when i first saw the menu screen of the jewelry i thought "oh you have to choose if you want to use the gemstone for either the necklace or ring thats cool" but then realised you could equip a gemstone on both at the same time which is cool but i think having to choose if between two abilities would be interesting
I remember watching the recreating zelda videos. 2 weeks ago, you appeared on my recommended again (probably because I started watching a lot of devlogs). Kind of insane to see it developed into a full indie game. Looks really great so far!
Such a fun update! Also, I don't know if these have been in previous devlogs, but the flags at the village entrance seen at 3:02 look REALLY good, would love to see more decor in motion like that!
This is a good episode for me. You've inspired me to start making my own game and build variety will be a large aspect of it. Managing the pacing of build customization is an aspect I hadn't considered yet.
Being able to combine the jewelry and gems kinda reminds me of the DSS (Dual Setup System) from Castlevania: Circle of the Moon, where you can equip 1 action card and 1 attribute card, then press L to get an effect based on the card combo! For example, the action card Mercury modifies the Hunter's Whip, and the attribute card Salamander is fire element, so equipping those two cards gives Nathan a fire whip! A cool idea for an effect could be a jewelry that modifies your current weapon to have an element, and the gem decides the element!
I really like your approach of making your game lightweight, and you have a lot of creative energy despite that "limitation". Looking forward to Moonshire.
When I was doing the scaling for my game I made it care about whichever of the two dimensions was smaller. That way it didn't matter if players were playing on a horizontal or vertical screen. Before that change rotating my phone would cause the camera to zoom in and cut off important information about the game world.
I'm implementing a similar charm system in my metroidvania game. What I'm doing is I have 3 slots. There are 3 types of boards that can be placed in the slots: combat, exploration, and movement. These boards each have some number of sockets for augmentations, some requiring 2 slots. Then there are the augmentations themselves. These fit in the sockets on the boards, but only of the appropriate type. They can also have different sizes, so some might take up an entire board or not fit at all. Some of them will also have another socket on them which modifies their effects, at the cost of more energy.
I have 71 games on my Steam wishlist, and the majority are small indie games made in favourite game engines (mostly Godot) and/or by favourite devs on UA-cam… as far as I know yours is the only one being made in LÖVE, and it’s right up there at the top.
I really like the concept of the jewelry, and i think that with all the other gameplay and combat elements the game will attract a lot of speedrunners.
I have played the demo over 30 times now and i am so excited for the game to release i love how you made a amazing rpg but kept it super simple to understand with no unnecessary mechanics
#BUGS when u get to the challenge of getting a new throwable weapon which is rang there is a bug that after crossing the time limit there is 1 second more extra given in which u can throw your weapon to destroy the last balloon even though u lost the challenge because of time out u can still receive new weapon as you destroyed all the balloons but the NPC tells u to try again and ask u the same thing until u beat the challenge in the given time limit after which he praises u but there is no point because u already have the reward
This is such a cool concept! Could you add a few late-game jewels that have no strategic purpose but maybe change some sounds or add a funny shader or retexture the character?
amazing as always! maybe to further develop the jewelry system you could have special variants of necklaces and rings and such that add additional features/modify how the jewels behave. maybe a "ring of the wind" gives the same buffs but weaker than a normal ring, but with the additional effect of moving faster? I feel like adding new variants of items shouldn't make previous ones obsolete, like in hollow knight many old charms remain useful, each one simply adheres to a different niche.
I have an idea instead of the jewerly part in the inventory lik we see.how about u do something like a quik side bar on the right of the screen activated with a button on keyboard .it would be better that having a jewrly section full of empty inv slots.unless u wanna add more of em
A idea for the jewels is the abilty to attach them to magic items to unlock new abilties. A example would be the fan being able to hold and release a thunder wave.
Loving the Free Beta on Steam! lots of fun changes not sure if youre aware but you can exploit the economy of the game with the gem slot that generates money upon destroying a weapon. as well as I can seem the get the actual Mini map to load. not trying to be annoying the discord no long exists and just wanted to give feed back! loving the game over all cannot wait for the full release.
