Mini devtip, You should allow minigames to be practiced before a run starts, maybe have some sort of in game currency that you get between runs allowing you to upgrade your house. This way you can play goopybird whenever as a little distraction between runs
@@BenBonk or you could make it after the first time a player gets a highscore of 50 or 100 or whatever, they win a prize, which is a copy of the game they can load onto their pc. that way its still something to discover in game, they only have to play it once during the run without knowledge, and it gives them something to accomplish while in a run.
One small change that would be really nice to see is adjusting the scale of the buildings. They look a bit too small, which causes the objects around them to look a little odd. The Goo Station for example, makes the cars and the player look larger than they should be. If you placed a car next to the building, it would probably be as long as the entire front of the building.
changing up the walls definitely helped it feel a bit less empty, but I think u should also add some ground tile variation like patches of dead grass or rocks or mud n stuff like that
Yeah, I’m aware. Just not sure if that will end up happening before the game’s release. Don’t get me wrong I think having different areas with really unique tile sets is a great idea, but just not sure how I’d fit it into the game rn
@@BenBonk Been following these dev logs for over a year and the game itself looks solid. I think the visuals are the biggest bottleneck right now. If you could make dif tile sets for the areas that would greatly improve the games feel imo. Sounds like a hell of a lot of work but would make a big difference. Also I would do it before the game launches as first impressions are important and seems weird to overhaul those visuals after the game releases.
Don't get lazy, Benbonk! I've been following these since before you started and your progress is absolutely amazing! But don't get lazy on certain parts! Adding a paralax to the arcade machine would make it 10x better! Also, Jetpack Joyride reference?
Awesome! I think one of the reasons the rooms felt empty wasn't as much as the contents in the rooms, but the tops of the walls which are still solid green. Maybe add the grass texture to it and add some trees? I think that would be cool. :)
The most noticeable problem for me so far is that the enemies blend in to the background, and that it’s hard to differentiate an enemy and pieces of grass and similar details
Yeah, I do agree. It's been on my bucket list for awhile for things to fix, but I just really don't know how to fix it easily. If you have any ideas, feel free to let me know.
@@BenBonk Maybe increasing the size of the enemies or decreasing the size of the background details could help. Maybe add some shadows? Like cast shadows as oppose to drop shadows when they jump
@@BenBonk simple, ditch the black outlines on entities/stuff that's actually relevant and instead use white ones on them, keeping the black outlines on stuff that's not that important or simply not giving them any at all or atleast that's how i did it in a jam rougelite once (and a few other projects, would send ref pics but youtube dosen't like URL's)
There’s actually more that goes into the placement of small objects like bushes or shrubs in a room than you think. Currently, they seem randomly placed throughout the room, creating a chaotic environment. I suggest creating clumps of decoration instead of individually placing them all over the room. Just my thoughts though.
new buildings are really beautiful, but i think you should maybe make them larger(?) Because now they look a little bit small compared to main character
I don’t know if you are done making enemies, but I have an idea that I think would be cool. Maybe one of the enemy slimes could pretend to be a slime ball and go towards you like you were going to collect it and then attack you. It would be harder to notice, so maybe only for higher difficulty rooms.
for the boss screens i think the very low resolution pixel font doesn't fit too well with the high res boss sprites, maybe use a more high res pixel font to fit it better
One thing that might add some more weight to the deco is having foundation! That way it'll look more like a physical object in game, and less of a picture plopped onto the room. Loving all your content!!
For the boss intros, the low res text REALLY contrasts with everything else because of their high res. Maybe you could do custom higher res titles to keep the pixel size consistent?
