I Rescued My Indie Game From Development Hell - Gunforged Devlog 14
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- Опубліковано 8 лют 2025
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After having some development issues, Gunforged is now on track for final release! This devlog covers all the changes I've made that rescued the game from development hell.
Killing Time by Kevin MacLeod is licensed under a Creative Commons Attribution 4.0 license. creativecommon...
#godot #gamedev
This looks fun! But I couldn't even see the Lowrider Spider on the screen when you were talking about him (6:10). I recommend making him way bigger, way more colorful (maybe he's not lit well enough?) and make the damage flash much shorter! All you see currently is either a shadowed sprite, or a white sprite. Great work so far though!
Glad to hear you've reached development heaven! Currently working through your 2d survivors-like tutorial, and I gotta say I'm learning quickly.
Thanks for sharing your knowledge and updates - I'll be sure to support Gunforged when it comes out.
Congratulations on solving this development hell problem! I'm really happy to see things getting better for you and you want to add more content to the game.
More fruit guns are always funny. Watermelon gun that has knockback and has watermelon shrapnel on impact
call it the slaughtermelon
thanks for showing the community how capable is godot for creating such a fun and humor filled experience, i hope to see this game release in the future and make his way into the lists of best roguelikes of the year!
Id love to see a gun called "Chuckle Chamber" or something that emits a laugh track on impact. I also think a blunderbuss would be really cool, with very low accuracy and high randomness.
Congratulations bro 🎉! It's really wonderful to see Gunforged evolving and see each new or revamped feature each devlog 💯
Wow your game looks super cool and I bet you’re a really swell guy too!
Do not forgot to add unique (funny) powerups like the weapons :) I am looking forward to the game
I'm so happy to see you making progress. Congratz and good luck, professor!
Add a godot weapon that if you use it you will have to program your bullet's logic while in fight using blocks that appear in random places on pedestals and when you take a block from a pedestal a horde of speedy enemies will spawn around. When you take blocks they become moveable ui objects so that they can be connected to form your bullet logic. Blocks expire at some point so you have to constatly modify your bullet logic adding new blocks while old ones dissapear. Some blocks are more rare than others! For example loops that basically multiply your constructions appear rarely. Idk what I was saying maybe you will like the concept. Appreciate your work so much
A: I like the game name and concept.
B: Bravo to you for working out issues and sticking with it!
Great to see that it’s nearing the finish line!
Runes as an abstraction of affixes is a great design choice. Feels a lot like support gems from POE (which is a great system to be compared to). Nice work!
Great video!
My suggestion would be a sauce dispenser that shoots condiments. Each condiment (depending on which one you’re using for ammo) can do different effects.
Glad to see you moving forward with renewed vigor Firebelley!
A ‘steak’ launcher that fires beef at such an intense velocity, it pushes enemies back. There could be a percentage chance of steaks being stuck in enemies that could trigger passive damage over time effects. Or they just stick to the wall before disappearing.
Another could be a disco ball that has an area of effect that draws enemies towards it. Could also provide a passive to the player to move faster in its area of effect.
nice, I'm happy to know that you escaped that with this project
Keep it up man! Big fan of the content!
dude this looks so cool!
I like the idea of a rubber duck gun.
Gatling monkey launcher (a gatling gun that rapidly launches monkeys to chase after enemies)
Great game. Can't wait for the release.
A gun that will tick damage twice from one bullet
Final unlock could be a water gun that deals low damage for those who've beat the three waves and then want a challenge to beat the game on essentially Heroic Mode.
Might be a good way to create replay value loop after the game's been complete while also balancing your desire to appeal to all gamer levels.
How about mad scientist as boss fights which spawn zombies or enemies from dropping cages and has high health and more movement as boss health decreases. Attack patterns can be saw blades and other surgical equipment's moving in the arena. Basically Frankenstein style.
I would def recommend putting the game title above the game menu screen:
1 it looks nice
2 if a famous youtuber plays it you can get more attention to the game
Chicken in a Biscuit gun, the bullet is a biscuit and upon hitting an enemy it releases a seeking chicken
I think it would be awesome to have an apple gun that shoots apples that explode into a bunch of seeds on inpact, the seeds would probably scatter around randomly and deal some damage
Its looking good, you have put a lot of work in and it looks like the game is in a better position for it.
Just one note i would like to add, the white flashing of the enemies on hit could be reduced, they are basically staying white when shooting them constantly, maybe reducing it to 0.1 or 0.01 second on hit might be more effective. Just in my opinion that is.
Passive idea: Australian
Your bullets will change direction towards nearby enemies if they didn’t hit any the first time ( get it? Kinda like a boomerang )
I'd like a rubber ducky with a marine's hat that shoots slow moving bubbles (that have a star in the middle of them) which make enemies slide around every time they get damaged, even better become basically living projectiles that hurt enemies when impacted on them.