@@ChallacadeI have played some of the Demo and found some more bugs; The keyboard option at least doesn't change when selected from the first menu. Also, when you enter the memory from the tea, the sage can't heal you if you get hit twice, it gets stuck healing but without effect.
This guy is such an inspiration to learn lua and love most people don’t like Lua it is really dead but still seeing people make good games with it is great hopefully this will encourage more to use lua
I love how your game is become BIGGER AND BIGGER! I hope you can made it very good! I support your making. And i making a game too. I think your game is good.
I started playing this game at your last video and it has been a lot of fun! Exited for the full release. also I found a bug not sure if it's just me but i'm bit seeing the map when I click on it in the inventory.
When the exploding flowers are spawning directly on top of you, I think it would be neat if at the end it did a big circle around you so that you have to switch to standing still. So then you have to pay attention instead of just walking whichever way until the attack is over. If this idea is terrible then feel free to yell at me.
I cant speak for him but im pretty sure he isnt planning on adding swimming but dont take my word as truth he could easily add some sort of swimming jewel or something
6:24 dunno if u implemnted this, but i think itd be neat having the boss spawn a bunch of these flowers, only for it to be secretly one of them and come out from the ground toward the player
The gemstone mechanic reminds me of Castlevania: Circle of the Moon, where you could combine multiple cards for a combined effect. I recommend checking it out if you want ideas for your game!
Very good choices IMO :) I think you should experiment with having players drop and spread all the items on the ground and having the players select items from the ground, and just saving others Could work. It works for OG Zombotron games, although their item system is very simple
It would be cool is there was a gem that would give one or two more hearts because I cannot beat the boss in the sky place, it would also be good to know where you have to go next
I like the jewelry idea. Is there anything that prevents the player from pausing and swapping gems mid-fight? It'd be a bit strange if players could generally stick to the Necklace of Evasion but pause and swap to the Necklace of Safety before every heal and the Necklace of Salvage before throwing their weapon. It's why I prefer Hollow Knight and Bloodborne's Charms/Runes over Dark Souls and Elden Ring's Rings/Talismans. The limitations on the former mean they can be stronger and more interesting without incentivizing even more menuing.
I recommend to you making tge bossfight rooms more similar to the bosses, making them unique. For example: In the flower boss you can create a room loke a garden, long and dark grass, flowers in tge walls etc.. like making tge rooms unique but more or less with tthe same topic of the location/dangueon the boss is located
How about creating a Gem where it lowers your max HP by 1, it'll increase your attacking speed, the more enemies you kill the higher chances of negating damage, it resets each time the ability is triggered. Think outside the box Challacade, and your game will blow up in popularity. Be Simple and Complicated at the same time, find the balance.
I think i found a bug in the demo that when there's the tutorial for the space button and lose all ur health other than 1 it doesn't heal u and repeatedly does the healing animation but does nothing also very good game and i like how everything has turned out so far
Boss and badge system seems cool! Maybe I should copy badges to my game as well. I have been wondering ways to add some customization and that could be cool way to do it!
It's really nice to see this step by step. I think the new display for the object menu is neat, but have you considered limiting the "pushing effect" when there's little to no space for the character? At certain limit you could just simply show the menu centered (being centered over the character too)... Just my opinion, for vertical resolutions it looks a bit squished 😅 Keep up the good work 🎉
Definitely gonna try help you out, massive respect! I have a question though: how's the lore and how long would it take to finish the game once you've beaten it ten times already?
I like the jewelry system, but I don't think it fits the character/game. Like, why would a character covered in cloth have jewelry if it's always hidden? Next, how many players do you think actually care about finding and manually dyeing their character's appearance? Have you tried making the cloth parts change colors based on the power ups? You can even add trim colors.
