The ultimate fishing spear should be a legendary item found once in the game, that's just Poseidon's Trident. It returns after you throw it for infinite uses.
@@WattDesigns try not to make it so fishing gets too easy like when you get the spear there should be faster fish that you can catch with it so it dosent get boring after 5 fishes with it
About watering the crops, I believe you should just add something like Minecraft where you just need to put crops near water. That way you need to keep in check of the water, but only once. And aqueducts seem like something cool to add to this idea, moving water where you want to. This way in the early game you need to plant on the shores of bodies of water and later, once you unlock aqueducts you are also somewhat freed of water rectrictions.
This suggestion can work very nicely for sure, but as an alternative you can set the system in a way that watering the crops will be optional, but rewarding if the player does so. So crops will be able to grow and produce by their own, but if you water them, growth rates and produce perhaps can increase. In that way if the players are around, they can take advantage of that "buff" and if they are out on an adventure, the crops will still be just fine. Aqueducts can also be utilized with that system to automate the process in later game.
This makes possible the crafting of items like a variety of vessels for water carrying, a giant water skin that drops some water when you take damage would be a cool hardship to plant a particularly useful crop.
This is one of the most creative fishing minigames I've ever seen. Also, I love how the spiders only die after 4 hits so you can't kill them on accident.
SPIDERS! Love the idea for spiders as livestock since it's a unique and interesting concept. Perhaps there could be more quirks when running a spider farm. Some ideas: 1) STICKY FLOORS! When the spiders have a main home or feeding station, the ground slowly gets covered in cobwebs which does 2 things. - Slows down non-spider entities but effects can be negated with special boots or enchantments. - Serve as a unique way of collecting silk as it can slowly accumulate and perhaps create Cobweb blocks (similar to Minecraft cobwebs) which can drop a lot more silk. Cobwebs could also be obtained as a placeable block so that players can use this for traps or decoration. 2) DIFFERENT COBWEB TILES! Building off of the floor webs, perhaps there could be variety of different web tiles depending on what subspecies of spiders is living nearby. Perhaps a web that is more acidic that lowers defense. A web that cause fire damage. Or a web that causes a 'Webbed' debuff which slowly ticks up the more u move in it until eventually u are rooted/covered in cobweb and will have to struggle to break out. This could also lead to new ways to make traps, designs, or enemy farming. 3) WALL CLIMBING! If there are roofs or tall-walls, it would be cool to have spiders have the ability to, well, crawl on those vertices. idk how that could work in a top-down 2-D world, but maybe if ceilings are a thing, u can see the spider's shadows if they have climbed ontop. This is could serve as a way for spiders to sneak attack enemies as well as traverse over terrain (if there is a river or a hole in a way). 4) RIDEABLE SPIDERS! Spiders could be one of many various mounts that you can ride to traverse the world. While most spiders aren't built for speed or brute force, perhaps they could be used to traverse walls and landscapes. this could be used to easily access certain areas and could be a 'key' in encountering a certain boss, dungeon, or unique area that is blocked off by hard-to-break terrain. 5) SPIDER ARMY! I don't know if you are planning a multi-classed system, but perhaps there could be way to command an army of spiders to fight for you. Similar to terraria, certain armor or accessories could be used to enhance damage from controlled units which could allow variety to combat and exploration. Spiders could perhaps be tamed and then obtained using a certain staff or 'Goblin Piggy Backpack' which allows you to hold up a certain number of spiders/units. This could allow u to easily recall and summon your units (similar idea to a pokeball) whenever you want and could help make it so that the screen isn't constantly swarmed by too many bugs. This is all I can think of and I understand that some ideas may be out of scope. But hopefully we can get to see more unique mechanics added to these spiders. Love the progress and looking forward. Have a good day :D
I like the look of the new fishing minigame personally, since it looks like fish will be able to swim over top of each other sure hope that means we can spear more than one at a time if we're lucky
I think the fishing game is very unique and cute. Looks fun. 🥰 I like the idea that goblins have monsters like spiders and rats as cattle. Though, if I was playing the game, I'd probably avoid having a spider like the plague. 🤣 As for the watering, if you think about it, some places don't require you to water the crops in real life if it rains often enough. Watering becomes a waste of time. If the goblins are living in a swampy area where rain comes often, it wouldn't make sense to need watering. Oh, and if you DO have the option of letting the character be a female goblin, a cute accessories like a flower on their head would be so much fun.🌻
Two things : I know it’s meant to be a leisurely minigame but is there a way to add risk for more reward? Maybe if you use a certain type of bait, you can attract an aggressive fish (idk like a shark or something) it could debuff/attack you but it would drop something good :) I’m thinking something that would either be pulled to the surface or drag you into the water for a small fight scene About plant watering, yes, making you do that would definitely slow down adventuring. However, maybe you could make it so that if you go out of your way to water the plants it would grow faster or maybe more crops would drop. If you’re a casual player who wants to adventure, then the decreased rates shouldn’t bother you too much. If you’re focusing on farming though then this could be a good way to save time for players who want the crops fast. Overall it was a great devlog keep going! This is turning out to be an awesome game 😁
On the fishing, I like this idea. What if you made it similar to 'chumming' the water? So, you throw out the bait and then it may or may not attract bigger/better fish, but you still gotta catch them, or gotta choose which fish to go for.
The only potential concern with watering being optional is that players will minmax the fun out of the game at any opportunity, and so you could get someone who ideally wants to adventure but feels like they have to water for maximum profit.
Roots of Pacha overhead and GB Zelda sideview mini games are my favorite. Your take on it feels great! Allowing you to catch multiple fish in one go is so nice.
Great job adding a ton of features! The fishing mini game is really cool! It reminds me of the fly swatting mini game from WarioWare. I feel like having the fish react to the spears and run away would add a bit more to making it feel like fishing for me.
@@WattDesigns I think the spear fishing mini game is really cool and unique :) Eventually you kinda loose some "chill vibe" in the way it's done atm though. As you mentioned before in the video one of the main selling points is to take a break and enjoy the scenery while fishing - maybe you could find a way to integrate the mini game more into the scenery so it immerses you more into the world if that makes sense. Maybe zoom in and show the fish in the water tiles? idk :D But amazing what you got done since the last time I checked, awesome, keep it up :)
Love the fishing idea! Would be cool if the spear pierced the lilypads so they would be sliced in half or sunk and disappear each time you hit one. Instead of the bouncing animation, the spear would "stick" and just tilt and fall down. I can think of a lot of ways to make this type of fishing minigame more interesting (in addition to of course making it connect meaningfully to the rest of the gameplay!), so I think it's a great idea
The game that features similar fishing mechanics is Amazon Trail 3rd Edition, released in 1999. I wasn't initially planning to mention it since it is not of great importance, and it's evident that you have no intention of ripping them off. Additionally, I am probably among the few individuals who still recall the game. Back then, I truly enjoyed it, and I'm confident that I'll have a similar experience with your game as well
I think adding a chatting feature in the bottom left box would be cool, so you could communicate with friends in game, just like in minecraft. Otherwise great progress so far looking forward to the next update.
