Wanna try this game out and help me playtest the game while supporting me at the same time? Check out my Patreon! You can also see the source code! patreon.com/squidgoddev
Do you really need a different animation to spin the other way? I imagine simply flipping the sprites horizontally each time you change direction would look okay, might be worth a shot. Looking good! The incentive of endless waves was the tipping point for me to jump on the Patreon even though I don't have my console yet! This is just the procrastination opportunity I needed 😁
I'm not sure but I think the issue is the sprite I drew is slightly slanted in one direction, so flipping it makes it tilt the other way. And thanks for the support Andrew!
Actually you're right I tried it and it looks fine. The reason it was weird before was that I tied the flipping of the character to their velocity, so I had to write some extra code to work around that. It does look a tiny bit weird because of the tilt of the player, but I think it's fine! Thanks!
This looks amazing, it reminds me of an old ninja turtles game for the original Gameboy. Here's an idea for the reverse cranking: getting back stamina for the spin! This would make it really stressful and fun trying to dodge enemies and at the same time getting the spin move back up. Love seeing this! Excited.
I love this devlog, your game has such a lovely aesthetic. I think another use for the crank (if you decide to reconsider the spin attack) is healing. It could be like in Hollow Knight where you have to keep a button pressed to complete the healing but instead of a button you have to spin the crank. Some upgrades could be: enemies receive damage when they land a hit on you, maybe some simple upgrades to the damage the sword does, and instead of spikes for the rolls maybe some short lived pillars of fire (i remember this ability from one of the megaman x don't know which one) or anything that goes away quickly so the player can't abuse it.
Spin meter could go under the health meter. I would also play around with having the meter slowly fill when your not using it. If you exhaust it, have a pause before it starts filling again. That way you don’t have to use the full meter at once.
Yeah definitely plan on changing how the meter refills. And placing it under the health seems like a good idea - I'll try it out at some point. Thanks!
Instead of the exhaustion meter, you could make him dizzy for a second which leaves him open for a hit maybe? Looking forward to the shop/items/unlockables 😁
You could do ults in the shop. The player can then trigger this with the up (or down) arrow key. Here some examples: - a heavy slash more damage to enemies and shoots them away - a normal heal or regeneration spell - a magic shield that hovers over the player where the Def values are increased for a few seconds - The same then to boost the attack for a while As for items, I'm not sure what you mean. So other weapons that the player can then buy?
I think you got the right idea! Basically items that allow you to do the ults you mentioned, since it would be OP if the player could use them on the first level or have all the abilities at the same time, so you need to earn money by going through the levels and choosing which item to buy to get the ability you want. And great ideas!
Ok I understand then I wasn't that bad at thinking xD I have also a stomp attack in mind that would do a shockwave in both directions, spreading damage. Would be useful in a large wave of enemies, for example. I think too special spells wouldn't fit in the game like Thor's hammer would produce lightning or something. I think basic is probably better with this one. What would also be cool would be an item that calls allies like a skeleton head spawns 2-4 skeletons fighting with you. Or a horn where somehow a pack of wolves calls to help you.
Try adding treasures at the end of each wave/level which when opened gives a wheel of fortune(with special utilities). You spin the wheel by spining the crank once. Later ingame u need to hold a button and spin-charge the ability and it uses it automatically (maybe a health potion, dashing spin/pierce attack etc..) I know I'm kinda late with the comment but I guess i'll try.
instead of the exhaustion meter maybe you can make him move even slower while spinning? or some similar adjustment that makes for a more "organic" game mechanic
This is one of the very few patreons I’m considering joining. It feels like both playing and learning at the same time. How can I not want to support that
You should make it so that you have to click a button to spin attack and make the attacks attack based on the way the player os facing so that you can use the crank to swing the sword. Basicly keep the spin attack but make it so you crank to swing your sword. But you could also make faster swings do more damage and slower swings less damage. But I know that could be hard to rewrite the code for that to work. Also great dev log I like it
The reload time has to be way longer in my opinion. Is becomes boring if u can use it all the time. Make it refill when u kill enemies or something, that way it is more special and way more satisfying.
This is turning out so great! My one suggestion is that attacking enemies with a regular attack can regen the spin attack. That way there's more incentive to do both. Maybe it can regen faster if you land more consecutive hits. Really inspiring work! Keep it up!