You could probably get a lot more interesting rooms that look AND play differently if you would increase the amount of pits in certain rooms to a point where the majority of the room is pits. Maybe think of them in the same way you would walls: limiting the players movement area. Instead of bumping into a wall at the edge of an area they would fall instead, forcing them to navigate such rooms differently. Also rooms that have a lot bigger dark (pit) areas would look a lot different and would therefore feel like there is more variation between rooms
I think you should make minibosses that you fight halfway between each boss. and also have them be connected to the boss that comes after. (so for instance, have the one before the chopper be the person who made it)
I don't know if its possible but you should try to make rooms have "random objects" like ex sometimes a pot spawns and sometimes a turret. Love the work. Keep it up
Hey dude, absolutely love these videos and have been following your devlogs for quite some time. I'm aware this entire episode was dedicated to sprucing up the rooms, and I must admit, they're looking awesome, but have you ever considered adding details and scene elements such as trees or buildings on the outside of rooms? I feel like it could take the rooms even further and really cement the setting. Thanks for making these amazing videos, keep it up 😊
first devlog i watched so no clue if this has been mentioned yet but i find the outsides of the rooms aka the massive green areas around the rooms kind of overwhelming. i love the changed you made to the tilesets though, brings in a healthy amount of variation
Benbonk, I think it would be a wise time investment to automate the room tileset foliage and whatnot. All that manual placing of individual walls looks tedious and painful! Now I don't know how to do this or if its even possible, but making the grass on the ground, moss on the walls, and other things like that randomly placed around would not only be a lot easier for you, but also provide some of that much needed variation
when goopy bird got hit at the end it just fell it should spray the screen with goo then fade back to the goo station ( Just idea - I know in flappy bird it just falls but I mean it is a rocket ) . Sorry forgot to mention nice job on the graphics look a lot better just from those simple changes keep it up man.
I think the computer has so much potential. You could get mini games from certain achievements, as well as maybe a place to store all the lore, and a wiki, on every single slime you’ve encountered (if that’s not already implemented)
I have been watching this from the start, and I love this project. I just feel like lack of environmental differences will hurt replayability. I am glad to see that this devlog does just that!
I love every visual focused dev log you make. The full corruption tiles look so good. I think it’s because it breaks up the all black walls. I think the ground textures themselves could use a makeover as well because that’s what you see the most of and it all just looks the same right now. Maybe add a few different tiles to either make some rooms have dif floors or smth idk. Just a mixup would look really good. Great work
Idea: buying goo for the truck driver will decrease slimeazon prices, buying goo for the cool guy will give you a random upgrade, and buying goo for the car in the middle allows you to fast travel to any location
Here's a nice idea I have. So, when you're talking to the NPC at the goo station, (9:55) your gun is still out. I think it would be pretty cool for the player's gun to slide away so you can see the person you're talking to better.
I don’t know if this is a good idea, but I think that all those houses should have interiors too. If someone tries going inside one of the houses and it doesn’t work, then they probably wont try to go into the goo store and it’d be a missed opportunity for them to enjoy
You should put some of those buildings on the non playable area to add some depth to the level.. It would break up all that green that in those areas. Even put some a little off screen so it looks like the level is bigger then it is. Make it look more lived in.
Great devlog. The buildings look really cool. One thing you could do is make them bigger like the tavern and library, right now they don't look like you could actually go in them. Keep it up!
So, since there is a confirmed soundtrack for this now is there any chance it will be distributed to any major music platforms like Spotify per chance?
Really cool !!! I really like how you are making the world feel for real with every new devlog. I think that, if you could somehow add some detail to the lime background beyond the walls, it would sell the feeling even more. The tops of the walls are a lot of blank space you could really work with to add decoration; maybe like adding a small town beyond the players reach, or some trees and grass. Keep up the great work tho, i fucking love what you have!!!
A better (less hardcoded) way to do the pit respawn position would be to keep track of the players X/Y position at the end of every step, storing it as a "safe" position. When they hit a hazard like the pits, they'll move back to their original "safe" position. meaning you don't have to manually add respawn points for every hazard you add.
love your videos, and the game seems amazing. Wish listed the second I could. Also, you should have a little slime drinking from a pump at the goo station.
