Support the devs! Wishlist 'Alice is Dead' by Hyptosis: store.steampowered.com/app/1826770/Alice_is_Dead_Hearts_and_Diamonds/ Wishlist 'Ares Breathes' by Pyotr: store.steampowered.com/app/2833910/Ares_Breathes/ Wishlist 'House of Necrosis' by Warkus: store.steampowered.com/app/2005870/House_of_Necrosis/ Wishlist 'Yawnoc' by DaFluffyPotato: store.steampowered.com/app/2824730/Yawnoc/ Wishlist 'Voyager-19' by me: store.steampowered.com/app/2925510/Voyager19/
First off, I've been a huge fan of goblins since the 90s. SO, seeing so much goblin themed stuff made me SO happy everyone! I'm glad to see more big games are giving goblins their time in the limelight now! - Pyotr Romanov's game was a lot of fun to check out. I LOVED the hidden items on the roof, and he was totally right, these assets were made for roguelikes and Dwarf Fortress clones! So seeing them in 3d space like this is a trip!! I giggled like a fool the entire time watching it! - DafluffyPotato's game looks a lot like how the tiles were originally intended to be used, also, he mentioned why they're not good for autotiling, haha, autotiling wasn't a thing when these were made. Some of these tiles are from the late 90s! I'm old yes. :P Roguelike goblin bomberman is like, to me, such a fun idea, I love it so much. - Warkus's game was wonderful to see, and I was a HUGE fan of Shadowgate as a kid! I used to play it every day after school! I have to say it's pretty uncanny seeing these particular assets used in this way, I never imagined anything like it for them in a thousand years! The raw dithering effect was such a smart move too. From 2010 to 2020 I primarily made point and click games for a living, so I was super into this! - Miziziziz's game certainly has a great name, I'd check any game out with 'artillery crew' in the name. :D The lens angle range-finder device is fascinating and I have surprisingly never heard of that before. I love the checked together GUI from house parts! The sounds were a lot of fun too. Games that let you tweak values for different results are always super satisfying to me as well. It also makes me think REALLY good canon crews probably had a lot of these values memorized! I was grinning like a fool the entire time watching these. Great work everyone, thanks and awesome job creating stuff! EVERYONE used my oldest assets! I'm a MUCH better artist now if anyone is hiring! I just got laid off in the big software layoff wave. Take care and keep making games and art everyone!
The first games concept is honestly pretty cool like actively manipulating a turn based fight in your favor as an outside force is something I'd like to see expanded upon
I have been expanding on it since the jam! Going to try to release an upgraded version for like 3 bucks or so. I have fights again multiple heroes, more varied builds as well as 2-step chains of items like gathering flowers to turn them into HP potions after your initial batch runs out
Is it? I find it a bit shallow as a game concept - it's just a disguised platformer. There's a time limit, and you're not really that invested into the fight, as you can just spam-give your hero shit. LIttle to no tactical choices either. I don't know, dude. It's a solid game concept on paper, but I don't think it has the groundworks of a genuinely good and original concept.
@@reaperz5677 I actually think "disguised [genre]" is where major innovation comes in! It's "easy" to make "a platformer," but it's tough to make a _good_ one. Mario Galaxy is "just" a platformer, but remove the "just," right? When I watch the others playing it, it got my imagination whirling! The way you have a goblin friend who says things that give you hints about where you might find other items was fun, but it was just the world, too. I mean, the world he created was barebones, but the potential for other characters to talk to and stuff. Actually, I guess I see this as not a series, and not an epic trilogy, and maybe not even a 120-minute movie, but like a seventy-five minute romp that you come back to a lot. Dense, not expansive. So basically the idea would be a story, right? It starts with you being a blacksmith or merchant or something, and you come to this village and start making friends. The game starts with you making or delivering items more for fun, for your business, and in small, low-stakes missions that are a kind of "hidden tutorial," but they help you build your sense of the world. Then "the game-play" part happens where these adventures are arriving and you know you need to help defend your village. The guy you bring items to is the best fighter in the village, but perhaps there's been friction between you two. His pride won't let him accept your help. But the battle starts and another villager, perhaps one you've developed a proper friendship with up to this point, convinces you to help him anyway, so you throw out some items to him and help him win. He grudgingly shows you respect, and accepts your help defeating the subsequent adventurers, with each battle requiring special knowledge from both your time in the village heretofore, and using new information as each enemy approaches. The game would be between two and six hours, depending on how much you could milk the concept. I think if it's story focused and the (few) mechanics are entertaining-that being the jumping, running, grabbing and using items, and interacting with NPCs-then you could have a game that might well have legs. Just look at games like "A Night in the Woods" and "Last Time I Saw You." The interaction in that game is almost all story-based with some very minor puzzles, at least an hour or two into the game which is where I'm at, but it's the characters and interactions that provide a fantastic foundation for all of the other things to work.
