The idea of having a queue for the different types of nectar sounds SO good. My brain's already jumping to puzzle design, like a room where you need to save the nectar closest to the entrance for last so you can use its ability first.
The new mechanics look essential to this game! These will be great additions to the tethering foundation already built. I foresee a high death count from me.
Might be a bit tough for players to keep track of which nectar type is up next with the UI being so far from the center of action. Maybe May could have a soft glow or something in the color of the nectar she'll use next?
I was already pretty much sold on the game and NOW YOU MAKE A MISTBORN PUSH/PULL- LIKE ABILITY?!?! Aaaaaaghhh, can't wait to playtest chapter 2 as well, I guess!
It's so cool to hear that you're inspired by Mistborn for your player movement too! I also took a lot of inspiration from there for my own movement game. For every push, there is a pull ;) Anyway, great work on everything so far, TetherGeist is looking awesome.
I love it when games explore and experiment with their core mechanic to the fullest, and it sounds like that's exactly what you're doing. Can't wait to playtest chapter 2 and see what other types of nectar you come up with!
This will def be a future classic. Haven't gotten around to playing the demo yet but I've followed the devlogs whenever I can. But this is truly becoming one of the best games to come out in the set future. Great art, story, worldbuilding music and level design (&more) Please, take your time with this. It deserves the time and energy put into it. Glad to see you guys are really letting this game get playtested through and through to see what really sticks and makes a good game.
I've been watching your videos since the beginning of your devlog. I discovered you at a time when I was lost and you motivated me to create and get started in game dev. I'm still learning but I'm improving every day. day and I like it thank you for pushing me.
That's so awesome to hear! Glad we could inspire. Here a little, there a little. The biggest challenge is just sticking with it. Do that and you've got pro dev on the horizon.
I was really happy when u first teased the new mechanics in a previous devlog. Although the playtest version was fun, it did feel like just an intro (which is kind of exactly what it is) and I find where a lot of other indie platformers struggle is they do not iterate enough on mechanics introduced in the intro enough leading to the game feeling stale (this is what celeste avoided so well by adding interesting new mechanics and tech throughout the game). I think the game is looking really good :)
Great to see you have so many mechanics planned. Looking forward to find out more about them! Also, to be a pedant, it's actually Nausicaä of the Valley of the Wind. I think you may have combined its name with Princess Mononoke accidentally.
Awesome addition! I had that first same impression about it being a bit too close to celeste :) another idea maybe about that new 2nd mecanics: bubbles could be alternatively attractive and repuslive (like they are some beating heart) or levels where you can switch the attractive to repulsive and the opposite to create puzzles :)
It reminded me of that game called "The swapper" with similar mechanic it was amazing with its dark tone and philosophy. I absolutely love it. I highly recommend to check it out. best wishes.
Really glad to see new mechanics in the game, like you said i thought just having the regular spirit is like a remix of the dash from celeste. So good on you for adding new mechanics. I also think too many spirit moves or nectars would be very tedious to remember what does what and etc, but overall the game has really developed over the past few months
Is there a chance you could have sections that use both tethering through walls and this kind of tether? Could add for a very nice flow! Love what you're doing here!
I love princess nausicaa and love the idea of a toxic jungle, maybe there could even be a part tha's toxic and another that's threatened by it (sort of like in the movie lol) The new mechanics actually look amazing and incredibly fun, I remembered seeing the green nectar a while back and now that's it's finally getting developed it's really exiting, keep it up
i like the art style of the game and the mechanics. ill wish list. you could also add a nectar ability that sticks to a wall and acts like a rope. ill wish list.
Yup absolutely already on our radar - hence this being temporary artwork. We'll be using a lot of cues like shapes and animations to make them distinguishable.
The idea of having a queue for the different types of nectar sounds SO good. My brain's already jumping to puzzle design, like a room where you need to save the nectar closest to the entrance for last so you can use its ability first.
Yes! Definitely will be playing with this queue mechanic a lot in future chapters.
The new mechanics look essential to this game! These will be great additions to the tethering foundation already built. I foresee a high death count from me.
Hehehe and a high death count for all.
Before seeing this I thought this could be fun game, now I want to PLAY the game which is something that not many dev logs can do.
That's really high praise. Thank you! We'll do our best to not disappoint.
Might be a bit tough for players to keep track of which nectar type is up next with the UI being so far from the center of action. Maybe May could have a soft glow or something in the color of the nectar she'll use next?
I was already pretty much sold on the game and NOW YOU MAKE A MISTBORN PUSH/PULL- LIKE ABILITY?!?! Aaaaaaghhh, can't wait to playtest chapter 2 as well, I guess!
It's so cool to hear that you're inspired by Mistborn for your player movement too! I also took a lot of inspiration from there for my own movement game.
For every push, there is a pull ;)
Anyway, great work on everything so far, TetherGeist is looking awesome.
I love it when games explore and experiment with their core mechanic to the fullest, and it sounds like that's exactly what you're doing. Can't wait to playtest chapter 2 and see what other types of nectar you come up with!