He said in an earlier devlog that he will include every person who contributed in the credits. (Not the type of credits which scroll top to bottom but a room dedicated to them). He also shouts them out in the videos
Yeah, right now it’s mainly just the credits. Anyone who contributed also gets a free copy of the game at release, and can help playtest. Ik it’s nothing monetary right now, but most people just enjoy helping out which is really nice.
@@BenBonk Can I get a free copy? If you were wondering my contributions include: 1. At least 2 views and 1 like to all your devlogs. 2. Subcribed + I hit the bell. 3. Wishlisted the game on steam (One of the first 7). 4. Uh... a virtual high five..? 🖐(Don't leave me hanging) 5. Did I mention the virtual highfive?
The subtle change to rooms adds so much abd the boss intros fit perfectly the expectation before a boss fight. Good job!!! Im a fellow game dev myself but just started my journey, how do you manage all the art? I mean what do you use to create it, im unsure of what app to use. Thank you a lot and good luck with the game because it looks so good!!
Hmmm, setting up a discord server and getting free art assets for your game? As a game developer with chronic laziness, I may be stealing this idea. In all honesty though, I think it's great being able to get your community involved! Not only does it ensure you have a couple buddies who would be willing to test and purchase your game, but it also makes it feel more personally fulfilling when you see the game developer you were talking to on discord or backing on kickstarter finally achieve that dream of making a really cool game. Keep up the amazing work!
If nothing on the screen is moving, The entire screen should be on the same pixel grid. Text is an exception because that would make the text very big compared to everything else.
You are the best developer. Never give up. Slimekeep will be great! Also will slimekeep be coming to Mac? I really want to be able to play it after the topple towers incident
Love the new visuals! For the death animation in goopy bird, you should make it look a little bit more defined, maybe by rotatibg the bird (or slime) while it falls down. Maybe also. Highlight the rocket that killed you, Just to make it clear
I'm sure I'm not the first to say this, but special rooms like Billy's Tavern should become run down as the corruption gets worse. I feel like it would be cool if Billy's Tavern had different NPC's that could spawn depending on the corruption level as well.
This game is starting to remind me of Sifu. I'm aware that the resemblance is not obvious, but listen: You have a game that has a fun primary mechanic, and could easily have nothing else, but instead of leaving it there you have a _system_ whereby several other mechanics exist, and could be expanded upon; furthermore, each new secondary mechanic, while fun, is not explored in detail. So what we have is a game that, if the primary gameplay is very fun, will leave the player pining for more. On second or third play-throughs he'll try different combat styles, allow different slimes to grow to their full potential just to see what they look like, and ultimately try to find all the lore rooms and talk to every NPC. All you gotta do to really make it sing is ensure the _writing_ is top-quality. That will propel it beyond a mildly amusing aside to an entertaining, necessary pursuit that players eagerly engage with.
you could add a tad more risk reward. things that change the way you play the game. stuff like "your dodge roll stuns enemies but your shots go less far"
They should totally have special names tho. I've seen Slimeurai a few times for the samurai, but nothing else. I think stuff like Jellycopter or Jellyslopter, but I would bet he's planning this already, waiting, lurking.
Placing all the different tile variations by hand seems like a pain. You could make a script to automatically variate the tiles, wich would speed up the process a lot, and it's pretty simple to do as well. Also I think the area beyond the walls could also use some variation, because regardless of the corruption it still stays the same shade of green, wich lessens the impact of the corrupted tiles. Maybe you could make it darker in the harder rooms, or give it actual texture rather than just green.
I do agree with this point, but it does feel a little late to rework all the damage counts and stuff in the game, so I’ll prob just deal with it as is. But it would have definitely been nice to start out that way.
You should add some shadows to the buildings / objects, so the they don't look flat (like a sticker). don't think it has to be detailed. Game is looking great , i will wishlist the game!