Ah the old 'Amazon Trail, Rainforest Adventures 3rd Grade' Style Fishing. Good game from my Elementary School Days. In that Game you also Had Depth to worry about, with deeper fish Needing you to Charge up a shot to hit them. Different Species of Fish also Behaved Differently, with some Not being worth the Effort to Catch. (Piranhas) You Could add some Risk and Reward by making some Really Valuable Fish Behave similarly to some of the Cheaper ones, albeit with subtle differences like Turn Radius or Interactions with other fish. That Game also had Fixed Branches and things that acted like your Lilly pads to protect fish. It may be nice to add Variety to different fishing spots/Biomes by having a few Fixed 'Fish Shelters' That you Need to be Patient to Catch out of.
Really cool devlog! I really like the fishing system, maybe you could even make a mini-boss, like an octopus or something, where you have to hit all of it's limbs to get the reward!
You just made fishig look like the old cavehunt, I quite like it. Maybe something extra over time where you can see where to fish would go or extra spears to hit more fishes faster, etc Overall this game looks quite peaceful and fun!
So I really like the fishing idea! I also love the subspecies idea! I wish there were more games that had subspecies you could get whether your a farmer or catching animals in the wild. What about adding a way to make a chest private? Like if your playing with friends but you want to have your stuff they can’t access. Have them where anyone can access them or have private chests where only you can access them. This also says you uploaded the video 17 mins ago but it says people commented on the video 3 days ago lol. At least for me it does.
I like it! I haven’t done anything like that yet (where a client has a permanent ID that belongs to them even when they leave and come back)… I’ll have to look into it And the patrons got early access! 😊
I know and the other games especially ones like Minecraft people can get upset if you have stuff in a certain chest and someone besides to go up to it and like take stuff out. You got all different ways people like to play and while I don't know how hard doing something like that is with making specifically locked chests or putting some kind of lock on a chest but I feel like there would be those who appreciated being able to lock their chest if they played with others just so they can have their items that they don't want touched. I also never get tired of watching you make this stuff. I like seeing some of the coating side of things but at heart I'm more in to art and just seeing that side of stuff where it's being made or added in versus the code side of things. Some UA-camrs go into huge long speeches about how they've done the code and it's just like 10 minutes of talking about that and I'm sure there's some that love it and I'm glad they do but I for one am not one of those lol
I like the fishing mechanic a lot. Really unique as far as I've seen. I do think that the water is good as is, as it fits the theme of the game well. I'm guessing the example of shading you showed was just an exaggeration, but a little bit would do the trick.
I really like your devlog structure. Your devlogs are short and sharp, and you spend most of your time explaining why you’ve done something in a particular way (and are not just thoughtlessly going through the RPG checklist). It also helps that you don’t spend too much effort going into technical details. To me, explaining the game design reasoning behind a particular feature is more interesting that the technical implementation of that feature (unless the technical implementation was particularly novel or interesting)
I would have the lillies be destroyed by the harpoons. Would improve the sense of weight a lot, and prehapes down the line lead to say, swamp fishing where part of the challenge is bagging fish hiding under plants and such. Also also, id recommend checking out Core Keeper for ideas. Its also Terraria but overhead, but since its all underground it has some unique (ish) twists.
Cant wait for this game to come out great job! Edit: Idea, You should add different types of livestock, like maybe for fishing you can have different types of fish with different abilities depending on the species, Such as a ability to where the players use more damage for a certain amount of time. You could also add mutations kinda like fallout.
Yo, just a suggestion but like maybe you can make an arcade game machine thingy as an object. The arcade thingy will have like mini games like this and you can play it for fun. So once you place it, it will cause an npc to ljke go to this place to play the game. And like a few days later, the npc will get bored of the game cause it will have the current high score, then you could compete with the npc to get a higher score which affect’s relationship with the npc(like increase). So if you have current high score then npc will go to that place to get a higher score. And if you get a certain high score the npc cant beat, smth will have like a steam achievement or new dialogues or stuff. U know, just random side stufff. Just a suggestion tho. 1:33
I think you should give the slimes we keep seeing some more bouncy movement like when they bounce forward they would stop for a second, rn they just seem a bit flowty. :) No critisism
Love all the work you put into this. It looks great. I also love the ideas of shaking it up a bit, since we are dealing with Goblins here! Keep it up sir!
i kept seeing your shorts in my feed but never checked out your longform videos until today. can't even tell you how excited i am for this game it looks perfect
I really liked this video! The vibe was really chill and enjoyable, also the presentation with the frequent drawings of your main character + concept was super unique and gave an added level of charm and personality C: Keep up the great work!
The DDR thing could be reimplemented in a minigame with an npc, perhaps wagering coins or items to complete the minigame with very few mistakes allowed. As for crops and water, i think it should be left optional, but if it near a water source or it is raining or something like that, they simply grow a bit faster
I personally do enjoy a fishing mini game, even if it is simple. Someone already suggested using different bait for different species, but I have a few pointers. -Have certain species be found in different locations. I don’t mean salt vs. fresh, but also bracish, lakes, deep ocean, and seperate rivers. - Have caught fish to be useful as fertilizer for plants - If you’re going for creepy livestock, have the option to catch spider crabs and coconut crabs for pets. Have you ever seen them?
your fishing is pretty good idea. Watering is tedious and pasebreaking mechanic. So unless you planning to do farm simulator, i'd suggest to make it at least optional. Or create shortcuts like hired/rescued goblins that can do it for you, raining, ability to build irrigation canals, and so on. After all, as you said before, goblins are inpatient creatures and would rather plant something that grows on its own, rather then spend time tending it.
OH YEAH, SPEARFISHING! Warframe did the exact same thing and it’s a brilliant idea! Why wait for the fish when you can HUNT THEM DOWN IN THEIR OWN HOMES AND DESTROY THEIR FAMILIES? What I mean is, that’s good game design and I liked
Yeah, until you see a fish moving around, and you spear that fish and you pull out a boot. Um, I threw my spear at a fish, and hit a fish. Why am I holding a boot in my hand?
For the most part I think having fishing(and other minigames) are fine in most games. But I think they become more than just minigames when they take proper inspiration from the setting and mesh it into the minigameplay. I love your take on fishing in this game!
You could unlock a villager that helps you water your crops. Gives you something satisfying to work towards, like the sprinklers in Stardew, and doesn't need to be late in the game.
I definitely like the idea of this over typical fishing games. Especially because it allows for more options for improved fishing equipment. Keep up the good work!
Liked the idea of the livestock. You can make it so the player could use them to defend their camp and the subspecies have different stats or attacks(shot acid, shot a web that stuns or just being large with a lot of health).
One type of mechanic I really like is the 'bonus' technique. So instead of forcing the player to water their crops or they won't grow, you make it so that the crops grow normally without it, but watering them makes them grow faster. It gives an incentive to water, but does not punish the player if they don't/can't.