Passive abilities make the most sense for a rogue like, so I’d say something that adds a status effect to your attacks (like poison, or extra stun damage, or ‘freeze’ which slows enemies down) would be really fun. Will there be platforming in the final build, or is this only a combat-focused game? If so I think some feather boots for a double jump would be cool. I guess the dodge roll prevents there being a jump button, but I’d LOVE the idea of some kind of jump attack. Ooh! Maybe double tapping “up” on the d-pad can switch what item you have equipped, which could change your dodge roll to a jump? There’s just so much potential here! So excited to co tubule watching this games development progress. Take your time with it - it’s going to be amazing!
Passive ideas I think are a great idea. It'll probably be easier to implement and also there's not that many buttons on the Playdate so might be better. Unfortunately, I'm probably not going to be implementing platforming because it'll bloat the project too much for me to handle I think. Thanks!
This Devlog amazes me. I have some suggestions of how the enemies spawn. Wolves will just lie down as if they are asleep and will get up when the player arrives. Ghosts will appear out of thin air because, their ghosts😉. Worms will arrive from the ground. Minatours spawn in the beam you showed. My suggestion of the attack that the player will raise their sword as if they are recharging and will blow a wind slash. There is a blacksmith. I have an idea of having quirks which you can buy from shops when you reach a higher wave. Example quirks: Life Boost (inc. speed, damage and dec. cooldown) Body Barrier (add's player shield for 11 seconds) Quest's...yeah quests will be cool too. Will you add a Mageling? its like a mage enemy. When you said shops...will you add new weapons? Quests will be a big deal.
Thanks! Nice ideas! A wind slash seems interesting, and yeah I'll definitely have something like quirks/buffs you can buy. I don't think I'll have new weapons since I would have to make entirely new animations for it, but it's not off the table.
You drew the spin attack sprite? It looks great! I thought it was from an extra page of the asset pack. The spawning ray of light is a smart solution and looks slick too. Also, wave 7, baby! Ok, time to blurt out half-baked abilities. -spinning pulls enemies in -somehow use smaller enemies to hit others. -floating shield controlled by the crank that blocks enemies. I like the feature of the crank that lets you set an analog position and leave it. -first attack swing does 0.5x damage, second attack swing does 2x damage (overall 25% increase in damage if you hit both or you can just time the second to make it safer) -I really like your spikes idea -just keep holding down to keep sliding -slide can knockback all enemies -slide leaves ice trail -slide/dodge stuns (then you can turn around and smack someone. It might be fun to stun a group and escape) -dodge through an attack to stun enemy, hit for parry crit that flashes, extra knockback, damage, etc. -I have no idea how to use the accelerometer besides sliding enemies around, which is very silly -mega mushroom get big lol Ok, half-baked other ideas to bloat your project -Utilize the player sprite sheet for an enemy (dark/mirror gladiator, modified armor on sprite, etc.) -Projectiles would add a lot of value to dodge and slide. You have experience from Escape From Complex 32, though I don't know how much of that carries through. (dodging through and sliding under arrows, slashing them out of the air with your sword) -more enemies, besides the minotaur, that have disjointed hitboxes and hurt-boxes. A swinging chain, sword slice, shockwave attacks, projectiles -make different settings have different modifiers for you or some enemies, with shop items to get around those modifiers (icy floor, full moon, rats swarm from both directions, obstacles/gaps to slide/dodge through) I feel like I'm 10 writing down all these ideas in my notebook, haha. Thanks for reading. Take care.
LOL the infinite sliding sounds hilarious. A stun ability sounds interesting. Also using the accelerometer - haven't thought about that. I did actually consider adding a dark version of the player as an enemy - maybe like an elite enemy/mini boss. Thanks for the great ideas!
“Which is actually just a rectangle, which I animated using MATH” 😂😂😂 Are the different enemies expected to be introduced as you move up the waves? So assume the minotaur will come after you complete a few levels (perhaps worm will be the first enemy), or will you introduce them together? Looking forward to fighting the different enemies, just need to wait a quick +8 more months for my playdate lol
Great game, great video, great everything! I actually really want a playdate now, and may just eventually get one! The game development looks quite fun for it!