Or a nerd goblin that shoots really sharp pencils that stick into enemies and if get hit by the player they do extra damage before breaking, when it recharges the gobling goes "Wryyyy".
Maybe a sentient tube of toothpaste with a face at the end of it, that makes funny faces when shoots (haha funny horny toothpaste meme).
Make a runes that the damage bonus based on the player's RAM the better the RAM the lower the damage bonus the lower the ram(potato) the better the bonus.
Make a bullet gun that shoots a gun.
Sweet! I have been seeing your streams pass by and was wondering when a devlog will come. For passives you could have "ice scream" where when you take damage, the enemies around have an chance to freeze or "dusty" wherein upon dashing you leave behind a dust trail that boost the effects of oil effect on enemies that tread upon it. For runes I could suggest attract wherein all shot bullets tend to gravitate towards you and its opposite repel wherein all shot bullets are repelled away from you so you can actually guide the trajectory of shot bullets.
what if you can apply "attract" like a status effect and afflicted enemies absorb bullets like a magnet.
Ok so my idea for a goofy boss is like a one-man orchestra but it's an Orc, so it's like an Orc-hestra ?
A gun that make enemies dance
hell yeah
I feel like you could liven up the setting to add that silly charm
You earned a subscriber 🎉 !
a gun that shoots bees
Enter the gungeon 😮
What about a gun that shoots oil and a power up that emits flames in a certain radius around the player? When combined it would switch up the gameplay where it's almost reversed, the gun is a tool and the power up is the weapon.
Permanent / Meta progression is a scourge on run-based games. It's a reverse difficulty curve making it easier over time instead of more challenging to compliment the players growing skill at the game.
Bananagoose pet that follows you
🎉
Do you use a software like machinations or anything else to balance all the game progression (player stats,enemies stats, items, etc)?
I do not use any tools at the moment. Going off vibes for now 😅
Basically if something feels too strong or too weak I adjust. But I'm probably going to need to use more sophisticated tools as I continue adding content.
Let's gooooo!!!
Wishlist Gunforged and hoping it will be available for arm mac!
Yep, should be available on that platform!
@@FirebelleyGames Can confirm that the game does work very well on arm mac. First I'd like to say the game is very very fun and I had a great time playing the demo.
One behavior I have experienced with the game is, every time I close the application I receive a crash report. Here is some of the exception details from the crash output:
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000000
Exception Codes: 0x0000000000000001, 0x0000000000000000
Termination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11
Terminating Process: exc handler [63239]
Looks like a memory access issue but this would need further investigation to find out the root cause. Would you like me to email/send you the full crash report for further analysis?
put a wrestling singlet on one of the enemies
The game is looking a lot better which is great, but I do have to say I really dislike the main character avatar, it just doesn't look appealing for me to play as.
What about a gun that shoots bean burritos?
Make a rune that spawns bees on kill.
Call it like BEE-ware, or BEE Careful or something goofy.
This game remember me turnip boy robs a bank
Still waiting for placeholder tutorial 😢
Is this not just Enter the Gungeon??
No, I don't think there are many similarities to enter the Gungeon beyond the surface level
A 2d bullethell roguelite where you combine guns to make an op build. You’ve copied that from EtG. The artstyle is also similar especially the enemy projectiles. It also looks like there’s a dodge/dash mechanic in your game that’s also just copied from EtG. If your game is just a copy of a better game, people won’t play it, because they will be playing the better game.
Have you played the Gunforged demo? I'd encourage you to do so. Again, Gunforged bears only surface level similarities to Enter the Gungeon.
@@wabbiwabbu929 eh? This game looks way faster and more frantic than Gungeon, I don't see any similarities beyond basic shmup mechanics that Gungeon, in fact, did not invent.
Hi, don't want to be rude or something, but that's my honest feedback on your demo.
Art and animations are fantastic as well as sound in general, however I didn't like gameplay overall. Spent around 5 mins on the first run and 25 on the second. It felt like game doesn't force you to think at all. Each choice is nearly always obvious, meaning no matter what your playstyle is, there's just objectively the best option to choose, which isn't hard to define. Not sure how to fix this though. Since your development is closing to an end it's not really feasible just to add more mechanics to makes gameplay richer.
On the one hand I liked how you show all of the "danger areas" for projectiles so it's very readable for players. On the other hand, it makes everything a lot easier because it's hard to get hit when you see all of this.
I think it's important to note that I didn't like Brotato itself, so if you are aiming for this type of game, my opinion isn't actually valuable for you.
Hello, thanks for the feedback! I totally agree. I am currently dabbling with changes to the gun part system to further differentiate guns and make choices more compelling.
"i want to build the game for both groups of players"
no no no, bad dev. no appealing to everyone, no.