I like the Skylanders Swap Force fishing. It's a tiny little challenge where you snag the fish and drag it through an obstacle course of hazards. Short and sweet stuff.
hello just giving your phone a vibration! Also I would love to see the addition of fences and gates to separate sub-species or just for cosmetics. I also LOVE the spear fishing idea. Great job! 👏
"You can give them pets which makes them drop better stuff." I'd advice against that. In Cult of the Lamb you can have several interactions per villager which reset every day and give you bonuses. This creates an urge to go and perform every single interaction with every single villager every single day, because otherwise "you're leaving things on the table". Even when you know this is devolved gameplay and force yourself to stop, you can't stop _thinking_ about it.
Very nice update. I am impressed with how many mechanics you figured out in this dev log, and by your commitment to preserve the feel of the game and goblins. Very cool!
A cool thing to add to the game would be seasons if you don't already have that planned. It works well in games such as Dont Starve Together and Stardew Valley which seems like the games you take inspiration from.
Watering could be done once the plant sprouts once, and then it grows. Like, it would be a few stages: Plant, sprout, water, bloom. And for watering you could use an interactive object that shoots water into the air and waters many plants in the vicinity. In my mind it could be a big button that you have to push and water goes through pipes (you would have to place them near the crops), shoot out from the sides of the pipes to a certain range (like irl irrigation systems). Idk, if done right it might be fun to see the farm finally automated (almost) and as you push the button everything gets watered
6:26 I love the special spiders! Maybe the variants give different bits? Like regular ones give silk, "gold" gives shedding, "red" for venom for potions? Love the progress, Watt!❤
i watch this devlogs and feel "wow, this is a very cool game that is probably going to be finished", i love how you progress and how your devlogs are edited, keep it going :)))))
Your way of creating these videos are amazing, I enjoy your art style soo much that I even watch through the sponser part of the video. You are amazing. One suggestion, The colours for the game look a little dull, so I would turn up the saturation of the colours so It looks more Vibrant. See Ya In the Next VID!!!
I love the fishing mechanic- it reminds me of sims castaway that I played on the DS! I loved that style, getting to recognize the fish by their size and movement!
The chance to breed different spiders is really cool, I love that idea! Would be cool if you could match up the different breed with Punnet Squares or something to see the actual chances of getting a new breed of spider.
I really like the idea about the pets! This has really inspired me to keep working on my project. This was a very well-made video, and I am excited to see more from you!
i think the main issue is the reason fishing in alot of games like this is fun is the fact that you can build your own little fishing dock and with this system you can really take in the scenery its just a menu, maybe if it zoomed into the player and let you fish in the actual water but thats just an idea
Hey there! :D i think it looks really cool, also a little fakt if you want to add that somehow! Spiders can take small frogs as pets, to protect their spider babys. They will protect the frogs as well and the frogs eat off little insects that can attack the spiders eggs.
I really like how unique it is, like an extension of the game instead of a shoehorned in fishing system. something else i think is cool and unique is hats. you mentioned character customization, and i think hats would be really cool for that. maybe you could have one of those hats be potato themed. It has been a life long dream of mine to play a game as a little goblin wearing a potato hat. Here is an essay if you are not convinced: Watt Designs, the visionary game developer behind "Cleanup on Isle Goblin," has an opportunity to further enhance the charm and creativity of their game by introducing potato hats as an accessory for the characters. Potato hats would serve as a delightful addition to the game, capturing the hearts of players with their whimsical nature and bringing a touch of humor and uniqueness to the gameplay. Here are three reasons why Watt Designs should consider incorporating potato hats into "Cleanup on Isle Goblin." Firstly, potato hats would inject a dose of lightheartedness and amusement into the game. As players navigate the world of "Cleanup on Isle Goblin" and engage in various tasks, donning a potato hat could serve as a way to express their playful side. The sight of goblin characters sporting adorable potato hats would bring smiles to players' faces, fostering a joyful and relaxed atmosphere within the game. This simple addition would create a memorable and endearing experience, leaving players eagerly searching for different types of potato hats to personalize their characters. Secondly, potato hats can serve as a creative form of self-expression for players. Games offer an escape from reality, allowing individuals to explore and experiment with different identities. By introducing potato hats as an accessory, Watt Designs would provide players with an avenue to express their individuality and showcase their unique style within the game. Whether it be a classic baked potato hat, a quirky mashed potato crown, or an outlandish French fry fascinator, the possibilities are endless. Potato hats would foster a sense of personalization and allow players to leave their mark on the world of "Cleanup on Isle Goblin." Lastly, potato hats could inspire a sense of camaraderie and community among players. Gaming communities thrive on shared experiences and inside jokes. The addition of potato hats would create a common bond among players, sparking conversations and laughter as they compare and discuss their favorite potato hat designs. Watt Designs could even introduce special limited-edition potato hats or organize in-game events where players can earn unique hat variations, further fostering a sense of unity and engagement within the player base. In conclusion, the inclusion of potato hats in "Cleanup on Isle Goblin" would bring an extra layer of whimsy, creativity, and community to the game. Through their lighthearted and unique nature, potato hats would provide players with a delightful means of self-expression, encouraging personalization and fostering a joyful atmosphere within the game. Watt Designs should seriously consider this charming addition to further captivate their audience and solidify "Cleanup on Isle Goblin" as a standout gaming experience.
I think the fishing is a good fit for your game, it makes sense that goblins would spearfish. With the farming, perhaps instead of watering crops you could fertilize them with an item or items found adventuring. It would help to enforce the gameplay loop that you're going for and would cause the crops to need a bit more tending to.
For the farming I like the idea of watering but more as a secondary thing. Maybe properly watered plants sprout faster? But I like the upgrade to watering them to be digging an irrigation channel and hiring a goblin to turn archimedes screw to irrigate. I would take food and gold for pay. Just a thought.
I wonder if theres a way that the fishing system could be intigrated into the games other systems, like maby fishing with or around other goblins raises frendship, or maby spears are limmited and need to be found during exploration. prehaps the type of fish could be linked to the nearby plants and buildings? it might be fun to conect it because it would make it feel less seperate and more intergrated with the rest of the game. i realy enjoyed this devlog and i love how this game is comming along.
It might be worth taking a gander at how Warframe does spearfishing. There's a few variations of how they do it, depending on which planet you're on, so that might spark some additional ideas for you. In general I find it quite good, so I think this is a very solid direction for you to pursue.
The only game I remember with spear-fishing is the old The Amazon Trail game from the 90s, which I remember cheesing all the time because it opened windowed on the computer I played it on and clicking off the game paused it, thus allowing me to freeze the game mid-fishing to assure a catch. It also had elements of "Do you want this fish?" because some catches were dangerous, like electric eels that would shock you if taken (even if you still got food for it), and very obvious log silhouettes to dupe the audience into spear-wasters.
A fairly basic solution to the to-water-or-not-to-water conundrum: have watering give the plants a bonus. Maybe the plants grow at 1x speed and give 2-3 fruits without water. When you do water, it goes at 1.25x speed and gives 4-5. (Or some variation of that - maybe if you water every day of the growing season you get a secret powerful fruit)
my suggestion for watering plants is to have a farmer npc very early in the game. every day, you can pay the farmer some money and they will keep your plants watered while you're out adventuring. anyways, good progress so far!