2:26 invincibility while healing souls like it's way too overpowered, that is basically just infinite heal if you have enough items to destory which i guess you will have, since this game doesn't seem like it's supposed to be as hard and punishing as dark souls. maybe it should allow you toheal faster? but not too fast since quick focus in hollow knight is way too good for it's cost of 3 notches, it's without a doubt the best charm for any new players which means it's not well balanced btw this new boss looks super fun to play! and i really hope this game will have bosses as challenging and fun as nightmareking grimm or pure vessel xD
What if you added an accessory that can hold two jewels and won’t work until both slots are filled, afterwards the effect is kind of a hyper combo of the two’s effect on other accessories. Just a thought, keep working. This game looks better every vid.
As much as I like the boss fight, I think it’s too easy. You should make it more chaotic and random. Maybe the boss should dash at random time intervals rather than jt being periodic.
"necklace of salvage" should be "necklace of vanity" :D also great update!!! edit: I'm loving the look of that plant boss!! would be cool if there was a plant-based upgrade or weapon- one critique is that the cyclops-look is a bit similar to that original floating boss?
You should make armor destructable. Ie finding easy and cheep armlr that doesnt last long vs one that lasts longer but maybe doesnt block as much damage
@@Challacade Any hint ? i've been stuggling since then. I tried windows glitching and collision exploits but nothing worked smh (altho im not the best at it and idk much of them)
i want to create my own game like you, i love your idea and your pixel art. do you have any advice for the pixel art ? or codding ? (i am new in programming)
Out of all the indie games I've seen on UA-cam, this one has my full interest
I Feel Like A Bestiary Would Be A Good Addition Showing The Foes Names And Weaknesses But Maybe That's Just Me.
when i first saw the menu screen of the jewelry i thought "oh you have to choose if you want to use the gemstone for either the necklace or ring thats cool" but then realised you could equip a gemstone on both at the same time which is cool but i think having to choose if between two abilities would be interesting
I remember watching the recreating zelda videos. 2 weeks ago, you appeared on my recommended again (probably because I started watching a lot of devlogs). Kind of insane to see it developed into a full indie game. Looks really great so far!
Such a fun update! Also, I don't know if these have been in previous devlogs, but the flags at the village entrance seen at 3:02 look REALLY good, would love to see more decor in motion like that!
my favourite part is when lua said its mooning time and totally mooned all over that shire
that's the true ending of the game
Dude, spoilers!
@@Selrisitai fr
This game has always been so cool and gets better with each update!
name of the game??
Not sure, you might have to check the other videos
Moonshire, for anyone interested
This is a good episode for me. You've inspired me to start making my own game and build variety will be a large aspect of it. Managing the pacing of build customization is an aspect I hadn't considered yet.
Being able to combine the jewelry and gems kinda reminds me of the DSS (Dual Setup System) from Castlevania: Circle of the Moon, where you can equip 1 action card and 1 attribute card, then press L to get an effect based on the card combo! For example, the action card Mercury modifies the Hunter's Whip, and the attribute card Salamander is fire element, so equipping those two cards gives Nathan a fire whip! A cool idea for an effect could be a jewelry that modifies your current weapon to have an element, and the gem decides the element!
I don't know if this is already the plan, but a crown could be a cool jewelry piece.
I really like your approach of making your game lightweight, and you have a lot of creative energy despite that "limitation". Looking forward to Moonshire.
When I was doing the scaling for my game I made it care about whichever of the two dimensions was smaller. That way it didn't matter if players were playing on a horizontal or vertical screen. Before that change rotating my phone would cause the camera to zoom in and cut off important information about the game world.
I'm implementing a similar charm system in my metroidvania game. What I'm doing is I have 3 slots. There are 3 types of boards that can be placed in the slots: combat, exploration, and movement. These boards each have some number of sockets for augmentations, some requiring 2 slots. Then there are the augmentations themselves. These fit in the sockets on the boards, but only of the appropriate type. They can also have different sizes, so some might take up an entire board or not fit at all. Some of them will also have another socket on them which modifies their effects, at the cost of more energy.