This will def be a future classic.
Haven't gotten around to playing the demo yet but I've followed the devlogs whenever I can. But this is truly becoming one of the best games to come out in the set future.
Great art, story, worldbuilding music and level design (&more)
Please, take your time with this. It deserves the time and energy put into it.
Glad to see you guys are really letting this game get playtested through and through to see what really sticks and makes a good game.
Seriously, thank you so much for the kind words. We sure hope we can make some waves in the platformer genre.
Wow very cool! Was not expecting to see so many different types of mechanics from this game. Nice work!
all the different mechanics look awesome!
can't wait to see after you add polish to them, they would look so great ❤
Super exciting. Can't wait to playtest the new mechanics. And be a Coinshot.
I've been watching your videos since the beginning of your devlog. I discovered you at a time when I was lost and you motivated me to create and get started in game dev. I'm still learning but I'm improving every day. day and I like it thank you for pushing me.
That's so awesome to hear! Glad we could inspire. Here a little, there a little. The biggest challenge is just sticking with it. Do that and you've got pro dev on the horizon.
The sneak-peeked mechanics look like they could be a lot of fun! Can't wait to see where you go with this
I was really happy when u first teased the new mechanics in a previous devlog. Although the playtest version was fun, it did feel like just an intro (which is kind of exactly what it is) and I find where a lot of other indie platformers struggle is they do not iterate enough on mechanics introduced in the intro enough leading to the game feeling stale (this is what celeste avoided so well by adding interesting new mechanics and tech throughout the game). I think the game is looking really good :)
Thank you!
So excited for what's to come! The demo was great fun and I look forward to each and every devlog
The movement looks so good I can't wait to play the next chapters. Also this feels like a game that needs a speedrun achivement
This is such a great idea. Also I love how playtest-oriented you are. Good job!
Great to see you have so many mechanics planned. Looking forward to find out more about them! Also, to be a pedant, it's actually Nausicaä of the Valley of the Wind. I think you may have combined its name with Princess Mononoke accidentally.
lol yeah, I knew I was shortcutting the title.. but I didn't realize her Princess title wasn't in the film name. The more you know...
Mistborn is just one of the best book series
As always - I love your content. Keep it going!
Another very interesting video and cool mechanics. Regards.
Awesome addition! I had that first same impression about it being a bit too close to celeste :) another idea maybe about that new 2nd mecanics: bubbles could be alternatively attractive and repuslive (like they are some beating heart) or levels where you can switch the attractive to repulsive and the opposite to create puzzles :)
Ooo fun idea
It reminded me of that game called "The swapper" with similar mechanic
it was amazing with its dark tone and philosophy.
I absolutely love it.
I highly recommend to check it out.
best wishes.
Oh yeah! I remember seeing trailers for this game back in the day. Great call out.
Really glad to see new mechanics in the game, like you said i thought just having the regular spirit is like a remix of the dash from celeste. So good on you for adding new mechanics. I also think too many spirit moves or nectars would be very tedious to remember what does what and etc, but overall the game has really developed over the past few months
Yeah, it's definitely a balance we're going to design very intentionally.
can't wait to test these mechanics!!
As if this game didn't look fun enough with Chapter 1, you get to unlock Steelpushing later on as an ability too. So cool!
Vin for the win.
Yo I LOVE Mistborn! Especially the Wax & Wayne series
It's a great series
Is there a chance you could have sections that use both tethering through walls and this kind of tether? Could add for a very nice flow! Love what you're doing here!
Absolutely already planning on it :)
I love princess nausicaa and love the idea of a toxic jungle, maybe there could even be a part tha's toxic and another that's threatened by it (sort of like in the movie lol)
The new mechanics actually look amazing and incredibly fun, I remembered seeing the green nectar a while back and now that's it's finally getting developed it's really exiting, keep it up
i like the art style of the game and the mechanics. ill wish list. you could also add a nectar ability that sticks to a wall and acts like a rope. ill wish list.
its looking so good!
Brandon Sanderson mentioned POG
Vin for the Win.
woaah, that look so fun and smooth
it's still crazy to me how you guys are on chapter 2 now
Bubbles have a vibes of super magbot.
I'll have to check it out
@@OandCoGames not the same graphics, but the same gameplay.
this is so awesome
OMG MISTBORN MENTIONEDDDDDDDDDD
Cool level.
I love the bubbles but the slow-mo fall is missing. feels off
awesome👏
How come the "momentum" mechanics stop the characters momentum before launching her in a direction, won't that slow down the flow of movement a lot ?
In our playtests we've found the brief pause before a big movement helps the player register what is about to happen.
Is this a precision platformer or satisfying platformer 😀😀
Yes
What resolution did you use to create the game?
640 x 360
colour blind players may hate colour based things -- just food for thought
Yup absolutely already on our radar - hence this being temporary artwork. We'll be using a lot of cues like shapes and animations to make them distinguishable.
bolha
huh?