Maybe you could set the soil to have different hydration levels: 100% near water, then slowly decrease as you go further away from it, and then it caps out at 50% in the normal biome. Then you could have 0% wetness in the desert and snow biome, and 90% wetness in the jungle. Implement channels and aqueducts to allow the player to move water near farmland to increase the wetness. You could have different crops require different amounts of water, so you plant rice and reeds next to water, and then plant fruits and vegetables further out. You could make this system more complex by introducing different soil types (dirt, clay, sand, gravel, etc), and have them transfer water in different rates; so if you wanted to plant a lot of rice, you could use clay, and it would keep a high hydration near water that quickly drops off as you go out. But if you wanted to plant something that only requires 51%< hydration, you would use sand or gravel, because those let water seep through them easily.
Love the fishing system, would add swaying to the spears, fishs getting scared when spears hit water near then and bait throwing to solve scared fish and low fish spawn. Also would be fun if fish hunted fish and critters in this mirky sillouete style. Rarer smarter fish hiding below the leaves would be cool, but they vulnerable to bait and lillypad destroying/pushing items. Minor critter fishing (that counts as low lvl food or bait) would be cool and bigger creatures maybe combat enhancing would cool too. Maybe even a miniboss only found by fishing proccess, this miniboss drops an item needed to unlock a path or something.
answering question presented at 0:04 1. Spear Fishing 2. Mini Game where Goblin goes swimming and catch fish(kind of like hungry shark or something like that) 3. Hand Fishing but with timing system
This is amazing! I can't wait for this game to come out! What you've done design-wise and thematically is so creative. I'm so happy to see such an original game, and be able to watch it throughout development, but it also shares aspects of game I'm familiar with, like stardew valley, so it's not completely new and turning everything on it's head. I can't wait to see the final product!
The amount of cool features you add to the game with each devlog is astounding. You are doing the community a disservice by being this good at game dev, people will think this is normal 😜 Amazing work! 👏
Considering spiders, are you planning on having an Arachnophobe toggle? Like, just having a Ball with the spider's coloring (sans head+legs) would be cool for that handful of players.
The fishing minigame looks pretty cool! It reminds me a little of the way Roots of Pacha has theirs setup, with using a more simplified tool than a fishing rod. The mechanics are much different though, it's more about keeping track of the fish for a bit and not startling it before you can catch it. Maybe you could have the fish 'panic' and swim off if a spear lands within a certain distance of them without hitting them?
- 3:44 I really like this idea of spear fishing instead of just a normal fishing rod. It will most likely help with the boredom caused by fishing in other games and I feel like it seems very unique. Which I feel like makes it fit into the game even more because you play as a goblin instead of a human. - 5:12 For me personally, I agree that making you water the crops would discourage long adventures, and I think it would be best to not make you water the crops, or at least not one by one because that would take forever. Like you said, it would just be best to wait till play testing to make a decision. (Maybe some kind of aqueducts?) - 7:10 pet spiders = adorable. - 7:24 It might be a good idea to add way larger containers depending on how many different items you decide to add in the game because you will want to be able to store all of the stuff. Plus, different looking containers would just look cool lol - overall, I am so excited for this game to come out, keep up the great work!
Water remembers me of potion crafting, concocting substances (like explosion items, acid, buff potions or even freezing potions or solidifying potions to travel above liquid and reach secrets). A goblin style alchemy (where you have a recipe but at the same time you can improvise with trash items without destroying the potion (wich is not fun and bad game design) but raising a chance of random effects.
Awesome changes man, loved watching the Dev logs but was never into the rhythm part of the game so I wasnt going to play it. Now though with the change im excited to play it.
Like the idea of not watering plants, it can be such a chore in Stardew when you want to take time to focus on foraging or exploring the mines. Love the spear fishing, others have mentioned Amazon Train III, that was so unique and it would be great to have a game that had a similar feel. Last, I think it would be fun for players to have or be able to build an enclosure for the pet spiders. You may already have plans or an idea for that, my mind goes to Silk the board game and the enclosure depicted for the silk worms. Excited to see how this game continues to develop!
Mr. Watt this is amazing. With the amount of detail and polish this game has, I could easily see it becoming the next Stardew Valley! I love the fishing mini game; of which I have many favourites over a few games. I think the biggest thing for me is finding the occasional rare item when fishing; it really keeps me “hooked” on playing, so I would definitely recommend rare stuff. All in all this update looks fantastic and fun! Can’t wait for the next one! Cheers!
how to make minigame look fancier? add a goblin backsprite, with a throwing animation. kind of like how in pokemon, you have the trainer backsprite throwing your ball into battle. you could have a goblin backsprite doing the spear throwing animation, to replace the boring spear animation on the right.
I noticed a lot of things similar with SDV, so I think little arcade games would make sense and be super cool. They'd probably be held together with sticks and rope too, sorta like all those cardboard arcade game videos from 2018.
Can have an npc that waters the plants. So at first it limits what you can do until you get the farmer npc that will attend your crops and water them for you.
Love your work! With your plant watering you could do more of a Minecraft-type system when the plants must be within a certain radius of water to gross. Which makes water important for growing plants but not a constant ask.
A lot of fishing spears have a three-pronged ending, so maybe another upgrade for spears could be a wider hit area.
I like it!
The ultimate fishing spear should be a legendary item found once in the game, that's just Poseidon's Trident. It returns after you throw it for infinite uses.
I don't think goblins would use trident tho...
@@WattDesigns try not to make it so fishing gets too easy like when you get the spear there should be faster fish that you can catch with it so it dosent get boring after 5 fishes with it
About watering the crops, I believe you should just add something like Minecraft where you just need to put crops near water. That way you need to keep in check of the water, but only once. And aqueducts seem like something cool to add to this idea, moving water where you want to.
This way in the early game you need to plant on the shores of bodies of water and later, once you unlock aqueducts you are also somewhat freed of water rectrictions.
This suggestion can work very nicely for sure, but as an alternative you can set the system in a way that watering the crops will be optional, but rewarding if the player does so. So crops will be able to grow and produce by their own, but if you water them, growth rates and produce perhaps can increase. In that way if the players are around, they can take advantage of that "buff" and if they are out on an adventure, the crops will still be just fine. Aqueducts can also be utilized with that system to automate the process in later game.
@@cynodont8 i feel it still punishes the player for not watering crops
@joshuamillet2215 with a well you still need to take water out of the well to water crops.
That's how wells work.
This makes possible the crafting of items like a variety of vessels for water carrying, a giant water skin that drops some water when you take damage would be a cool hardship to plant a particularly useful crop.
one thing I'd change is to give the spear back if you hit a fish. because why would you get the fish but not the spear?
I didn’t even think about that… good point
This is one of the most creative fishing minigames I've ever seen. Also, I love how the spiders only die after 4 hits so you can't kill them on accident.
You got a lot done in this one! I love the idea of monsters being “livestock” to the goblins 😁
SPIDERS!