It’s awesome what you’ve done as an indie game developer! This game definitely has a good future.
I have 71 games on my Steam wishlist, and the majority are small indie games made in favourite game engines (mostly Godot) and/or by favourite devs on UA-cam… as far as I know yours is the only one being made in LÖVE, and it’s right up there at the top.
I wondered by the demo title screen looked so amazing on my 32:9 screen, you have one too!
I really like the concept of the jewelry, and i think that with all the other gameplay and combat elements the game will attract a lot of speedrunners.
The gems sound like Resident Evil 4 where you get jewelry that you can slot with gems and sell for more money.
I have played the demo over 30 times now and i am so excited for the game to release i love how you made a amazing rpg but kept it super simple to understand with no unnecessary mechanics
so you're saying this could be a made a good entry game to the rpg games?
Yes its the perfect game for beginners due to being so simple but it is also perfect for skilled players
idk its just always so cool and interesting to watch your videos. love your work
I love how dynamic your inventory and equipment system is! great Devlog 😊
#BUGS when u get to the challenge of getting a new throwable weapon which is rang there is a bug that after crossing the time limit there is 1 second more extra given in which u can throw your weapon to destroy the last balloon even though u lost the challenge because of time out u can still receive new weapon as you destroyed all the balloons but the NPC tells u to try again and ask u the same thing until u beat the challenge in the given time limit after which he praises u but there is no point because u already have the reward
Soo hyped that i secretly watch this in 00:46 am lol
This is such a cool concept! Could you add a few late-game jewels that have no strategic purpose but maybe change some sounds or add a funny shader or retexture the character?
I'd love to know how the enemies work, that's very interesting design.
I am taking inspiration from your game for my own!
Create a player sprite that rummage through his backpack while you're using the inventory, that would be a nice touch.
amazing as always! maybe to further develop the jewelry system you could have special variants of necklaces and rings and such that add additional features/modify how the jewels behave. maybe a "ring of the wind" gives the same buffs but weaker than a normal ring, but with the additional effect of moving faster? I feel like adding new variants of items shouldn't make previous ones obsolete, like in hollow knight many old charms remain useful, each one simply adheres to a different niche.
Add a saphire that makes you move faster. Also pls add slimes and spiders if you havn't already.
Really coming together!
great job so far. It looks zelda enough for my wife to wanna play it when its done
I love the look and animations of the main character in your game, they were made with great care
Your game is super cool ! Love the art style !
I have an idea instead of the jewerly part in the inventory lik we see.how about u do something like a quik side bar on the right of the screen activated with a button on keyboard .it would be better that having a jewrly section full of empty inv slots.unless u wanna add more of em
A idea for the jewels is the abilty to attach them to magic items to unlock new abilties. A example would be the fan being able to hold and release a thunder wave.
I remember seeing a devlog a a year ago and now it popped back up into my feed and I impressed keep up the good work
This actually reminds me of my idea to make an armor and weapons enchantment system using gems. I should definitely take notes 📝
GOOD LORD DUDE. You're monitor is very wide.
I wish it was wider
I kinda have a jewellery system like you but my game has enchantments you can put on weapons
Loving the Free Beta on Steam! lots of fun changes not sure if youre aware but you can exploit the economy of the game with the gem slot that generates money upon destroying a weapon. as well as I can seem the get the actual Mini map to load. not trying to be annoying the discord no long exists and just wanted to give feed back! loving the game over all cannot wait for the full release.
Thank you for playing it, and for the feedback!
@@Challacade of course dude thank you for your hard work looking forward to release!
I cant wait to play this game!
Are you going to add a monster, area, and NPC journal to read lore about them and the world.
I love everything about this game. I prefer a a fixed difficulty but the one you have is still good. The jewelry is really cool!