If your gonna add more minigames to the arcade machine, here are some suggestions i have: Slimetopia invaders, which is just space invaders. Slime-Man, which is just pacman, Bonk, which is just pong but... bonk, Donald's Revenge, i don't really know what you could do with this but i think it would be cool to reference Ronald's Revenge, and Slake, which is snake.
Achievements, yes. Mod support, probably not officially as I don't really know how to do that, but I can probably build the game in a way that makes it easier to mod.
Mini devtip, You should allow minigames to be practiced before a run starts, maybe have some sort of in game currency that you get between runs allowing you to upgrade your house. This way you can play goopybird whenever as a little distraction between runs
Yeah good idea. Guess I could maybe put it inside of the computer inside the players house maybe
@@BenBonk or you could make it after the first time a player gets a highscore of 50 or 100 or whatever, they win a prize, which is a copy of the game they can load onto their pc. that way its still something to discover in game, they only have to play it once during the run without knowledge, and it gives them something to accomplish while in a run.
@@BenBonkIf you want other Minigame ideas definetly not based on mobile games could be Gooply Jump or something.
Doodle jump? Never heard her name.
One small change that would be really nice to see is adjusting the scale of the buildings. They look a bit too small, which causes the objects around them to look a little odd. The Goo Station for example, makes the cars and the player look larger than they should be. If you placed a car next to the building, it would probably be as long as the entire front of the building.
changing up the walls definitely helped it feel a bit less empty, but I think u should also add some ground tile variation like patches of dead grass or rocks or mud n stuff like that
Yeah agreed, ground still def needs work
maybe make all of those appear randomly (so a certain portion of floor or wall tiles will randomly be different) so rooms will always be different
I think you should create vastly different tilesets for more diversity e.g a brick tileset that's different from default one gives a different feel
Yeah, I’m aware. Just not sure if that will end up happening before the game’s release. Don’t get me wrong I think having different areas with really unique tile sets is a great idea, but just not sure how I’d fit it into the game rn
@@BenBonk Been following these dev logs for over a year and the game itself looks solid. I think the visuals are the biggest bottleneck right now. If you could make dif tile sets for the areas that would greatly improve the games feel imo. Sounds like a hell of a lot of work but would make a big difference. Also I would do it before the game launches as first impressions are important and seems weird to overhaul those visuals after the game releases.
@@InfinityBladeRecollectionyes yes agree
hundred percent agree@@InfinityBladeRecollection
Don't get lazy, Benbonk! I've been following these since before you started and your progress is absolutely amazing! But don't get lazy on certain parts! Adding a paralax to the arcade machine would make it 10x better! Also, Jetpack Joyride reference?
Awesome! I think one of the reasons the rooms felt empty wasn't as much as the contents in the rooms, but the tops of the walls which are still solid green. Maybe add the grass texture to it and add some trees? I think that would be cool. :)
The most noticeable problem for me so far is that the enemies blend in to the background, and that it’s hard to differentiate an enemy and pieces of grass and similar details
Yeah, I do agree. It's been on my bucket list for awhile for things to fix, but I just really don't know how to fix it easily. If you have any ideas, feel free to let me know.
@@BenBonk Maybe increasing the size of the enemies or decreasing the size of the background details could help. Maybe add some shadows? Like cast shadows as oppose to drop shadows when they jump
@@BenBonk maybe change the shades of the green of the enemies or the background to make them more seperated
@@BenBonk simple, ditch the black outlines on entities/stuff that's actually relevant and instead use white ones on them, keeping the black outlines on stuff that's not that important or simply not giving them any at all
or atleast that's how i did it in a jam rougelite once (and a few other projects, would send ref pics but youtube dosen't like URL's)
Maybe just use other colors than just green?