Love the idea for spiders as livestock since it's a unique and interesting concept. Perhaps there could be more quirks when running a spider farm. Some ideas:
1) STICKY FLOORS! When the spiders have a main home or feeding station, the ground slowly gets covered in cobwebs which does 2 things.
- Slows down non-spider entities but effects can be negated with special boots or enchantments.
- Serve as a unique way of collecting silk as it can slowly accumulate and perhaps create Cobweb blocks (similar to Minecraft cobwebs) which can drop a lot more silk. Cobwebs could also be obtained as a placeable block so that players can use this for traps or decoration.
2) DIFFERENT COBWEB TILES! Building off of the floor webs, perhaps there could be variety of different web tiles depending on what subspecies of spiders is living nearby. Perhaps a web that is more acidic that lowers defense. A web that cause fire damage. Or a web that causes a 'Webbed' debuff which slowly ticks up the more u move in it until eventually u are rooted/covered in cobweb and will have to struggle to break out. This could also lead to new ways to make traps, designs, or enemy farming.
3) WALL CLIMBING! If there are roofs or tall-walls, it would be cool to have spiders have the ability to, well, crawl on those vertices. idk how that could work in a top-down 2-D world, but maybe if ceilings are a thing, u can see the spider's shadows if they have climbed ontop. This is could serve as a way for spiders to sneak attack enemies as well as traverse over terrain (if there is a river or a hole in a way).
4) RIDEABLE SPIDERS! Spiders could be one of many various mounts that you can ride to traverse the world. While most spiders aren't built for speed or brute force, perhaps they could be used to traverse walls and landscapes. this could be used to easily access certain areas and could be a 'key' in encountering a certain boss, dungeon, or unique area that is blocked off by hard-to-break terrain.
5) SPIDER ARMY! I don't know if you are planning a multi-classed system, but perhaps there could be way to command an army of spiders to fight for you. Similar to terraria, certain armor or accessories could be used to enhance damage from controlled units which could allow variety to combat and exploration. Spiders could perhaps be tamed and then obtained using a certain staff or 'Goblin Piggy Backpack' which allows you to hold up a certain number of spiders/units. This could allow u to easily recall and summon your units (similar idea to a pokeball) whenever you want and could help make it so that the screen isn't constantly swarmed by too many bugs.
This is all I can think of and I understand that some ideas may be out of scope. But hopefully we can get to see more unique mechanics added to these spiders. Love the progress and looking forward. Have a good day :D
I like the look of the new fishing minigame personally, since it looks like fish will be able to swim over top of each other sure hope that means we can spear more than one at a time if we're lucky
I think the fishing game is very unique and cute. Looks fun. 🥰
I like the idea that goblins have monsters like spiders and rats as cattle. Though, if I was playing the game, I'd probably avoid having a spider like the plague. 🤣
As for the watering, if you think about it, some places don't require you to water the crops in real life if it rains often enough. Watering becomes a waste of time. If the goblins are living in a swampy area where rain comes often, it wouldn't make sense to need watering.
Oh, and if you DO have the option of letting the character be a female goblin, a cute accessories like a flower on their head would be so much fun.🌻
Two things :
I know it’s meant to be a leisurely minigame but is there a way to add risk for more reward? Maybe if you use a certain type of bait, you can attract an aggressive fish (idk like a shark or something) it could debuff/attack you but it would drop something good :) I’m thinking something that would either be pulled to the surface or drag you into the water for a small fight scene
About plant watering, yes, making you do that would definitely slow down adventuring. However, maybe you could make it so that if you go out of your way to water the plants it would grow faster or maybe more crops would drop. If you’re a casual player who wants to adventure, then the decreased rates shouldn’t bother you too much. If you’re focusing on farming though then this could be a good way to save time for players who want the crops fast.
Overall it was a great devlog keep going! This is turning out to be an awesome game 😁
On the fishing, I like this idea. What if you made it similar to 'chumming' the water? So, you throw out the bait and then it may or may not attract bigger/better fish, but you still gotta catch them, or gotta choose which fish to go for.
The only potential concern with watering being optional is that players will minmax the fun out of the game at any opportunity, and so you could get someone who ideally wants to adventure but feels like they have to water for maximum profit.
I think there already is a risk in losing spears
truffle worm 666 bait power.
what if, randomly a big bish appears and if you hit it with a spear you get out of the minigame and a minibossfight starts?
Roots of Pacha overhead and GB Zelda sideview mini games are my favorite. Your take on it feels great! Allowing you to catch multiple fish in one go is so nice.
Great job adding a ton of features! The fishing mini game is really cool! It reminds me of the fly swatting mini game from WarioWare. I feel like having the fish react to the spears and run away would add a bit more to making it feel like fishing for me.
I like it! Should be doable 🤔 I’ll add that in tonight
@@WattDesigns I think the spear fishing mini game is really cool and unique :)
Eventually you kinda loose some "chill vibe" in the way it's done atm though. As you mentioned before in the video one of the main selling points is to take a break and enjoy the scenery while fishing - maybe you could find a way to integrate the mini game more into the scenery so it immerses you more into the world if that makes sense. Maybe zoom in and show the fish in the water tiles? idk :D
But amazing what you got done since the last time I checked, awesome, keep it up :)
Love the fishing idea! Would be cool if the spear pierced the lilypads so they would be sliced in half or sunk and disappear each time you hit one. Instead of the bouncing animation, the spear would "stick" and just tilt and fall down. I can think of a lot of ways to make this type of fishing minigame more interesting (in addition to of course making it connect meaningfully to the rest of the gameplay!), so I think it's a great idea
The game that features similar fishing mechanics is Amazon Trail 3rd Edition, released in 1999. I wasn't initially planning to mention it since it is not of great importance, and it's evident that you have no intention of ripping them off. Additionally, I am probably among the few individuals who still recall the game. Back then, I truly enjoyed it, and I'm confident that I'll have a similar experience with your game as well
I used to have this game. Spear fishing was fun!
I think adding a chatting feature in the bottom left box would be cool, so you could communicate with friends in game, just like in minecraft. Otherwise great progress so far looking forward to the next update.
Ah the old 'Amazon Trail, Rainforest Adventures 3rd Grade' Style Fishing. Good game from my Elementary School Days. In that Game you also Had Depth to worry about, with deeper fish Needing you to Charge up a shot to hit them. Different Species of Fish also Behaved Differently, with some Not being worth the Effort to Catch. (Piranhas) You Could add some Risk and Reward by making some Really Valuable Fish Behave similarly to some of the Cheaper ones, albeit with subtle differences like Turn Radius or Interactions with other fish. That Game also had Fixed Branches and things that acted like your Lilly pads to protect fish. It may be nice to add Variety to different fishing spots/Biomes by having a few Fixed 'Fish Shelters' That you Need to be Patient to Catch out of.
Good stuff! I'll look to that game for inspiration for new features, I like what you've listed already
It's not a goblin game until spears are involved 🎶
Or Bombs :)
Holy cow - there is so much progress! I watch you to get inspired and it works every time!