I've gotten lots of feedback about the scaling difficulty, I have new options planned that should make more folks happy
It might be cool if you could craft higher level gems by combining lower level gems of the same kind together, like the gems in shadow of war.
I think you need a bigger monitor lol
Love the progress of this game :D
There is a bug in the demo where if you change from fullscreen in the first menu, the options disappear, just pointing out. I love this game.
Will fix this; thanks!
@@ChallacadeI have played some of the Demo and found some more bugs; The keyboard option at least doesn't change when selected from the first menu. Also, when you enter the memory from the tea, the sage can't heal you if you get hit twice, it gets stuck healing but without effect.
If you want to reduce the pause time even more an idea would be to have some preset loadouts for your jewelry.
ive never been more excited for a game in my life
This guy is such an inspiration to learn lua and love most people don’t like Lua it is really dead but still seeing people make good games with it is great hopefully this will encourage more to use lua
The game is looking great, you’ve come so far!
3:54 THANK YOU! I’m always so worried about playing new games on my Odyssey G9.
I love how your game is become BIGGER AND BIGGER! I hope you can made it very good! I support your making. And i making a game too. I think your game is good.
I love the jewelry! But one question, are you going to add more options for jewelry? bracelets, etc.
I started playing this game at your last video and it has been a lot of fun! Exited for the full release. also I found a bug not sure if it's just me but i'm bit seeing the map when I click on it in the inventory.
Huh, I'm pretty early this time!? Very nice solution! Love your vids!
I can't wait for this game to release. It looks amazing!
When the exploding flowers are spawning directly on top of you, I think it would be neat if at the end it did a big circle around you so that you have to switch to standing still. So then you have to pay attention instead of just walking whichever way until the attack is over.
If this idea is terrible then feel free to yell at me.
I love this idea!
Me still waiting for swimming:💀
I cant speak for him but im pretty sure he isnt planning on adding swimming but dont take my word as truth he could easily add some sort of swimming jewel or something
@@Cupgray53 he said he’s gonna add it, on discord
That's super cool! So if I were to get a new gem or jewelry that means I now have that many x gems or jewelry new build options. nice!
Can’t wait for dis to come out on steam
It could be cool if one of the jewels gave you the ability to see the enemies and bosses’s health bars when paired with a specific material.
6:24 dunno if u implemnted this, but i think itd be neat having the boss spawn a bunch of these flowers, only for it to be secretly one of them and come out from the ground toward the player
The gemstone mechanic reminds me of Castlevania: Circle of the Moon, where you could combine multiple cards for a combined effect. I recommend checking it out if you want ideas for your game!
So cool keep it up🙏🙏
I would love a system in which you could have a staff and then use the rubies to change the powers
Example
Red: fire spell
Very good choices IMO :)
I think you should experiment with having players drop and spread all the items on the ground and having the players select items from the ground, and just saving others
Could work. It works for OG Zombotron games, although their item system is very simple
It would be cool is there was a gem that would give one or two more hearts because I cannot beat the boss in the sky place, it would also be good to know where you have to go next
I like the jewelry idea. Is there anything that prevents the player from pausing and swapping gems mid-fight? It'd be a bit strange if players could generally stick to the Necklace of Evasion but pause and swap to the Necklace of Safety before every heal and the Necklace of Salvage before throwing their weapon. It's why I prefer Hollow Knight and Bloodborne's Charms/Runes over Dark Souls and Elden Ring's Rings/Talismans. The limitations on the former mean they can be stronger and more interesting without incentivizing even more menuing.
Mid-flight switching is something that's possible currently, but I agree that a limitation would make this system better
I recommend to you making tge bossfight rooms more similar to the bosses, making them unique. For example: In the flower boss you can create a room loke a garden, long and dark grass, flowers in tge walls etc.. like making tge rooms unique but more or less with tthe same topic of the location/dangueon the boss is located
PLEASE make it so you can use your dye on the mouse cursor but can be different color from clothes for different combinations
How about creating a Gem where it lowers your max HP by 1, it'll increase your attacking speed, the more enemies you kill the higher chances of negating damage, it resets each time the ability is triggered. Think outside the box Challacade, and your game will blow up in popularity. Be Simple and Complicated at the same time, find the balance.