The artillery crew is actually a really cool concept. Especially if it had more levels with moving targets like they said lol. Would be awesome to see that idea fleshed out some more.
could be cool as a multi crew game as well (Maybe like sea of thieves) where one person is moving the ship or whatever and the other tries to frantically find the range and shoot on target . But tbf I am no game developer so idk how tough that is to make
I think this is the first time I've booted up a game from this series before the episode was over. I really wanted to experience the story of Chalicebound myself. And I gotta say, it was well worth it. One of the most cohesively atmospheric and eerie games I've ever played. Also might house my favourite visual style seen in the entire series.
In some ways I wish games wouldn't always try to be so difficult and would instead try to be _fun._ A lot of point-and-click developers over the last few years have said, "If it's too hard, people will just look up a guide, so I dispensed with trying to make the player wrack his brain." I think this is a good approach. If I play a point-and-click, of course I want some level of challenge and I try my best to never look anything up, but in the end, I will if I have to. So why bother making it so bloody difficult? You basically always have two types of gamers, anyway: The ones who found it easy and the ones who found it infuriatingly difficult. Might as well just make sure the latter doesn't happen. I think it's like reading a book. If your sentences are too simple, and if your concepts are laid out too plainly, then the reader will have no challenge and the writing will feel simple and dull. If your sentences are colossal, however, and littered with semicolons and words like _abstruse,_ then the reader will struggle so much that the writing won't be fun, even if it is technically correct semantically and syntactically. The trick is to make it just difficult enough that the reader needs to stay focused, but simple enough that it rewards focus without stinginess. That kind of writing is satisfying to read, and although it might tire a novice reader, if the story is good then he'll be eager to come back. Now translate that to point-and-click adventures. It should be _just_ challenging enough that he has to think, but not so challenging that he begins to question if the game is broken, if he missed something, or if the design is bad. If he fails and has to look it up, he should immediately say, "Oh, obviously! I'm such an idiot!" and not, "How was I supposed to know that?"
The first person didn't really explain their game well(or maybe i didn't pay attention enough) because when they started playing it, I was like holy shit this is awesome! Would love to see a fully fleshed out version! Dope concept
I think that would make the artillery game more fun. If the 'enemy' goblin crews were in different states of 'readiness' so you knew in which order to take them out. I.E. if one was asleep, you would take them last, vs. ones actively running around gathering ammo. This is all in hind-sight, not on a time crunch. 😅
I am loving this gamedev series! It is always so interesting to see how a group of developers can use the same set of tools and still create such creative and distinct results.
I loved the idea of the first game, but its amazing how unique each take was. These are some of my favourites videos tbh, because it's just so much talent and creativity on display
Pyotr Romanov, thank you for showcasing a tool I didn't know existed! It's actually something I've been looking for this entire time! Definitely checking it out when I can!
There's also Sprytile, a blender plugin that does a similar thing. I personally found crocotile easier to get into but I know people that found sprytile better so it might be worth trying both!
Always love to see this series pop up, all of the games were great this time again! Potato's Bombin' Goblin was definitely my favorite as a roguelike fan though. Looking forward to the next one!
Oh my gosh being a little monster witnessing a turn based battle and trying to influence it in real time is one of the most original ideas I've ever seen, I loved that one.
That first game is amazing. Makes you run wild with ideas. Could easily have multiple locations / tribes that have a tendency for unique items. I would even go so far as adding some kind of wagon, or carry-over storage between maps. So a village with health potions, could be stocked up on before a village with armor, etc. And add in simple upgrades for the wagon rather than your hero's to keep from becoming too traditional. Balancing would be rough, but could add 'health' to each village and an overworld map to run to different villages based on how much health they have, and get money per set number of days a village remains alive. Probably would end up with a 'high-score' game mode, but could also do a campaign with an invasion from a neighboring kingdom, and even invade them with your defender after stockpiling enough goods in the wagon.