This all looks so cool! Have you considered environmental hazards spawning? Like brambles which limit movement and boxes you in with enemies. Or rain can make your slide movement go a little crazy. Best of luck!
You should add some feedback when the player gets hurt, right now it seems that he doesn't even notice. For everything else WOW the game is amazing I'd love ho have a playdate but the fares for EU residents are so huge...
Coming along well! Maybe the rats could be pretty ineffectual on their own, but each one in close proximity to the character could apply a slowdown effect on the character's movement? Could make them interesting in combination with the other enemies.
Great devlog squidgod! I like the new enemies and the spin attack looks satisfying. But You should make the spin meter go down faster and the screen should shake when you hit an enemy, it’ll make it look and feel much better.
I think it would be cool if the spin attack didn't hit the worm guys normally, but if you pressed down on the d-pad you get a lower spin attack that can kill worms and other enemies. Only drawback being that you can't move with the low spin attack
I think a long ranged sword poke would be a cool idea for when you're holding b and then press a. Another cool thing you could add is a meter that takes 20 hits to fill. Once it's full, you can press b and get an insta-kill attack.
Does cranking the crank clockwise vs counter clockwise make the player go left or right? As for ideas, it would be fun to add abilities that you can tack onto the A and B buttons while you're undergoing the spin attack, since they aren't currently being used. It would be interesting to make the terrain less flat in different biomes using perlin noise, but that's probably out of the scope of this project. Still, it'd be nice to add some verticality somehow. Maybe you could make a minigame/transition level where instead of going left and right you drop down a tunnel with platforms? Like when you're entering the ruins or something? Sort of like that broken elevator part of the map in hollow knight.
I just changed it today actually to make it so changing the crank direction makes you spin the opposite way, but the actual movement is still controlled by the d-pad. And yeah I want to add additional abilities, but need to think through it since it takes time to implement something new. I like the idea of adding vertically, but as you mentioned I'm not sure if I can fit it into the scope of the project.
You have regular consistent updates and it’s so amazing to see everything coming together especially the art which looks great. And I was thinking pixel games are difficult to make these seemed to be on a whole new level.
I'm sure there's gonna be tons of other people saying this, but I'd just go full dark souls and have a stamina meter that is used for spinning and dodging (maybe not the basic sword attack) Also, plz plz port this game if at all possible, I wanna be able to play it on my steam deck 🥺🥺🥺
Oh that's an interesting idea. I'll think about the stamina meter! And I believe it's actually possible to get the Playdate simulator running on the steam deck, but not sure how the cranking would work...
Bro how’d you learn coding, my computer science teacher gave me a book for next school year (because she thinks i am good at it), and in book i should learn how to program in QBasic, but i don’t understand, like I don’t know what i should write to make a number go up when i press space. I don’t know what to do, but I don’t wanna disappoint her.
Hey man don't worry about disappointing your teacher - I can guarantee she won't be disappointed as long as you put the effort in. I learned through just thinking about what I wanted to do and looking things up as I got stuck (started with TI-BASIC on my calculator), but I took a com sci class in high school which is most of the initial learning came from. My advice for you is to 1. Don't learn QBasic that's not really a relevant language. 2. Choose either JavaScript or Python as a language to learn and search up tutorials on how to something in those languages. Choose something fun that you'd be interested in, so that's probably going to be either A. a website or B. a game. If you're interested in websites, pick JavaScript. If you're interested in games, pick Python and follow a PyGame tutorial. Then just follow along with the tutorial to learn the basics, and then don't watch any more tutorials - just try to figure it out yourself and then google stuff when you get stuck. Repeat for the rest of your life. You can ask questions in the Discord if you're stuck or need more help. Good luck!
@@SquidGodDev well i go to middle school so i have no choice, but teacher told me that she will fork with me to learn C++ if im good at this, but thank you very much for writing this long answer just to help me.