Really cool devlog! I really like the fishing system, maybe you could even make a mini-boss, like an octopus or something, where you have to hit all of it's limbs to get the reward!
Ooooh I like it!
As a fishing enjoyer, i love when people come up with new minigames for it, and yours looks really fun! +1 wishlist
Literally just searched for your channel lol. Can’t wait for the game to come out!
I am so happy that goblins are getting love the best fantasy race just gets boiled down to scary green critters, they deserve better.
You just made fishig look like the old cavehunt, I quite like it. Maybe something extra over time where you can see where to fish would go or extra spears to hit more fishes faster, etc
Overall this game looks quite peaceful and fun!
So I really like the fishing idea! I also love the subspecies idea! I wish there were more games that had subspecies you could get whether your a farmer or catching animals in the wild. What about adding a way to make a chest private? Like if your playing with friends but you want to have your stuff they can’t access. Have them where anyone can access them or have private chests where only you can access them. This also says you uploaded the video 17 mins ago but it says people commented on the video 3 days ago lol. At least for me it does.
I like it! I haven’t done anything like that yet (where a client has a permanent ID that belongs to them even when they leave and come back)… I’ll have to look into it
And the patrons got early access! 😊
I know and the other games especially ones like Minecraft people can get upset if you have stuff in a certain chest and someone besides to go up to it and like take stuff out. You got all different ways people like to play and while I don't know how hard doing something like that is with making specifically locked chests or putting some kind of lock on a chest but I feel like there would be those who appreciated being able to lock their chest if they played with others just so they can have their items that they don't want touched.
I also never get tired of watching you make this stuff. I like seeing some of the coating side of things but at heart I'm more in to art and just seeing that side of stuff where it's being made or added in versus the code side of things. Some UA-camrs go into huge long speeches about how they've done the code and it's just like 10 minutes of talking about that and I'm sure there's some that love it and I'm glad they do but I for one am not one of those lol
Bet the goblin liked that vibration
🤤
???
@@_Cotton should someone tell them
I like the fishing mechanic a lot. Really unique as far as I've seen. I do think that the water is good as is, as it fits the theme of the game well. I'm guessing the example of shading you showed was just an exaggeration, but a little bit would do the trick.
I really like your devlog structure. Your devlogs are short and sharp, and you spend most of your time explaining why you’ve done something in a particular way (and are not just thoughtlessly going through the RPG checklist).
It also helps that you don’t spend too much effort going into technical details. To me, explaining the game design reasoning behind a particular feature is more interesting that the technical implementation of that feature (unless the technical implementation was particularly novel or interesting)
I would have the lillies be destroyed by the harpoons. Would improve the sense of weight a lot, and prehapes down the line lead to say, swamp fishing where part of the challenge is bagging fish hiding under plants and such.
Also also, id recommend checking out Core Keeper for ideas. Its also Terraria but overhead, but since its all underground it has some unique (ish) twists.
Cant wait for this game to come out great job!
Edit: Idea, You should add different types of livestock, like maybe for fishing you can have different types of fish with different abilities depending on the species, Such as a ability to where the players use more damage for a certain amount of time. You could also add mutations kinda like fallout.
This might be the best devlog, so much progress. Would love to play this
Yo, just a suggestion but like maybe you can make an arcade game machine thingy as an object. The arcade thingy will have like mini games like this and you can play it for fun. So once you place it, it will cause an npc to ljke go to this place to play the game. And like a few days later, the npc will get bored of the game cause it will have the current high score, then you could compete with the npc to get a higher score which affect’s relationship with the npc(like increase). So if you have current high score then npc will go to that place to get a higher score. And if you get a certain high score the npc cant beat, smth will have like a steam achievement or new dialogues or stuff. U know, just random side stufff. Just a suggestion tho. 1:33
I think you should give the slimes we keep seeing some more bouncy movement like when they bounce forward they would stop for a second, rn they just seem a bit flowty. :) No critisism
Love all the work you put into this. It looks great. I also love the ideas of shaking it up a bit, since we are dealing with Goblins here! Keep it up sir!
i kept seeing your shorts in my feed but never checked out your longform videos until today. can't even tell you how excited i am for this game it looks perfect
I really liked this video! The vibe was really chill and enjoyable, also the presentation with the frequent drawings of your main character + concept was super unique and gave an added level of charm and personality C: Keep up the great work!
your game loop feels just like minecraft
The DDR thing could be reimplemented in a minigame with an npc, perhaps wagering coins or items to complete the minigame with very few mistakes allowed.
As for crops and water, i think it should be left optional, but if it near a water source or it is raining or something like that, they simply grow a bit faster
That's an amazing implementation of fishing, very unique. It's always good to see when developers are thoughtful of such little details. ^^
I personally do enjoy a fishing mini game, even if it is simple.
Someone already suggested using different bait for different species, but I have a few pointers.
-Have certain species be found in different locations. I don’t mean salt vs. fresh, but also bracish, lakes, deep ocean, and seperate rivers.
- Have caught fish to be useful as fertilizer for plants
- If you’re going for creepy livestock, have the option to catch spider crabs and coconut crabs for pets. Have you ever seen them?
your fishing is pretty good idea.
Watering is tedious and pasebreaking mechanic. So unless you planning to do farm simulator, i'd suggest to make it at least optional.
Or create shortcuts like hired/rescued goblins that can do it for you, raining, ability to build irrigation canals, and so on.
After all, as you said before, goblins are inpatient creatures and would rather plant something that grows on its own, rather then spend time tending it.
OH YEAH, SPEARFISHING! Warframe did the exact same thing and it’s a brilliant idea!
Why wait for the fish when you can HUNT THEM DOWN IN THEIR OWN HOMES AND DESTROY THEIR FAMILIES?
What I mean is, that’s good game design and I liked
Yeah, until you see a fish moving around, and you spear that fish and you pull out a boot. Um, I threw my spear at a fish, and hit a fish. Why am I holding a boot in my hand?
For the most part I think having fishing(and other minigames) are fine in most games. But I think they become more than just minigames when they take proper inspiration from the setting and mesh it into the minigameplay. I love your take on fishing in this game!
You could unlock a villager that helps you water your crops. Gives you something satisfying to work towards, like the sprinklers in Stardew, and doesn't need to be late in the game.
huge update! this is looking great man
I definitely like the idea of this over typical fishing games. Especially because it allows for more options for improved fishing equipment. Keep up the good work!
Liked the idea of the livestock. You can make it so the player could use them to defend their camp and the subspecies have different stats or attacks(shot acid, shot a web that stuns or just being large with a lot of health).
I know it’s probably standard game design, but it’s cool seeing your thought process on how the different mechanics should complement each other
One type of mechanic I really like is the 'bonus' technique. So instead of forcing the player to water their crops or they won't grow, you make it so that the crops grow normally without it, but watering them makes them grow faster. It gives an incentive to water, but does not punish the player if they don't/can't.
I like the Skylanders Swap Force fishing.