Mizizizi's game seems fairly easy to speed run since all you would have to do is either write or memorize the correct numbers for each shot and then fire according to that list
This is a great source of inspiration. The goblin artillery crew looks so stressful, in fun way. The fact that you tweaked bullet's landing time makes a good point. But if you were to go back to the old game of the same idea, I suggest adding random conversation of the crew and vibration that slightly throws the lenses off each time you fire. This will help make the game more challenging. And yes, moving targets, that will makes it more interesting, especially, if the parallax angle differs with distance by codes. Also, height difference, that will make a more complete difficulties and variety you're looking for to make it fun.
Man these are all such fun concepts! Excited to see more from these devs and this channel. Really liked how we saw the different perspectives on the games, rather than a sort of sugarcoated thing where everyone says the same sort of nonsense.
These are some great concepts executed in such short amount of time. I love how much varied themes and game types there are considering the art pack. also omg I love plastiboo, plastiboo mentio lessgooo. I thought the game's style was executed so well
I'd love to see you do an inverse of this Game Jam. Everyone uses the same core mechanics, but you all have to design/style the graphics in your own way. Would be interesting way to explore your art skills.
14:00 What is the font used in Chalicebound? The post processing effects make it difficult to identify with font finders. On close examination it's pixelated with Capital letters being 9-10 pixels tall.
When a video is so insightful and thought-provoking that it requires a pause-and-reflect moment to absorb its depth and meaning, allowing for mental "aha" moments of newfound understanding and connection. Thanks!
I've been expanding on it quite a bit gameplay wise and have a consistent art style on the hero sprites now. I do kind of want to make the town look a bit more JRPG monster town-y rather than JRPG first town-y and get a better main goblin fighter sprite but I've also grown kind of attached to the lil guy haha
Support the devs!
Wishlist 'Alice is Dead' by Hyptosis: store.steampowered.com/app/1826770/Alice_is_Dead_Hearts_and_Diamonds/
Wishlist 'Ares Breathes' by Pyotr: store.steampowered.com/app/2833910/Ares_Breathes/
Wishlist 'House of Necrosis' by Warkus: store.steampowered.com/app/2005870/House_of_Necrosis/
Wishlist 'Yawnoc' by DaFluffyPotato: store.steampowered.com/app/2824730/Yawnoc/
Wishlist 'Voyager-19' by me: store.steampowered.com/app/2925510/Voyager19/
First off, I've been a huge fan of goblins since the 90s. SO, seeing so much goblin themed stuff made me SO happy everyone! I'm glad to see more big games are giving goblins their time in the limelight now!
- Pyotr Romanov's game was a lot of fun to check out. I LOVED the hidden items on the roof, and he was totally right, these assets were made for roguelikes and Dwarf Fortress clones! So seeing them in 3d space like this is a trip!! I giggled like a fool the entire time watching it!
- DafluffyPotato's game looks a lot like how the tiles were originally intended to be used, also, he mentioned why they're not good for autotiling, haha, autotiling wasn't a thing when these were made. Some of these tiles are from the late 90s! I'm old yes. :P Roguelike goblin bomberman is like, to me, such a fun idea, I love it so much.
- Warkus's game was wonderful to see, and I was a HUGE fan of Shadowgate as a kid! I used to play it every day after school! I have to say it's pretty uncanny seeing these particular assets used in this way, I never imagined anything like it for them in a thousand years! The raw dithering effect was such a smart move too. From 2010 to 2020 I primarily made point and click games for a living, so I was super into this!
- Miziziziz's game certainly has a great name, I'd check any game out with 'artillery crew' in the name. :D The lens angle range-finder device is fascinating and I have surprisingly never heard of that before. I love the checked together GUI from house parts! The sounds were a lot of fun too. Games that let you tweak values for different results are always super satisfying to me as well. It also makes me think REALLY good canon crews probably had a lot of these values memorized!
I was grinning like a fool the entire time watching these. Great work everyone, thanks and awesome job creating stuff!
EVERYONE used my oldest assets! I'm a MUCH better artist now if anyone is hiring! I just got laid off in the big software layoff wave.
Take care and keep making games and art everyone!
IM GAINING SEN
i like how every art kit challenge is just another excuse for miziziziz to use a comically obscure topic as base for a game
Well, that's what got miziziziz famous in the first place right? haha.
Well, that and the impossible to say name...