Looks awesome! If i had to give s suggestion maybe it would be cool to have more combo potential? Like the slide knocking the enemy up so you can hit them midair, which would do extra damage or something like that
Not sure if someone's already suggested this, but maybe it would be cool if your spin meter was recharged by using your normal attack. That way the player is encouraged to use both attacks
I don't think you would have to draw the second spin animation from scratch. You could mirror the frames to get the assets and then adjust the order and hitboxes
Yeah so I thought so, but you're right I just tested that right now and it works. The reason it was weird before was that I tied the flipping of the character to their velocity, so I had to write some extra code to work around that. Thanks!
i think that an item that increased the damage of the spin attack initially, but decayed over time and eventually became a decrease in damage when continuing to crank in the same direction would be cool. This would encourage the player to switch the direction they are cranking.
Mabye a relic system were its like a 10% chance for a relic to drop when you kill a creature. These relics could boost damage and decrease the cool down on the spin ability and do other things.
An idea. The ghost should be able to "ghost dash". This could be both an offensive or defensive ability. Offensive it dashes upp behind you and does a quick attack and if you don't manage to dodge the attack quickly you'll get it. defensively maybe it dashes away from you sometimes if hit or something. Anyway I think the offensive ability would break up the monotomy of the combat as wolves and rats are pretty much the same enemy at the moment.
@@SquidGodDev If you do implement this or something similiar. Remember to make some sort of "cue" the ghost gives before doing. I guess you'll have to test, but basically if there is a % chance of something happening.. The player cant plan their moves. But if you have a little clue that it will jump backwards, they can quickly adapt to it. (Maybe a little shake or something).. consistency, even with "random" changes is important so the player feels like they are doing the actual planning.
If you're going for a room selection tree layout like Slay the Spire has, I feel like a really easy and cool feature would be to make different rooms/areas add effects to enemies, maybe in exchange for additional rewards. For example, in one room enemies deal 50% more damage but take 50% more damage-- in another, enemies have more health but you are fully healed on completing the room. Also I know this is unrelated but I really want to see enemies fly up in the air a bit when you do the slide attack :)
@@SquidGodDev not to suggest that that's the right way to do it or how I would do it even lmao, I'm pretty new to game dev and I would struggle to implement half the features you've already dome lmao
@@pn5625 haha no worries I get what you meant. I really appreciate the time people take to give their suggestions and take everything into consideration
That spin attack is used too often, I think the meter should slowly fill up everytime you hit monsters using normal attack. This way the attacks will be more varied
Yeah definitely the spin attack won't be able to be used this often in the final build, and that's a good idea to make hitting enemies recharge the spin!
Wanna try this game out and help me playtest the game while supporting me at the same time? Check out my Patreon! You can also see the source code! patreon.com/squidgoddev
dude I love how frequently these dev logs are coming out!
Thanks! Every single Monday!
Do you really need a different animation to spin the other way? I imagine simply flipping the sprites horizontally each time you change direction would look okay, might be worth a shot. Looking good!
The incentive of endless waves was the tipping point for me to jump on the Patreon even though I don't have my console yet! This is just the procrastination opportunity I needed 😁
I'm not sure but I think the issue is the sprite I drew is slightly slanted in one direction, so flipping it makes it tilt the other way. And thanks for the support Andrew!
Actually you're right I tried it and it looks fine. The reason it was weird before was that I tied the flipping of the character to their velocity, so I had to write some extra code to work around that. It does look a tiny bit weird because of the tilt of the player, but I think it's fine! Thanks!
Try putting the meter under the health bar. Have it build up per kills/attacks.
wow! looking good so far. i like that you use the suggestions of your followers
Yeah people have some pretty good ideas!
This looks amazing, it reminds me of an old ninja turtles game for the original Gameboy.
Here's an idea for the reverse cranking: getting back stamina for the spin! This would make it really stressful and fun trying to dodge enemies and at the same time getting the spin move back up.
Love seeing this! Excited.
I think the minotaur should be a larger enemy scale wise, it's current size is a little underwhelming
I love this devlog, your game has such a lovely aesthetic. I think another use for the crank (if you decide to reconsider the spin attack) is healing. It could be like in Hollow Knight where you have to keep a button pressed to complete the healing but instead of a button you have to spin the crank.
Some upgrades could be: enemies receive damage when they land a hit on you, maybe some simple upgrades to the damage the sword does, and instead of spikes for the rolls maybe some short lived pillars of fire (i remember this ability from one of the megaman x don't know which one) or anything that goes away quickly so the player can't abuse it.