I mean, hell, I understand using crutches, but just green? Why?
that's looking super good dude! great vid :)
There’s actually more that goes into the placement of small objects like bushes or shrubs in a room than you think. Currently, they seem randomly placed throughout the room, creating a chaotic environment. I suggest creating clumps of decoration instead of individually placing them all over the room. Just my thoughts though.
Good to see you’re still working on it even when I return after a very, long time
new buildings are really beautiful, but i think you should maybe make them larger(?) Because now they look a little bit small compared to main character
I noticed this too! The scale is definitely a little off
I don’t know if you are done making enemies, but I have an idea that I think would be cool. Maybe one of the enemy slimes could pretend to be a slime ball and go towards you like you were going to collect it and then attack you. It would be harder to notice, so maybe only for higher difficulty rooms.
for the boss screens i think the very low resolution pixel font doesn't fit too well with the high res boss sprites, maybe use a more high res pixel font to fit it better
I read it as Hech not Mech
One thing that might add some more weight to the deco is having foundation! That way it'll look more like a physical object in game, and less of a picture plopped onto the room. Loving all your content!!
yeah i was thinking that too. also the mixture of different angles for all the houses and things doesn't help.
For the boss intros, the low res text REALLY contrasts with everything else because of their high res. Maybe you could do custom higher res titles to keep the pixel size consistent?
Just gonna wishlist it now!
You could probably get a lot more interesting rooms that look AND play differently if you would increase the amount of pits in certain rooms to a point where the majority of the room is pits. Maybe think of them in the same way you would walls: limiting the players movement area. Instead of bumping into a wall at the edge of an area they would fall instead, forcing them to navigate such rooms differently. Also rooms that have a lot bigger dark (pit) areas would look a lot different and would therefore feel like there is more variation between rooms
Yeah good idea actually. Maybe I can sneak a few “super pit” rooms into the game. Thanks
I'm one of those 7 wishlists! Let's gooooo!
But for real, I'm excited for the game to come out. Keep it up!
I think you should make minibosses that you fight halfway between each boss. and also have them be connected to the boss that comes after. (so for instance, have the one before the chopper be the person who made it)
I don't know if its possible but you should try to make rooms have "random objects" like ex sometimes a pot spawns and sometimes a turret. Love the work. Keep it up
Hey dude, absolutely love these videos and have been following your devlogs for quite some time.
I'm aware this entire episode was dedicated to sprucing up the rooms, and I must admit, they're looking awesome, but have you ever considered adding details and scene elements such as trees or buildings on the outside of rooms? I feel like it could take the rooms even further and really cement the setting.
Thanks for making these amazing videos, keep it up 😊
I hacked to see the video earlier and i can say the game does look better
dang thats crazy
@@BenBonk crazy? I was crazy once! They looked me in a room. A rubber room. A rubber room with rats, and rats make me crazy!
bro how
E
What the hell.... this video was released 12 minutes ago right.. how did you see it 29 minutes ago?!
first devlog i watched so no clue if this has been mentioned yet but i find the outsides of the rooms aka the massive green areas around the rooms kind of overwhelming. i love the changed you made to the tilesets though, brings in a healthy amount of variation
i think the samurai should be called slimurai
Yeah, I think all of the bosses should have pun names like Helislopter/Jellycopter chopper as an example.
You are too great. I love the vids, keep it up
I think you should have some completely abandoned buildings similar to the tavern and the goo station
Benbonk, I think it would be a wise time investment to automate the room tileset foliage and whatnot. All that manual placing of individual walls looks tedious and painful! Now I don't know how to do this or if its even possible, but making the grass on the ground, moss on the walls, and other things like that randomly placed around would not only be a lot easier for you, but also provide some of that much needed variation
The credits for this game will be insane
They are lol
when goopy bird got hit at the end it just fell it should spray the screen with goo then fade back to the goo station ( Just idea - I know in flappy bird it just falls but I mean it is a rocket ) .
Sorry forgot to mention nice job on the graphics look a lot better just from those simple changes keep it up man.