The 3rd dev did a really good job at developing their own atmosphere/style with the tileset
Thanks for having me! It was fun to see how everyone used the pack so differently (except the goblins lol).
The first games concept is honestly pretty cool like actively manipulating a turn based fight in your favor as an outside force is something I'd like to see expanded upon
I have been expanding on it since the jam! Going to try to release an upgraded version for like 3 bucks or so. I have fights again multiple heroes, more varied builds as well as 2-step chains of items like gathering flowers to turn them into HP potions after your initial batch runs out
@@TMTLive can't wait to see! Fun concept!
Is it? I find it a bit shallow as a game concept - it's just a disguised platformer. There's a time limit, and you're not really that invested into the fight, as you can just spam-give your hero shit. LIttle to no tactical choices either.
I don't know, dude. It's a solid game concept on paper, but I don't think it has the groundworks of a genuinely good and original concept.
@@reaperz5677 I actually think "disguised [genre]" is where major innovation comes in!
It's "easy" to make "a platformer," but it's tough to make a _good_ one. Mario Galaxy is "just" a platformer, but remove the "just," right?
When I watch the others playing it, it got my imagination whirling! The way you have a goblin friend who says things that give you hints about where you might find other items was fun, but it was just the world, too. I mean, the world he created was barebones, but the potential for other characters to talk to and stuff.
Actually, I guess I see this as not a series, and not an epic trilogy, and maybe not even a 120-minute movie, but like a seventy-five minute romp that you come back to a lot. Dense, not expansive.
So basically the idea would be a story, right? It starts with you being a blacksmith or merchant or something, and you come to this village and start making friends. The game starts with you making or delivering items more for fun, for your business, and in small, low-stakes missions that are a kind of "hidden tutorial," but they help you build your sense of the world.
Then "the game-play" part happens where these adventures are arriving and you know you need to help defend your village. The guy you bring items to is the best fighter in the village, but perhaps there's been friction between you two. His pride won't let him accept your help.
But the battle starts and another villager, perhaps one you've developed a proper friendship with up to this point, convinces you to help him anyway, so you throw out some items to him and help him win.
He grudgingly shows you respect, and accepts your help defeating the subsequent adventurers, with each battle requiring special knowledge from both your time in the village heretofore, and using new information as each enemy approaches.
The game would be between two and six hours, depending on how much you could milk the concept. I think if it's story focused and the (few) mechanics are entertaining-that being the jumping, running, grabbing and using items, and interacting with NPCs-then you could have a game that might well have legs.
Just look at games like "A Night in the Woods" and "Last Time I Saw You."
The interaction in that game is almost all story-based with some very minor puzzles, at least an hour or two into the game which is where I'm at, but it's the characters and interactions that provide a fantastic foundation for all of the other things to work.
“these goblins would make for a great artillery crew” ive never been more scared
The artillery crew is actually a really cool concept. Especially if it had more levels with moving targets like they said lol. Would be awesome to see that idea fleshed out some more.
Agreed.
could be cool as a multi crew game as well (Maybe like sea of thieves) where one person is moving the ship or whatever and the other tries to frantically find the range and shoot on target . But tbf I am no game developer so idk how tough that is to make
I think this is the first time I've booted up a game from this series before the episode was over. I really wanted to experience the story of Chalicebound myself. And I gotta say, it was well worth it. One of the most cohesively atmospheric and eerie games I've ever played. Also might house my favourite visual style seen in the entire series.
Thanks for playing!
In some ways I wish games wouldn't always try to be so difficult and would instead try to be _fun._
A lot of point-and-click developers over the last few years have said, "If it's too hard, people will just look up a guide, so I dispensed with trying to make the player wrack his brain."
I think this is a good approach. If I play a point-and-click, of course I want some level of challenge and I try my best to never look anything up, but in the end, I will if I have to. So why bother making it so bloody difficult?
You basically always have two types of gamers, anyway: The ones who found it easy and the ones who found it infuriatingly difficult. Might as well just make sure the latter doesn't happen.
I think it's like reading a book. If your sentences are too simple, and if your concepts are laid out too plainly, then the reader will have no challenge and the writing will feel simple and dull.
If your sentences are colossal, however, and littered with semicolons and words like _abstruse,_ then the reader will struggle so much that the writing won't be fun, even if it is technically correct semantically and syntactically.