Thank you! The crank to heal is an interesting idea! A thorns upgrade and fire pillars are great ideas
yes this is such an awesome idea!!
Spin meter could go under the health meter. I would also play around with having the meter slowly fill when your not using it. If you exhaust it, have a pause before it starts filling again. That way you don’t have to use the full meter at once.
Yeah definitely plan on changing how the meter refills. And placing it under the health seems like a good idea - I'll try it out at some point. Thanks!
Instead of the exhaustion meter, you could make him dizzy for a second which leaves him open for a hit maybe? Looking forward to the shop/items/unlockables 😁
You could do ults in the shop. The player can then trigger this with the up (or down) arrow key.
Here some examples:
- a heavy slash more damage to enemies and shoots them away
- a normal heal or regeneration spell
- a magic shield that hovers over the player where the Def values are increased for a few seconds
- The same then to boost the attack for a while
As for items, I'm not sure what you mean. So other weapons that the player can then buy?
I think you got the right idea! Basically items that allow you to do the ults you mentioned, since it would be OP if the player could use them on the first level or have all the abilities at the same time, so you need to earn money by going through the levels and choosing which item to buy to get the ability you want. And great ideas!
Ok I understand then I wasn't that bad at thinking xD
I have also a stomp attack in mind that would do a shockwave in both directions, spreading damage.
Would be useful in a large wave of enemies, for example.
I think too special spells wouldn't fit in the game like Thor's hammer would produce lightning or something.
I think basic is probably better with this one.
What would also be cool would be an item that calls allies like a skeleton head spawns 2-4 skeletons fighting with you.
Or a horn where somehow a pack of wolves calls to help you.
For the shop make a list of items that you need to use the crank for to scroll through. I think that'd be cool.
Ooo. There's something I really like about this game! Is there a name for this game yet, and/or a fuller version? :)
Try adding treasures at the end of each wave/level which when opened gives a wheel of fortune(with special utilities). You spin the wheel by spining the crank once. Later ingame u need to hold a button and spin-charge the ability and it uses it automatically (maybe a health potion, dashing spin/pierce attack etc..)
I know I'm kinda late with the comment but I guess i'll try.
instead of the exhaustion meter maybe you can make him move even slower while spinning? or some similar adjustment that makes for a more "organic" game mechanic
Yeah that's not a bad idea. I think the meter could use some work so I'll keep tweaking it to make it better.
This is one of the very few patreons I’m considering joining. It feels like both playing and learning at the same time. How can I not want to support that
You should make it so that you have to click a button to spin attack and make the attacks attack based on the way the player os facing so that you can use the crank to swing the sword. Basicly keep the spin attack but make it so you crank to swing your sword. But you could also make faster swings do more damage and slower swings less damage. But I know that could be hard to rewrite the code for that to work. Also great dev log I like it
You should include a celebration animation for the enemies when they kill the player, have them celebrate victory
The reload time has to be way longer in my opinion. Is becomes boring if u can use it all the time. Make it refill when u kill enemies or something, that way it is more special and way more satisfying.
Looks great. Potential to have the rats not hit by the spin attack, as they duck under the blade. Give incentive to different attacks
I missed cyclone slayer build😬
Cool vid btw👍
If you want to spin the other way around you don't need to redraw the animation, you can just flip it
i always associate the crank for a quick weapon / skill selection circle ala gta v, but the spin atk works too
I'd make it so the meter for the spinning attack regenerates faster with regular attacks
This is turning out so great! My one suggestion is that attacking enemies with a regular attack can regen the spin attack. That way there's more incentive to do both. Maybe it can regen faster if you land more consecutive hits. Really inspiring work! Keep it up!
Thanks! Someone else suggested the same idea and I think it's a pretty good one. I'll try it out!
Passive abilities make the most sense for a rogue like, so I’d say something that adds a status effect to your attacks (like poison, or extra stun damage, or ‘freeze’ which slows enemies down) would be really fun.
Will there be platforming in the final build, or is this only a combat-focused game? If so I think some feather boots for a double jump would be cool. I guess the dodge roll prevents there being a jump button, but I’d LOVE the idea of some kind of jump attack. Ooh! Maybe double tapping “up” on the d-pad can switch what item you have equipped, which could change your dodge roll to a jump?