Yo I wishlisted almost 2 years ago I think, maybe I would have to check
The rooms look a little, random? You know what I mean mean? I feel like some proper trees or small pebbles could also go a long way to help here
I think the computer has so much potential. You could get mini games from certain achievements, as well as maybe a place to store all the lore, and a wiki, on every single slime you’ve encountered (if that’s not already implemented)
I have been watching this from the start, and I love this project. I just feel like lack of environmental differences will hurt replayability. I am glad to see that this devlog does just that!
I love every visual focused dev log you make. The full corruption tiles look so good. I think it’s because it breaks up the all black walls. I think the ground textures themselves could use a makeover as well because that’s what you see the most of and it all just looks the same right now. Maybe add a few different tiles to either make some rooms have dif floors or smth idk. Just a mixup would look really good. Great work
Thanks! That is a good idea about the floors, I’ll probably look into it 👍
Just an idea, put trees and/or foliage as decoration outside the rooms/lights green emptyness
Idea: buying goo for the truck driver will decrease slimeazon prices, buying goo for the cool guy will give you a random upgrade, and buying goo for the car in the middle allows you to fast travel to any location
Here's a nice idea I have. So, when you're talking to the NPC at the goo station, (9:55) your gun is still out. I think it would be pretty cool for the player's gun to slide away so you can see the person you're talking to better.
Oh yeah, like he did for the bar. The player puts away their gun
@@sky01james28 yeah I think that would be a bit better
I don’t know if this is a good idea, but I think that all those houses should have interiors too. If someone tries going inside one of the houses and it doesn’t work, then they probably wont try to go into the goo store and it’d be a missed opportunity for them to enjoy
Or make it clear when a house can't be entered, for example a barred door with wood planks
@@greg2303-ai Yeah good idea, or the goo store door could be visually open
Suggestion: make the fog in between rooms smoother. It looked a bit off.
What you changed though looks really good!
Yaaaay new devlog .
Love your work
Thanks!
It’s great that you upgraded Graphics. You’ve already done this before, but a good change is always welcome.
You should put some of those buildings on the non playable area to add some depth to the level.. It would break up all that green that in those areas. Even put some a little off screen so it looks like the level is bigger then it is. Make it look more lived in.
Yet another one. Wow this has been in progress for a while, just noticed.
Wake up new slimekeep devlog dropped
I’m up
Great devlog. The buildings look really cool. One thing you could do is make them bigger like the tavern and library, right now they don't look like you could actually go in them. Keep it up!
So, since there is a confirmed soundtrack for this now is there any chance it will be distributed to any major music platforms like Spotify per chance?
Really cool !!! I really like how you are making the world feel for real with every new devlog. I think that, if you could somehow add some detail to the lime background beyond the walls, it would sell the feeling even more. The tops of the walls are a lot of blank space you could really work with to add decoration; maybe like adding a small town beyond the players reach, or some trees and grass. Keep up the great work tho, i fucking love what you have!!!
A better (less hardcoded) way to do the pit respawn position would be to keep track of the players X/Y position at the end of every step, storing it as a "safe" position. When they hit a hazard like the pits, they'll move back to their original "safe" position. meaning you don't have to manually add respawn points for every hazard you add.
love your videos, and the game seems amazing. Wish listed the second I could. Also, you should have a little slime drinking from a pump at the goo station.
With all these amazing artists contributing so much to the game, how are you planning to recognize their contributions when the game releases?
He said in an earlier devlog that he will include every person who contributed in the credits. (Not the type of credits which scroll top to bottom but a room dedicated to them). He also shouts them out in the videos
Yeah, right now it’s mainly just the credits. Anyone who contributed also gets a free copy of the game at release, and can help playtest. Ik it’s nothing monetary right now, but most people just enjoy helping out which is really nice.