The trick is to make it just difficult enough that the reader needs to stay focused, but simple enough that it rewards focus without stinginess. That kind of writing is satisfying to read, and although it might tire a novice reader, if the story is good then he'll be eager to come back.
Now translate that to point-and-click adventures. It should be _just_ challenging enough that he has to think, but not so challenging that he begins to question if the game is broken, if he missed something, or if the design is bad. If he fails and has to look it up, he should immediately say, "Oh, obviously! I'm such an idiot!" and not, "How was I supposed to know that?"
ChaliceBound guy using a tiling window manager, respect lol
And neovim!
The first person didn't really explain their game well(or maybe i didn't pay attention enough) because when they started playing it, I was like holy shit this is awesome! Would love to see a fully fleshed out version! Dope concept
god all these games are so cool. especially enamoured with the post-processing effects in warkus' one
The artillery crew looks hilarious. It would be funny to zoom in and see the goblins slacking off lol
I think that would make the artillery game more fun.
If the 'enemy' goblin crews were in different states of 'readiness' so you knew in which order to take them out.
I.E. if one was asleep, you would take them last, vs. ones actively running around gathering ammo.
This is all in hind-sight, not on a time crunch. 😅
Warkus' one is probably my favorite. The Goblin Scout one is a close second.
The other two are also awesome.
Loved this video
I am loving this gamedev series!
It is always so interesting to see how a group of developers can use the same set of tools and still create such creative and distinct results.
the point and click game and its visuals were amazing!
All very interesting games this episode! Chalicebound stood out the most to me with the amazing art style and atmosphere
I loved the idea of the first game, but its amazing how unique each take was. These are some of my favourites videos tbh, because it's just so much talent and creativity on display
Im so happy there are new game dev challanges videos coming. This might be my favorite content on youtube.
Ps your space horror game looks neat :-)
Love when miziziziz drops a new track. My fav gamedev yt'er.
Chalicebound is my favorite of the bunch, really cool style
The vermis inspired one looks amazing
I love how everyone sounds sleep deprived, very stereotypical dev thing 😂
Chalicebound was sick nasty. Great story telling. Had me hooked watching them play it.
Pyotr Romanov, thank you for showcasing a tool I didn't know existed! It's actually something I've been looking for this entire time! Definitely checking it out when I can!
There's also Sprytile, a blender plugin that does a similar thing. I personally found crocotile easier to get into but I know people that found sprytile better so it might be worth trying both!
Strongest round so far honestly. Well done by everyone here
Always love to see this series pop up, all of the games were great this time again! Potato's Bombin' Goblin was definitely my favorite as a roguelike fan though. Looking forward to the next one!
Oh my gosh being a little monster witnessing a turn based battle and trying to influence it in real time is one of the most original ideas I've ever seen, I loved that one.
17:35 Disco Elysium
All of these are awesome - I absolutely LOVE the style of chalicebound, it's very unique especially in the series as a whole
That first game is amazing.
Makes you run wild with ideas. Could easily have multiple locations / tribes that have a tendency for unique items. I would even go so far as adding some kind of wagon, or carry-over storage between maps. So a village with health potions, could be stocked up on before a village with armor, etc. And add in simple upgrades for the wagon rather than your hero's to keep from becoming too traditional. Balancing would be rough, but could add 'health' to each village and an overworld map to run to different villages based on how much health they have, and get money per set number of days a village remains alive. Probably would end up with a 'high-score' game mode, but could also do a campaign with an invasion from a neighboring kingdom, and even invade them with your defender after stockpiling enough goods in the wagon.
Man I was so exited to click when I saw fluffypotato
The second game missed the opportunity to be called Sokubomb
Mizizizi's game seems fairly easy to speed run since all you would have to do is either write or memorize the correct numbers for each shot and then fire according to that list
this all gives good old 90s vibe
Your game actually looks super fun!! If it was like an 8-Bit WW2 artillery game id be hyped af ngl
This is a great source of inspiration.
The goblin artillery crew looks so stressful, in fun way. The fact that you tweaked bullet's landing time makes a good point. But if you were to go back to the old game of the same idea, I suggest adding random conversation of the crew and vibration that slightly throws the lenses off each time you fire. This will help make the game more challenging. And yes, moving targets, that will makes it more interesting, especially, if the parallax angle differs with distance by codes. Also, height difference, that will make a more complete difficulties and variety you're looking for to make it fun.