WOOOOOOOOOOO WE FUCKIN LOVE RUNESCAPE LFG!!!!
🔥🔥🔥
Hey I’m an indie video game music producer! I found out about this game today and I’d love to make a song for it!
❤️❤️❤️❤️
Can you link me some of your work?
I think i found a bug in the demo that when there's the tutorial for the space button and lose all ur health other than 1 it doesn't heal u and repeatedly does the healing animation but does nothing also very good game and i like how everything has turned out so far
I love your video’s!
You should definitely add names to each boss
Boss and badge system seems cool! Maybe I should copy badges to my game as well. I have been wondering ways to add some customization and that could be cool way to do it!
Have a great day your games are awesome and also I am downloading moonshire
Yes you uploaded
It's really nice to see this step by step. I think the new display for the object menu is neat, but have you considered limiting the "pushing effect" when there's little to no space for the character? At certain limit you could just simply show the menu centered (being centered over the character too)... Just my opinion, for vertical resolutions it looks a bit squished 😅 Keep up the good work 🎉
Definitely gonna try help you out, massive respect!
I have a question though: how's the lore and how long would it take to finish the game once you've beaten it ten times already?
Omg I love your videos ❤❤
Very cool!
Thank you for continuing to watch the channel after all these years!
@@Challacade Of course! This game is shaping up to be really cool, although I do kinda miss the bird platformer / speedrunning game
I'm playing this when it comes out
I like the jewelry system, but I don't think it fits the character/game. Like, why would a character covered in cloth have jewelry if it's always hidden?
Next, how many players do you think actually care about finding and manually dyeing their character's appearance?
Have you tried making the cloth parts change colors based on the power ups? You can even add trim colors.
I love it, although it would be fun if there was like a class system in the game
Is there anyway I can play this on a Chromebook? However it is too old to have beta steam still
2:26 invincibility while healing souls like it's way too overpowered, that is basically just infinite heal if you have enough items to destory which i guess you will have, since this game doesn't seem like it's supposed to be as hard and punishing as dark souls. maybe it should allow you toheal faster? but not too fast since quick focus in hollow knight is way too good for it's cost of 3 notches, it's without a doubt the best charm for any new players which means it's not well balanced
btw this new boss looks super fun to play! and i really hope this game will have bosses as challenging and fun as nightmareking grimm or pure vessel xD
What if you added an accessory that can hold two jewels and won’t work until both slots are filled, afterwards the effect is kind of a hyper combo of the two’s effect on other accessories. Just a thought, keep working. This game looks better every vid.
Great idea
As much as I like the boss fight, I think it’s too easy. You should make it more chaotic and random. Maybe the boss should dash at random time intervals rather than jt being periodic.
Does it mean 16:10 monitors get the least horizontal screen space?
when multiplayer
Man that looks good
"necklace of salvage" should be "necklace of vanity" :D
also great update!!!
edit: I'm loving the look of that plant boss!! would be cool if there was a plant-based upgrade or weapon-
one critique is that the cyclops-look is a bit similar to that original floating boss?
theory: the character eats the weapons to heal
You should make armor destructable. Ie finding easy and cheep armlr that doesnt last long vs one that lasts longer but maybe doesnt block as much damage
i still think it would be nice if it had like secondary weapon (for example a bow or something)
I love all these changes but pleade tell me the hidden chest of the village is now reachable !!
It's reachable using glitches!
@@Challacade imma get on work for sure
@@Challacade Any hint ? i've been stuggling since then. I tried windows glitching and collision exploits but nothing worked smh (altho im not the best at it and idk much of them)
i want to create my own game like you, i love your idea and your pixel art.
do you have any advice for the pixel art ? or codding ? (i am new in programming)