It's a tiny little challenge where you snag the fish and drag it through an obstacle course of hazards. Short and sweet stuff.
hello just giving your phone a vibration! Also I would love to see the addition of fences and gates to separate sub-species or just for cosmetics. I also LOVE the spear fishing idea. Great job! 👏
"You can give them pets which makes them drop better stuff." I'd advice against that.
In Cult of the Lamb you can have several interactions per villager which reset every day and give you bonuses. This creates an urge to go and perform every single interaction with every single villager every single day, because otherwise "you're leaving things on the table". Even when you know this is devolved gameplay and force yourself to stop, you can't stop _thinking_ about it.
Hmm that’s a good point..
This game looks incredible! I'm really excited for it to be released :)
Very nice update. I am impressed with how many mechanics you figured out in this dev log, and by your commitment to preserve the feel of the game and goblins. Very cool!
A cool thing to add to the game would be seasons if you don't already have that planned. It works well in games such as Dont Starve Together and Stardew Valley which seems like the games you take inspiration from.
Watering could be done once the plant sprouts once, and then it grows. Like, it would be a few stages:
Plant, sprout, water, bloom.
And for watering you could use an interactive object that shoots water into the air and waters many plants in the vicinity. In my mind it could be a big button that you have to push and water goes through pipes (you would have to place them near the crops), shoot out from the sides of the pipes to a certain range (like irl irrigation systems).
Idk, if done right it might be fun to see the farm finally automated (almost) and as you push the button everything gets watered
I've never clicked on a video that fast. I love your videos man! The game looks fun and cute. I also love the fishing minigame!
6:26 I love the special spiders! Maybe the variants give different bits? Like regular ones give silk, "gold" gives shedding, "red" for venom for potions? Love the progress, Watt!❤
Im really glad about the new video!! All the new changes are so awesome and make me so excited to maybe play it when its ready!!
i watch this devlogs and feel "wow, this is a very cool game that is probably going to be finished", i love how you progress and how your devlogs are edited, keep it going :)))))
Your way of creating these videos are amazing, I enjoy your art style soo much that I even watch through the sponser part of the video. You are amazing.
One suggestion, The colours for the game look a little dull, so I would turn up the saturation of the colours so It looks more Vibrant. See Ya In the Next VID!!!
I love the fishing mechanic- it reminds me of sims castaway that I played on the DS! I loved that style, getting to recognize the fish by their size and movement!
The chance to breed different spiders is really cool, I love that idea! Would be cool if you could match up the different breed with Punnet Squares or something to see the actual chances of getting a new breed of spider.
I really like the idea about the pets! This has really inspired me to keep working on my project. This was a very well-made video, and I am excited to see more from you!
Once again, very well done video! I'm very excited for when this project meets the hands of the public! You got this man!
i think the main issue is the reason fishing in alot of games like this is fun is the fact that you can build your own little fishing dock and with this system you can really take in the scenery its just a menu, maybe if it zoomed into the player and let you fish in the actual water but thats just an idea
Hey there! :D i think it looks really cool, also a little fakt if you want to add that somehow! Spiders can take small frogs as pets, to protect their spider babys. They will protect the frogs as well and the frogs eat off little insects that can attack the spiders eggs.
Really love the idea for fishing. Seems like a solid and fresh way to do it.
I really like how unique it is, like an extension of the game instead of a shoehorned in fishing system. something else i think is cool and unique is hats. you mentioned character customization, and i think hats would be really cool for that. maybe you could have one of those hats be potato themed. It has been a life long dream of mine to play a game as a little goblin wearing a potato hat.
Here is an essay if you are not convinced:
Watt Designs, the visionary game developer behind "Cleanup on Isle Goblin," has an opportunity to further enhance the charm and creativity of their game by introducing potato hats as an accessory for the characters. Potato hats would serve as a delightful addition to the game, capturing the hearts of players with their whimsical nature and bringing a touch of humor and uniqueness to the gameplay. Here are three reasons why Watt Designs should consider incorporating potato hats into "Cleanup on Isle Goblin."
Firstly, potato hats would inject a dose of lightheartedness and amusement into the game. As players navigate the world of "Cleanup on Isle Goblin" and engage in various tasks, donning a potato hat could serve as a way to express their playful side. The sight of goblin characters sporting adorable potato hats would bring smiles to players' faces, fostering a joyful and relaxed atmosphere within the game. This simple addition would create a memorable and endearing experience, leaving players eagerly searching for different types of potato hats to personalize their characters.
Secondly, potato hats can serve as a creative form of self-expression for players. Games offer an escape from reality, allowing individuals to explore and experiment with different identities. By introducing potato hats as an accessory, Watt Designs would provide players with an avenue to express their individuality and showcase their unique style within the game. Whether it be a classic baked potato hat, a quirky mashed potato crown, or an outlandish French fry fascinator, the possibilities are endless. Potato hats would foster a sense of personalization and allow players to leave their mark on the world of "Cleanup on Isle Goblin."
Lastly, potato hats could inspire a sense of camaraderie and community among players. Gaming communities thrive on shared experiences and inside jokes. The addition of potato hats would create a common bond among players, sparking conversations and laughter as they compare and discuss their favorite potato hat designs. Watt Designs could even introduce special limited-edition potato hats or organize in-game events where players can earn unique hat variations, further fostering a sense of unity and engagement within the player base.
In conclusion, the inclusion of potato hats in "Cleanup on Isle Goblin" would bring an extra layer of whimsy, creativity, and community to the game. Through their lighthearted and unique nature, potato hats would provide players with a delightful means of self-expression, encouraging personalization and fostering a joyful atmosphere within the game. Watt Designs should seriously consider this charming addition to further captivate their audience and solidify "Cleanup on Isle Goblin" as a standout gaming experience.
Moving this to priority #1 posthaste
Uh did ChatGPT help with this or did bro really write a 5 paragraph essay on hats?? 😮
@@sky01james28 yeah...did you?
@@WattDesigns thanks, potato hats are the greatest thing of all time, so this is a dream come true.
@@sky01james28 it was a̶i̶ totally me and not ai
I think the fishing is a good fit for your game, it makes sense that goblins would spearfish. With the farming, perhaps instead of watering crops you could fertilize them with an item or items found adventuring. It would help to enforce the gameplay loop that you're going for and would cause the crops to need a bit more tending to.
For the farming I like the idea of watering but more as a secondary thing. Maybe properly watered plants sprout faster? But I like the upgrade to watering them to be digging an irrigation channel and hiring a goblin to turn archimedes screw to irrigate. I would take food and gold for pay. Just a thought.
I wonder if theres a way that the fishing system could be intigrated into the games other systems, like maby fishing with or around other goblins raises frendship, or maby spears are limmited and need to be found during exploration. prehaps the type of fish could be linked to the nearby plants and buildings? it might be fun to conect it because it would make it feel less seperate and more intergrated with the rest of the game. i realy enjoyed this devlog and i love how this game is comming along.
There is one game that I can think of that has a similar fishing mechanic, Sims Castaway. It's not exact, but it's quite similar
It might be worth taking a gander at how Warframe does spearfishing. There's a few variations of how they do it, depending on which planet you're on, so that might spark some additional ideas for you. In general I find it quite good, so I think this is a very solid direction for you to pursue.