I love this series!!!:D glad to see another one
Once again comfortably probing that this is the best gamedev "competition" series on UA-cam
Man these are all such fun concepts! Excited to see more from these devs and this channel. Really liked how we saw the different perspectives on the games, rather than a sort of sugarcoated thing where everyone says the same sort of nonsense.
All four of these are awesome game ideas, and some stunning use of the art assets from each of you
the editing on the gameplay sections is so good!!!
2 videos within 2 weeks? We are living in a paradise
Excellent work!
Didn't expected Vermis, not gonna lie.
These are some great concepts executed in such short amount of time. I love how much varied themes and game types there are considering the art pack.
also omg I love plastiboo, plastiboo mentio lessgooo. I thought the game's style was executed so well
14:28 Split keyboard detected!
I am a giant fan of everything Vermis related so to me Chalicebound was amaizing! Also this was a very cool video in general.
the font the third dev uses will haunt my nightmares forever 15:23
Chalicebound looks absolutely phenomenal, holy shit
I recognized the Vermis rendering style in the thumbnail immediately, great stuff
This is amazing to see, Thank you!
The vermis books mentioned @14:30 are back in stock for a bit incase anyone is looking, I've been checking daily since this video :)
Omg I love the idea for ChaliceBound! So creative!!!!
I'm so happy to see more of these. This is my favorite series :)
absolutely loved chalicebound you should bring Warkus back for future ones
Thank you for the crocotile exposure!
What a treat. Reallz happy to see a new episode
Thanks!
please make more of this series when u have time
I missed these! Just got power back after five days. This is a nice treat.
Love this series! They give off big "shut up and make something" energy. Maybe someday I'll actually do it! 😝
I actually REALLY like Goblin Scout, thats such a unique concept!
interesting game Miz, it feels like a combiation between Scavenger SV-4 and Iron Lung
I always love these, so creative by everyone!
These are my favourite gamedev videos.
these challenges r such good game dev content
This series had always been a treat. 🎉
God damn I love these videos and games! They look so damn fun!
so cool to see dafluffypotato in this series!
chalicebound looks promising, hope we can get a full game sometime ion the near future
petition for Miziziziz to do a game physics tutorial 'cause I need that skill set for yesterday
no way we back with the goated series
I think Chalicebound would benefit immensely from a low bitrate voiceover! To be continued???
I'm a simple man, when Miziziziz uploads new video I click the like button and then I watch it
I'd love to see you do an inverse of this Game Jam. Everyone uses the same core mechanics, but you all have to design/style the graphics in your own way. Would be interesting way to explore your art skills.
Always a good day when miziziziz posts
Always look forward to your videos! :D Thanks for the upload and have a great day!
Insert "Ahhh! I'm just a small widdle goblin!" meme here
The best series in the whole game dev community ❤
Love these videos!
I really love Chalicebound
Chalicebound looks cool. I, too, am a fan of Vermis.
Very nice. I will have to try this art pack out.
favorite series! Hell yeah
The best game jam would be SOK POP and see what that team can do
They do this in two days. I'm still don't even have a prototype up!
Yesss I love this series!!!!!
14:00 What is the font used in Chalicebound? The post processing effects make it difficult to identify with font finders.
On close examination it's pixelated with Capital letters being 9-10 pixels tall.
The two fonts are Alkhemikal and Owre both by Font End Dev
@@Warrrkus Thank you!
Vermis was a good thing to take inspiration from and it turned out looking great.
I really love this
I’m a simple man, I see dafluffypotato’s avatar… I click.
26:21 - "its quiet stressful" ... i guess so since war is hell, plus you have to do math too????
I need more vermis-like gameplay
Shadowgate was so hard man, I've never passed the dragon
Wake up babe new miziziz
Almost didn't click on the video thinking I've seen every one of your videos.
the goat is back
When a video is so insightful and thought-provoking that it requires a pause-and-reflect moment to absorb its depth and meaning, allowing for mental "aha" moments of newfound understanding and connection. Thanks!
I fucking love these vids
id love to see the first game but with custom assets and ect.
I've been expanding on it quite a bit gameplay wise and have a consistent art style on the hero sprites now. I do kind of want to make the town look a bit more JRPG monster town-y rather than JRPG first town-y and get a better main goblin fighter sprite but I've also grown kind of attached to the lil guy haha
voyager sounds a lot like the blood submarine game
Please maka a video on how well your released games are doing
GIVE ME MORE GOBLINS!