Very inspiring! It takes courage and humility to recognize when your own game might feel boring. But by doing so, as you have, you're already well on your way to "finding the fun". Keep up the great work!
Something I learned is that your game doesn't have to look cool or cutting edge, but it definitely helps it to be memorable the first playthrough if the game is already fun and good on gameplay merits.. Super CastleVania IV is probably still so fondly remembered because the NES couldn't do anything like the giant gate that busts out of the ground right after the first section. So none of us had ever seen anything like that before, but we already loved the series, and it even improved the controls a lot to make it even more fun. If the gameplay isn't fun, no amount of visual/audio flourish will help it be memorable.
The game I am working on is a hybrid of two old ideas that weren't really working on their own. Since I am still in the basics of developing it, I do not have a clue how it will turn out, but not afraid to fix anything if I need to.
This advice is great for indie developers. It's probably not so great for AAA studios that have to present executives with a compelling pitch, and once the executives agree to that pitch, it becomes rather difficult to come to those same executives and say "uh, actually, that initial idea we had for the game is not working out and we want to do something else". Or heck, not even AAA studios, but just people who kickstarted their game and now have a lot of promises to keep, for better or worse.
@@randomcontenthello yup, completely agree. But most people who kick started their game already have a compelling demo and great GDD. I think gamers got burned so much in the past and thankfully got pickier with where to spend their money.
i feel like its really obvious that gameplay > graphics i mean, just look at successful games like deep rock galactic, lethal company, minecraft of course, graphics and sound design will make a game into cinema, like helldivers 2 but gameplay is king, theres a reason people still speedrun stuff like mario 64
You've learned and grown as a game developer more than most developers have in years, even in the AAA space. I would also argue that timing is of utmost importance. Combat is a dance, there's rythm to it. Even the most chaotic games can become as smooth as butter to a player in the thick of it. Why do you think (good) bullet hell shooters look like noise to the rest of us and when you're in the zone it's like playing Mozart.
A fresh my look - your game graphics looks insane, "realistic pixel-art". But the main protagonist ... looks strange. I've checked - your protagonist never update his look since the begging of the project. He just don't fit this pixel-word. Maybe it is need to change something? For example, change blue "real" duck to bright yellow rubber duck. It has meaning that fun bright stuff win in this dark world
Have you tried Duck Norris Tales demo ?
Yes sir!!!!
Very inspiring! It takes courage and humility to recognize when your own game might feel boring. But by doing so, as you have, you're already well on your way to "finding the fun". Keep up the great work!
Thank you, since this video I started playing more games and taking tons of notes... 2025 is gonna be epic !
the pixel art looks awesome!
@@redswordz9131 thank you, glad you like it
Hell yeah, when you're making a game, gameplay first!! Hell yeah. 🎉
@@TheEdenSnow 💯
Something I learned is that your game doesn't have to look cool or cutting edge, but it definitely helps it to be memorable the first playthrough if the game is already fun and good on gameplay merits.. Super CastleVania IV is probably still so fondly remembered because the NES couldn't do anything like the giant gate that busts out of the ground right after the first section. So none of us had ever seen anything like that before, but we already loved the series, and it even improved the controls a lot to make it even more fun. If the gameplay isn't fun, no amount of visual/audio flourish will help it be memorable.
100% agree, fun comes first
The game I am working on is a hybrid of two old ideas that weren't really working on their own. Since I am still in the basics of developing it, I do not have a clue how it will turn out, but not afraid to fix anything if I need to.
@@WyldFox only way to find out is to make it and test it
Working on gameplay is first, everything else is just to make it look good.
Totally agree!
This advice is great for indie developers.
It's probably not so great for AAA studios that have to present executives with a compelling pitch, and once the executives agree to that pitch, it becomes rather difficult to come to those same executives and say "uh, actually, that initial idea we had for the game is not working out and we want to do something else". Or heck, not even AAA studios, but just people who kickstarted their game and now have a lot of promises to keep, for better or worse.
@@randomcontenthello yup, completely agree. But most people who kick started their game already have a compelling demo and great GDD.
I think gamers got burned so much in the past and thankfully got pickier with where to spend their money.
i feel like its really obvious that gameplay > graphics
i mean, just look at successful games like deep rock galactic, lethal company, minecraft
of course, graphics and sound design will make a game into cinema, like helldivers 2
but gameplay is king, theres a reason people still speedrun stuff like mario 64
Agree, sometimes we get fixated on the ingredients list than the cooking recipe.
I like this game desing a lot ! :)
Thank you 🙏
You've learned and grown as a game developer more than most developers have in years, even in the AAA space. I would also argue that timing is of utmost importance. Combat is a dance, there's rythm to it. Even the most chaotic games can become as smooth as butter to a player in the thick of it. Why do you think (good) bullet hell shooters look like noise to the rest of us and when you're in the zone it's like playing Mozart.
Thank you, what you said makes sense. Bullet hells are peak evolution of how code and art are shown on the screen
looks promising, i actually think i might play that!
Thank you
Whats the name of the game at 1:36 ?
Star wars kotor :)
yea i gotta stop ignoring my problems too, why you gotta call me out like that lol. Game looks really cool keep up the good work :D
Haha you and me both, and thanks !
A fresh my look - your game graphics looks insane, "realistic pixel-art".
But the main protagonist ... looks strange. I've checked - your protagonist never update his look since the begging of the project. He just don't fit this pixel-word.
Maybe it is need to change something? For example, change blue "real" duck to bright yellow rubber duck. It has meaning that fun bright stuff win in this dark world
Thank you, you're right Duck Norris should get an updated look to match the graphics. I played around with yellow colors and it looks gorgeous