I have been following for so long without an end in sight, but I know it will be worth it. ❤
The only game I remember with spear-fishing is the old The Amazon Trail game from the 90s, which I remember cheesing all the time because it opened windowed on the computer I played it on and clicking off the game paused it, thus allowing me to freeze the game mid-fishing to assure a catch. It also had elements of "Do you want this fish?" because some catches were dangerous, like electric eels that would shock you if taken (even if you still got food for it), and very obvious log silhouettes to dupe the audience into spear-wasters.
It's been a month! I can't wait for the next devlog :)
Your work is so inspiring! The fishing minigame as far as I can tell is really unique and looks like a lot of fun. Can't wait for the next devlog!
A fairly basic solution to the to-water-or-not-to-water conundrum: have watering give the plants a bonus.
Maybe the plants grow at 1x speed and give 2-3 fruits without water. When you do water, it goes at 1.25x speed and gives 4-5. (Or some variation of that - maybe if you water every day of the growing season you get a secret powerful fruit)
my suggestion for watering plants is to have a farmer npc very early in the game. every day, you can pay the farmer some money and they will keep your plants watered while you're out adventuring. anyways, good progress so far!
Maybe you could set the soil to have different hydration levels: 100% near water, then slowly decrease as you go further away from it, and then it caps out at 50% in the normal biome. Then you could have 0% wetness in the desert and snow biome, and 90% wetness in the jungle. Implement channels and aqueducts to allow the player to move water near farmland to increase the wetness. You could have different crops require different amounts of water, so you plant rice and reeds next to water, and then plant fruits and vegetables further out. You could make this system more complex by introducing different soil types (dirt, clay, sand, gravel, etc), and have them transfer water in different rates; so if you wanted to plant a lot of rice, you could use clay, and it would keep a high hydration near water that quickly drops off as you go out. But if you wanted to plant something that only requires 51%< hydration, you would use sand or gravel, because those let water seep through them easily.
Love the fishing system, would add swaying to the spears, fishs getting scared when spears hit water near then and bait throwing to solve scared fish and low fish spawn. Also would be fun if fish hunted fish and critters in this mirky sillouete style. Rarer smarter fish hiding below the leaves would be cool, but they vulnerable to bait and lillypad destroying/pushing items. Minor critter fishing (that counts as low lvl food or bait) would be cool and bigger creatures maybe combat enhancing would cool too. Maybe even a miniboss only found by fishing proccess, this miniboss drops an item needed to unlock a path or something.
answering question presented at 0:04
1. Spear Fishing
2. Mini Game where Goblin goes swimming and catch fish(kind of like hungry shark or something like that)
3. Hand Fishing but with timing system
This is amazing! I can't wait for this game to come out! What you've done design-wise and thematically is so creative. I'm so happy to see such an original game, and be able to watch it throughout development, but it also shares aspects of game I'm familiar with, like stardew valley, so it's not completely new and turning everything on it's head. I can't wait to see the final product!
The amount of cool features you add to the game with each devlog is astounding. You are doing the community a disservice by being this good at game dev, people will think this is normal 😜 Amazing work! 👏
Considering spiders, are you planning on having an Arachnophobe toggle? Like, just having a Ball with the spider's coloring (sans head+legs) would be cool for that handful of players.
Would be nice to add! (and pretty simple). I'm saving it for later on since functionality has to come first, but I'd love to eventually
The fishing minigame looks pretty cool! It reminds me a little of the way Roots of Pacha has theirs setup, with using a more simplified tool than a fishing rod. The mechanics are much different though, it's more about keeping track of the fish for a bit and not startling it before you can catch it.
Maybe you could have the fish 'panic' and swim off if a spear lands within a certain distance of them without hitting them?
- 3:44 I really like this idea of spear fishing instead of just a normal fishing rod. It will most likely help with the boredom caused by fishing in other games and I feel like it seems very unique. Which I feel like makes it fit into the game even more because you play as a goblin instead of a human.
- 5:12 For me personally, I agree that making you water the crops would discourage long adventures, and I think it would be best to not make you water the crops, or at least not one by one because that would take forever. Like you said, it would just be best to wait till play testing to make a decision. (Maybe some kind of aqueducts?)
- 7:10 pet spiders = adorable.
- 7:24 It might be a good idea to add way larger containers depending on how many different items you decide to add in the game because you will want to be able to store all of the stuff. Plus, different looking containers would just look cool lol
- overall, I am so excited for this game to come out, keep up the great work!
Oh hey, you uploaded again! I love watching your videos, they give me the drive to make my own games!
Water remembers me of potion crafting, concocting substances (like explosion items, acid, buff potions or even freezing potions or solidifying potions to travel above liquid and reach secrets). A goblin style alchemy (where you have a recipe but at the same time you can improvise with trash items without destroying the potion (wich is not fun and bad game design) but raising a chance of random effects.
Awesome changes man, loved watching the Dev logs but was never into the rhythm part of the game so I wasnt going to play it. Now though with the change im excited to play it.
The fishing spears should have different ad ons like longer ropes for a chance to get the spear back or different spear heads
I have been watching your channel for some time now, I’m happy to say you’re a worthwhile investment.
Like the idea of not watering plants, it can be such a chore in Stardew when you want to take time to focus on foraging or exploring the mines. Love the spear fishing, others have mentioned Amazon Train III, that was so unique and it would be great to have a game that had a similar feel. Last, I think it would be fun for players to have or be able to build an enclosure for the pet spiders. You may already have plans or an idea for that, my mind goes to Silk the board game and the enclosure depicted for the silk worms. Excited to see how this game continues to develop!
Monster being livestock to goblins is such a great idea!
Mr. Watt this is amazing. With the amount of detail and polish this game has, I could easily see it becoming the next Stardew Valley! I love the fishing mini game; of which I have many favourites over a few games. I think the biggest thing for me is finding the occasional rare item when fishing; it really keeps me “hooked” on playing, so I would definitely recommend rare stuff. All in all this update looks fantastic and fun! Can’t wait for the next one! Cheers!
how to make minigame look fancier? add a goblin backsprite, with a throwing animation. kind of like how in pokemon, you have the trainer backsprite throwing your ball into battle. you could have a goblin backsprite doing the spear throwing animation, to replace the boring spear animation on the right.
The fishing game is really creative, I'm looking forward to playing it!
At 3:00 I was literally thinking of maybe just spear fishing if you don't want to use fishing rods, glad to see the decision!
I noticed a lot of things similar with SDV, so I think little arcade games would make sense and be super cool.
They'd probably be held together with sticks and rope too, sorta like all those cardboard arcade game videos from 2018.
Can have an npc that waters the plants. So at first it limits what you can do until you get the farmer npc that will attend your crops and water them for you.
Love your work! With your plant watering you could do more of a Minecraft-type system when the plants must be within a certain radius of water to gross. Which makes water important for growing plants but not a constant ask.
Also, i wrote this before you said comments make your pants vibrate, and am now very uncomfortable...