There’s just so much potential here! So excited to co tubule watching this games development progress. Take your time with it - it’s going to be amazing!
Passive ideas I think are a great idea. It'll probably be easier to implement and also there's not that many buttons on the Playdate so might be better. Unfortunately, I'm probably not going to be implementing platforming because it'll bloat the project too much for me to handle I think. Thanks!
This Devlog amazes me. I have some suggestions of how the enemies spawn.
Wolves will just lie down as if they are asleep and will get up when the player arrives.
Ghosts will appear out of thin air because, their ghosts😉.
Worms will arrive from the ground.
Minatours spawn in the beam you showed.
My suggestion of the attack that the player will raise their sword as if they are recharging and will blow a wind slash. There is a blacksmith. I have an idea of having quirks which you can buy from shops when you reach a higher wave. Example quirks:
Life Boost
(inc. speed, damage and dec. cooldown)
Body Barrier
(add's player shield for 11 seconds)
Quest's...yeah quests will be cool too. Will you add a Mageling? its like a mage enemy.
When you said shops...will you add new weapons? Quests will be a big deal.
Thanks! Nice ideas! A wind slash seems interesting, and yeah I'll definitely have something like quirks/buffs you can buy. I don't think I'll have new weapons since I would have to make entirely new animations for it, but it's not off the table.
You drew the spin attack sprite? It looks great! I thought it was from an extra page of the asset pack. The spawning ray of light is a smart solution and looks slick too. Also, wave 7, baby!
Ok, time to blurt out half-baked abilities.
-spinning pulls enemies in
-somehow use smaller enemies to hit others.
-floating shield controlled by the crank that blocks enemies. I like the feature of the crank that lets you set an analog position and leave it.
-first attack swing does 0.5x damage, second attack swing does 2x damage (overall 25% increase in damage if you hit both or you can just time the second to make it safer)
-I really like your spikes idea
-just keep holding down to keep sliding
-slide can knockback all enemies
-slide leaves ice trail
-slide/dodge stuns (then you can turn around and smack someone. It might be fun to stun a group and escape)
-dodge through an attack to stun enemy, hit for parry crit that flashes, extra knockback, damage, etc.
-I have no idea how to use the accelerometer besides sliding enemies around, which is very silly
-mega mushroom get big lol
Ok, half-baked other ideas to bloat your project
-Utilize the player sprite sheet for an enemy (dark/mirror gladiator, modified armor on sprite, etc.)
-Projectiles would add a lot of value to dodge and slide. You have experience from Escape From Complex 32, though I don't know how much of that carries through. (dodging through and sliding under arrows, slashing them out of the air with your sword)
-more enemies, besides the minotaur, that have disjointed hitboxes and hurt-boxes. A swinging chain, sword slice, shockwave attacks, projectiles
-make different settings have different modifiers for you or some enemies, with shop items to get around those modifiers (icy floor, full moon, rats swarm from both directions, obstacles/gaps to slide/dodge through)
I feel like I'm 10 writing down all these ideas in my notebook, haha. Thanks for reading. Take care.
LOL the infinite sliding sounds hilarious. A stun ability sounds interesting. Also using the accelerometer - haven't thought about that. I did actually consider adding a dark version of the player as an enemy - maybe like an elite enemy/mini boss. Thanks for the great ideas!
“Which is actually just a rectangle, which I animated using MATH” 😂😂😂
Are the different enemies expected to be introduced as you move up the waves? So assume the minotaur will come after you complete a few levels (perhaps worm will be the first enemy), or will you introduce them together? Looking forward to fighting the different enemies, just need to wait a quick +8 more months for my playdate lol
Yup they'll be introduced gradually. I think it'll make more sense with my next devlog but there will be different levels on a map.
Great game, great video, great everything! I actually really want a playdate now, and may just eventually get one! The game development looks quite fun for it!
Thank you! It's really fun!
This all looks so cool! Have you considered environmental hazards spawning? Like brambles which limit movement and boxes you in with enemies. Or rain can make your slide movement go a little crazy.
Best of luck!
Thanks! I'm thinking some enemies might create some environmental hazards, but I might have some that spawn with the terrain.
