing until he said it was an indicator. It does look kinda like a lazer
Good to know! It's important that the visual communication is clear for players so I'll definitely revisit how to approach it. The ghost idea sounds really cool!
Game looks super cool dude. Excited to try it when the demo comes out. I really like the smooth animation style and platforming. It looks like a lot of fun
Thanks! Can't wait to get people's feedback on how it feels
Hey, I've just found your devlog and it's amazing! About the sound effects, I think that you are doing a great job picking them. They all seem like they belong in the game. Keep it up!
Thanks so much! I've just spent the whole weekend working on sound design and I really needed that encouragement
This video is great. Love your videos :)
Thank you so much! Really the best type of comment I could receive!
oh boi another game to speedrun
Hey! very happy to hear! A lot of the levels have speedrunning in mind
すごい!! This looks very interesting I'll stay in tune with the game dev :))
Thank you! Happy to hear
Looks really cool u got ur head in the right place keep it up
Will do! Thanks for the comment
cant wait to play the demo
Won't be long! Thanks for letting me know, really appreciate it
I have never seen your stuff before, but I am glad I got you in my recommended. Your game looks sick, and the production value of your videos is insane for the ammount of recognition you get. Best of luck on your journey
Thank you so much! Happy to hear it reached you and you liked it.
Shout out to UA-cam for recommending me this amazing channel
Yeah shout out to youtube indeed! Thanks!
Amazing devlog, as always! I really like to see how much you've done.
Thank you! Today I was watching my first devlog with the terrible audio and the game really has changed since then!
@@tissueinu Me too on my devlogs, ha-ha.
Awesome devlog!
Thanks Nick! Your comment really means a lot. Looking forward to see your progress on your untitled project!
This boss looks realy good and unique
Thanks! Working hard on making more
nice work!
Thank you! Means a lot
This is really sick love the boss effects. awesome progress
Thanks for the feedback Waza!
cool
Thanks!
Another awesome video! Really happy with the information you shared and your decision with the boss!
Congratulations for the event, and good luck on the deadline!
Thank you so much! Pretty nervous about the event but looking forward to have people try the game!
@@tissueinu I'm sure its gonna be awesome! Have a QR code for people to automatically subscribe to your channel! And be sure to include those cute drawings as well in a poster somewhere (like the animation ones at the end screen)
@@spoonsweet WIll do! Thanks for the advice Spoon!
When you release the full game, i recommend putting it on Nintendo Switch, as it seems that you are supposed to play the game for both short and long periods of time and by putting it in switch people can easily play it on the go and at home.
I'll try my best, hoping to see if I can find a way, as I also think it would be a great game to have on Switch.
Ok, good luck!
This game looks incredible
Will there be different difficulties / gamemodes?
Thanks! Regarding the difficulties it depends on the resources I have moving on, but I do have some specific gamemodes planned (with timer, 1HKO) to make it more challenging and for replayability
@@tissueinu Another idea I just had, not sure if it's good or not
Moving blocks: Blocks that act like the bullets being fired (you can hit them and such) but they don't get destroyed on impact
This isn't a tip for the game but you should use "normalize" the sound in devlogs so there isn't many volume spike
Oh so that was the issue! I did normalize in audacity but then putting it all together in the video editor must've messed it up. Thanks so much for the tip!
@@tissueinu I hope the you the best!
This looks insane! Will you add lore to the game? Maybe secret bosses or rooms? It really gives a player great experience when they discover something they shouldn't see, Rayman origins is a good example, they added those secret rooms to the game and I always found it enjoyable to search for them
A ton of lore! About secret bosses I'm not sure because my resources are a bit limited right now but I do want to hide secrets all over the game. In fact, that sensation of discovering something you "shouldn't see" is one of my absolute favourite things in games. I remember the sensation I had in Pokemon ruby and sapphire with the braille rooms for the regis and it blew my mind!
this game looks intresting
Happy to hear! Hope players like it
Just an idea, but I think that the boss could throw a grappling hook (that can also hurt the player), and from there it then moves there. I feel it's way more instinctive to understand immediately that it would move there
I like it! I have some enemy designs with grappling hooks but I think that hurting the player on the first boss could be a bit frustrating, but it's definitely something I wanna try for a future enemy!
I think you should have loads of bosses in this game, somewhat like cup head as I recon that will end up being the best part of the game.
Thanks! I didn't know I would enjoy implementing the boss so much and I have a ton of ideas for more, so I imagine they will probably end up being an important part of the experience.
So far your game looks great! It does reminds me a lot of a game called hollow knight.
Yes! The platforming is inspired by white palace/path of pain
this looks amazing, good job!
Thank you so much!
@@tissueinu I am genuinely excited to play this one day, bravo 👏
That's real good! Looks like Hollow Knight and Celeste combined
They've been great inspirations!
I think I would recommend just hiring someone for commission to do sound design, I dont think its very expensive and its definitely time consuming if you aren't involved in sound design.
I will look into that!
I have a question about size of pixel art character and background size for mobile game. I created 64x64 but when I put on game screen it is very small. Should I scale it up? If I make 128x128 then it does not give very pixel view. Can you tell me the proper size of character and background and scale options if needed?
Oh boy there's a lot of stuff to take into account with sizes. It really depends on the type of game you're making and the background you want to use. In my game the character is 32x32 and the viewport is 640x360 if that helps-in my case this is the ideal size because I need the player to have a lot of view of what's going on around him, but it may not work for other types of games. Also, when scaling pixel art it's better to remake the sprites (even if it's a lot more work) because having differently scaled visuals can be a bit jarring, specially for pixel art as players will see differently squared sizes.
I am new to Pixel art for games. Which software should be used as pro games? Also is drawing tablet, Mac or iPad helps to create professional graphics?
For pixel art I really recommend Aseprite! It's really easy to learn and powerful. As for drawing tablet it depends, I know a lot of people really find them useful but others don't. I don't use one, for example
@@tissueinu thanks
cool devlog, reminds me a bit of hollow knight.
Thanks! It's been one of the inspirations!
The question is. Is it available on mobile. the game looks a game I would enjoy
I'm not sure yet! I think the controls could be a bit hard to manage as there's a lot going on but I hope I can
the name tidal slam suggests water, so maybe make the sound for it be more like a splashing noise? idk I'm probably 100x more underqualified for sound design than you
Hey! Thanks for the advice, I did add the little bubble noise to make that reference, but maybe you're right that adding something less subtle would work well!
I know no one asked buuuuuttt
I was the 500th comment
Love your vids btw man! I was just looking for a new devlog to watch and yours is really cool!
Thanks really appreciate it!
early