@@BenBonk Can I get a free copy? If you were wondering my contributions include:
1. At least 2 views and 1 like to all your devlogs.
2. Subcribed + I hit the bell.
3. Wishlisted the game on steam (One of the first 7).
4. Uh... a virtual high five..? 🖐(Don't leave me hanging)
5. Did I mention the virtual highfive?
These graphics makes the game come to life and seem a little less flat
Glad to hear, that was my goal.
The subtle change to rooms adds so much abd the boss intros fit perfectly the expectation before a boss fight. Good job!!!
Im a fellow game dev myself but just started my journey, how do you manage all the art? I mean what do you use to create it, im unsure of what app to use.
Thank you a lot and good luck with the game because it looks so good!!
I love seeing these videos and seeing it grow since develog 1
Hmmm, setting up a discord server and getting free art assets for your game? As a game developer with chronic laziness, I may be stealing this idea. In all honesty though, I think it's great being able to get your community involved! Not only does it ensure you have a couple buddies who would be willing to test and purchase your game, but it also makes it feel more personally fulfilling when you see the game developer you were talking to on discord or backing on kickstarter finally achieve that dream of making a really cool game. Keep up the amazing work!
Please keep pixels consistent when they are static
? Wdym exactly
If nothing on the screen is moving, The entire screen should be on the same pixel grid. Text is an exception because that would make the text very big compared to everything else.
Bro youve grown so much since last year. Its so cool to see. Ps i hope you ginish soon 🙏 although you cant rush greatness so good luck 💪💪💪💪💪💪💪
You are the best developer. Never give up. Slimekeep will be great!
Also will slimekeep be coming to Mac? I really want to be able to play it after the topple towers incident
I am proud to be one of those 7 wishlishts.
Let’s gooo
yay
Only 7 wishlists??? I did it when i first heard you could!! Hopefully it'll reach far far more soon
Just wish listed man. Good luck with the rest of your journey!
Thank you!
I'm one of those 7 wishlists😳
Good job! Did you consider adding some static shadows under the objects? Looks like it could boost the depth. Keep going with great work!
Thanks! I’ve never really considered that tbh, but it could be worth looking into, thanks
@@BenBonk you should look up ambient occlusion
The color changes between the corruption levels look really nice. I hope you keep your sanity building this game😅.
Maybe getting a hat if you get certain score at the minigame?
Yeah, I’m considering having a player skin be a reward maybe
BRO I WISHLISED THE GAME HALF A YEAR AGO!!! IM ONE OFBTHE OG 7 WISHLISTS!!!!
Pits look pretty similar to standing columns. You might wanna change their visuals to more clearly convey that they're a hazard/trap.
Holy crap, the buildings really make the game world feel alive, props!
Thanks! Glad you like em
Love the new visuals! For the death animation in goopy bird, you should make it look a little bit more defined, maybe by rotatibg the bird (or slime) while it falls down. Maybe also. Highlight the rocket that killed you, Just to make it clear
Actually worked on this recently, so don’t worry. Should be in the next devlog or so
I’m happy to be one of the few people who wish listed it, and probably one of the first
I'm sure I'm not the first to say this, but special rooms like Billy's Tavern should become run down as the corruption gets worse. I feel like it would be cool if Billy's Tavern had different NPC's that could spawn depending on the corruption level as well.
Aint no way theres actually only 7. Had to make sure i still had it wishlisted and i do xD
This game is starting to remind me of Sifu. I'm aware that the resemblance is not obvious, but listen: You have a game that has a fun primary mechanic, and could easily have nothing else, but instead of leaving it there you have a _system_ whereby several other mechanics exist, and could be expanded upon; furthermore, each new secondary mechanic, while fun, is not explored in detail.
So what we have is a game that, if the primary gameplay is very fun, will leave the player pining for more. On second or third play-throughs he'll try different combat styles, allow different slimes to grow to their full potential just to see what they look like, and ultimately try to find all the lore rooms and talk to every NPC.