You should add some feedback when the player gets hurt, right now it seems that he doesn't even notice. For everything else WOW the game is amazing I'd love ho have a playdate but the fares for EU residents are so huge...
Yeah I'll definitely add something. And thanks!
Coming along well!
Maybe the rats could be pretty ineffectual on their own, but each one in close proximity to the character could apply a slowdown effect on the character's movement? Could make them interesting in combination with the other enemies.
Thanks! Not a bad idea!
Great devlog squidgod! I like the new enemies and the spin attack looks satisfying. But You should make the spin meter go down faster and the screen should shake when you hit an enemy, it’ll make it look and feel much better.
Ah screen shake, I forgot to add that. I'll put it in at some point and see how it is. Thanks!
I think it would be cool if the spin attack didn't hit the worm guys normally, but if you pressed down on the d-pad you get a lower spin attack that can kill worms and other enemies. Only drawback being that you can't move with the low spin attack
Sounds like an interesting idea!
I think a long ranged sword poke would be a cool idea for when you're holding b and then press a. Another cool thing you could add is a meter that takes 20 hits to fill. Once it's full, you can press b and get an insta-kill attack.
Cool ideas!
Does cranking the crank clockwise vs counter clockwise make the player go left or right?
As for ideas, it would be fun to add abilities that you can tack onto the A and B buttons while you're undergoing the spin attack, since they aren't currently being used.
It would be interesting to make the terrain less flat in different biomes using perlin noise, but that's probably out of the scope of this project. Still, it'd be nice to add some verticality somehow. Maybe you could make a minigame/transition level where instead of going left and right you drop down a tunnel with platforms? Like when you're entering the ruins or something? Sort of like that broken elevator part of the map in hollow knight.
I just changed it today actually to make it so changing the crank direction makes you spin the opposite way, but the actual movement is still controlled by the d-pad. And yeah I want to add additional abilities, but need to think through it since it takes time to implement something new. I like the idea of adding vertically, but as you mentioned I'm not sure if I can fit it into the scope of the project.
@@SquidGodDev having unlevel ground is too far, but making a downwell type level might be worth a try at least
You have regular consistent updates and it’s so amazing to see everything coming together especially the art which looks great. And I was thinking pixel games are difficult to make these seemed to be on a whole new level.
Thanks!
I'm sure there's gonna be tons of other people saying this, but I'd just go full dark souls and have a stamina meter that is used for spinning and dodging (maybe not the basic sword attack)
Also, plz plz port this game if at all possible, I wanna be able to play it on my steam deck 🥺🥺🥺
Oh that's an interesting idea. I'll think about the stamina meter! And I believe it's actually possible to get the Playdate simulator running on the steam deck, but not sure how the cranking would work...
@@SquidGodDev the touchpads could work pretty well, although that'd probably take some effort to get working
Bro how’d you learn coding, my computer science teacher gave me a book for next school year (because she thinks i am good at it), and in book i should learn how to program in QBasic, but i don’t understand, like I don’t know what i should write to make a number go up when i press space. I don’t know what to do, but I don’t wanna disappoint her.
Hey man don't worry about disappointing your teacher - I can guarantee she won't be disappointed as long as you put the effort in. I learned through just thinking about what I wanted to do and looking things up as I got stuck (started with TI-BASIC on my calculator), but I took a com sci class in high school which is most of the initial learning came from. My advice for you is to 1. Don't learn QBasic that's not really a relevant language. 2. Choose either JavaScript or Python as a language to learn and search up tutorials on how to something in those languages. Choose something fun that you'd be interested in, so that's probably going to be either A. a website or B. a game. If you're interested in websites, pick JavaScript. If you're interested in games, pick Python and follow a PyGame tutorial. Then just follow along with the tutorial to learn the basics, and then don't watch any more tutorials - just try to figure it out yourself and then google stuff when you get stuck. Repeat for the rest of your life. You can ask questions in the Discord if you're stuck or need more help. Good luck!
@@SquidGodDev well i go to middle school so i have no choice, but teacher told me that she will fork with me to learn C++ if im good at this, but thank you very much for writing this long answer just to help me.
Looks awesome! If i had to give s suggestion maybe it would be cool to have more combo potential? Like the slide knocking the enemy up so you can hit them midair, which would do extra damage or something like that
Combos make sense! I'll try to think of how to incorporate something like that.
Not sure if someone's already suggested this, but maybe it would be cool if your spin meter was recharged by using your normal attack. That way the player is encouraged to use both attacks
Yup I've seen a few other suggestions of that - I think it's a good idea!
Hey, nice devlog ;
There is a feature in asprite which lets you flip sprites, that could be usefull in the multidirectional spin attack.
Thanks! Yeah some other people left some comments about that and I already implemented a change for it
Awesome spin attack! It's great to see you taking the devices input into account for actions in the game.
Thanks!
I don't think you would have to draw the second spin animation from scratch. You could mirror the frames to get the assets and then adjust the order and hitboxes
Yeah so I thought so, but you're right I just tested that right now and it works. The reason it was weird before was that I tied the flipping of the character to their velocity, so I had to write some extra code to work around that. Thanks!
i think that an item that increased the damage of the spin attack initially, but decayed over time and eventually became a decrease in damage when continuing to crank in the same direction would be cool. This would encourage the player to switch the direction they are cranking.
Interesting idea!
Mabye a relic system were its like a 10% chance for a relic to drop when you kill a creature. These relics could boost damage and decrease the cool down on the spin ability and do other things.
Thanks for the idea!
@@SquidGodDev your welcome :
YOOO I forgot you had weekly uploads. So excited
I'm excited to make them every week!
enemy drops should be a thing like temporary quad damage
Ah enemy drops - haven't thought about that! Thanks for the idea
An idea. The ghost should be able to "ghost dash". This could be both an offensive or defensive ability. Offensive it dashes upp behind you and does a quick attack and if you don't manage to dodge the attack quickly you'll get it. defensively maybe it dashes away from you sometimes if hit or something. Anyway I think the offensive ability would break up the monotomy of the combat as wolves and rats are pretty much the same enemy at the moment.
Nice ideas. Yeah the enemies probably won't stay in their current state - I'll be updating them as I add more enemies.
@@SquidGodDev If you do implement this or something similiar. Remember to make some sort of "cue" the ghost gives before doing. I guess you'll have to test, but basically if there is a % chance of something happening.. The player cant plan their moves. But if you have a little clue that it will jump backwards, they can quickly adapt to it. (Maybe a little shake or something)..
consistency, even with "random" changes is important so the player feels like they are doing the actual planning.
Please finish this game
E M C G
E M C G
im tempted to buy a playdate just to play this game
Haha flattered
Add a healing system like food or heart sprites
Planning on some sort of healing system!
We’re could I buy this when it’s done
I'll be selling it on itch io!
don't forget to add a small storyline...
Lower priority change, but I'll see what I can do!
If you're going for a room selection tree layout like Slay the Spire has, I feel like a really easy and cool feature would be to make different rooms/areas add effects to enemies, maybe in exchange for additional rewards. For example, in one room enemies deal 50% more damage but take 50% more damage-- in another, enemies have more health but you are fully healed on completing the room. Also I know this is unrelated but I really want to see enemies fly up in the air a bit when you do the slide attack :)
Interesting ideas - thanks!
@@SquidGodDev not to suggest that that's the right way to do it or how I would do it even lmao, I'm pretty new to game dev and I would struggle to implement half the features you've already dome lmao
@@pn5625 haha no worries I get what you meant. I really appreciate the time people take to give their suggestions and take everything into consideration
@@SquidGodDev thank you for responding!
PLEASE CONTINUE THESE DEVL0GS
Will do!
Крута гра) гарна ідея з обертанням персонажа👍
Дякую!!
best devlog atm hands down
Haha thanks!
This looks awesome!
Thank you!
Looks great! :)
Thank you!!
That spin attack is used too often, I think the meter should slowly fill up everytime you hit monsters using normal attack. This way the attacks will be more varied
Yeah definitely the spin attack won't be able to be used this often in the final build, and that's a good idea to make hitting enemies recharge the spin!
This is awesome!!
Thanks!
can u add bow
Maybe 🤔
Nice!
Ice Bow for shop[idea]
And a Bestiary with info about the enemies u defeated [idea]