All you gotta do to really make it sing is ensure the _writing_ is top-quality. That will propel it beyond a mildly amusing aside to an entertaining, necessary pursuit that players eagerly engage with.
you could add a tad more risk reward. things that change the way you play the game. stuff like "your dodge roll stuns enemies but your shots go less far"
we need another food item like uh... soup or something
Facts
@@BenBonk do you like soup?
Soup
Item description: Soup
What it does: +1 to all soup stats
I think some trees could make the rooms more interesting
True
in the dialogue system, you could make it so it doesn't locks the player in a conversation. I think it would feel better, like in enter the gungeon
I had an idea: after you beat the game you could unlock a new mode that lets you play the game with an actual colour scheme
ah yes my favorite boss.....
HECK
Lmao
They should totally have special names tho. I've seen Slimeurai a few times for the samurai, but nothing else. I think stuff like Jellycopter or Jellyslopter, but I would bet he's planning this already, waiting, lurking.
Placing all the different tile variations by hand seems like a pain. You could make a script to automatically variate the tiles, wich would speed up the process a lot, and it's pretty simple to do as well.
Also I think the area beyond the walls could also use some variation, because regardless of the corruption it still stays the same shade of green, wich lessens the impact of the corrupted tiles. Maybe you could make it darker in the harder rooms, or give it actual texture rather than just green.
a little suggestion, maybe increase the players damage display by 5. a gun dealing 1 damage doest feel right. if its 5 or 10 it may feel a bit better
you got to remember. the pistol is ment to be the weakest wepon, and while 1 doesn’t sound like a lot, slimes only have like 5 hp max
I do agree with this point, but it does feel a little late to rework all the damage counts and stuff in the game, so I’ll prob just deal with it as is. But it would have definitely been nice to start out that way.
@@BenBonk you could just make it display 5 times as much but in all the code it stays at 1 but for the player it looks like 5
I'm in the top 7 Wishlists!? dang, I thought with the amount of Devlogs and people on the discord server would have gotten at least 300
Wishlisted, nice work!
Thank you!
Why isnt the Samurai not called the Slimurai tho?
Totally agree. Jellycopter/Helislopter would be funny too imo.
you should probably increase the firing rate of the turret
Just clicked the wishlist button 😎
Let’s gooo
I'm so excited to play slime keep (:
The boss intros look great! Tho the fade out speed seems a tad slow
His computer be like:
😡😤😡😤😡😤😤😡
These graphics are much better!
i wishlisted! honestly i thought there would be way more than 7
You should add some shadows to the buildings / objects, so the they don't look flat (like a sticker). don't think it has to be detailed. Game is looking great , i will wishlist the game!
Thanks! Yeah that could be a cool idea
BenBonk, what is the reason for capturing the slimes, weren't they like people? Also, what's really the point?
Just wishlisted!
omg! i dindt expect for you to actually add my Goopy Bird!
The GOAT
Just a heads up, you didn't put a special link in your description for the sponsor.
Yeah, I’m aware, they didn’t tell me to put one in there, so it’s fine I guess. But thank you for letting me know lol
@@BenBonk In the video your wording made it sound like there was a link to click on, so I got confused. 😋
Only 7 seven wishlists? This surprised me considering that I’ve had it wishlisted for a while.
Probably just a joke
@@SealProgrammer😉
If your gonna add more minigames to the arcade machine, here are some suggestions i have: Slimetopia invaders, which is just space invaders. Slime-Man, which is just pacman, Bonk, which is just pong but... bonk, Donald's Revenge, i don't really know what you could do with this but i think it would be cool to reference Ronald's Revenge, and Slake, which is snake.
Looks good, when the game comes out, will it have achievements or mod support?
Achievements, yes. Mod support, probably not officially as I don't really know how to do that, but I can probably build the game in a way that makes it easier to mod.
The boss intros remind me of Enter the Gungeon, I like that
When this is done Imma recommend this to ytbers