At one point, i thought i was watching veteran dev explaining how good and well designed is new interesting game. And then Unity scene flashed, and realisation kicked in. Amazing work, with good intendments on immersive design that goes along-hand old school (in my opinion) cool and nostalgic UI. It looks like table top game was designed for modern gamer. Very good
The game looks awesome, I have a suggestion regarding the mini games. I noticed the 2% on the one hit that seemed like it was close to perfect. A lot of games implement a 'Grace' value that gives the player better feedback when they feel like they've tried but not succeeded fully. I'm assuming your % is based on a float value, so I would just add a 'Grace' % (if you have a difficulty setting this could also influence it) on top of that. Most games do this when it comes to movement mechanics where you can't decide exactly how well the values are going to line up because of the the preciseness. Either way, the game looks awesome. Well done to everyone on your team.
Commenting to boost the algorithm! So far your game looks absolutley beautiful! Adding little skill-based side quests is such a cool idea, I think it really does break the expereince up into a more relaxed, and enjoyable expereince which gives the player a little bit of time to recover from what could perhaps have been a stressful encounter! Really awesome work, dude!
Impressive Work! I love how you smashed different genres together to create a very unique game experience I haven't seen on any games yet. Are there any plans for wishlisting the game on steam?
@herrmutig2656 Thanks for the kind words! I'm currently working on a steam page release as we speak! Hopefully I should have a solid date in the next devlog in a weeks time
Awesome video! The game is looking super good. Really like the art style of your game. You have added lots of features to your game. Also really like the gathering system in your game. It looks really fun. The item build system looks really kool as well. Looking forward to your next devlog. Keep it up! :)
You’re doing a fantastic job, and I really hope you enjoy being a coder-it’s clear you’ve put a lot of passion into this project. Coders might not always get the recognition they deserve, but your work shines through, especially in those secondary scenes that feel so heartfelt. Honestly, I’d gladly pay 20 euros just for the attention to detail in those moments. To add that extra special touch, you could incorporate elements like fog during foggy journeys or rain in the appropriate scenes. That would enhance the atmosphere beautifully. I’d also love to see a bit more attention to the terrain. For example, adding a hill to the field where battles take place, or more trees in the forest when facing enemies, would bring more life to the world and make the gameplay feel more immersive. Overall, you’ve created something great, and with just a few more details, it could be even more extraordinary.
Your words go a long way! I'm really trying to make the world feel alive and the weather systems are up and coming on the to-do list! Thanks for taking the time to comment!
I really like the concept, especially building unique teams each run, and having to adapt 👌 I don't really like the skill based mini-games (chopping wood or fishing) mixed in with otherwise strategic choice making. You could replace it with choices at each location, like whether or not to use food as fish bait for a chance to get a bigger fish, or choosing which of several resources to collect (perhaps some are of a higher quality, but not necessarily what you need at the moment) I get that the mini-games give the player a break, so it's up to you! Just thought I'd share the idea Some of the visuals are a little rough, like the floor texturing in the combat scene, but It wouldn't stop me from playing the game Good work so far! I look forward to trying it someday! 🙂
@@AfterImageStudios-TFTLN could be nice as an accessibility option as well. Yes, it would effectively be an "easy mode" but on the other hand so is most accessibility options that are related to direct gameplay.
Curious how much money was spent on graphics and music. 15 months only gives you just enough time to program the interface, crafting, fishing, combat system. Basically no time for graphics and music. Also this video was very well made. Almost professionally. Those take a long time.
Definitely liking the vibe and style, and I agree, the best rougelikes have moments of peace that are neither too demanding nor a complete waste of time. Just some respite with benefits is a great way to break things up. Is the AI art for the icons and stuff gonna get replaced? I think it stands out a bit too much for a final product.
@user-xsn5ozskwg Without those moments it can be tiring but they have to be worthwhile and engaging! And for the icons I'm hoping to replace them all over time, I know the indie community had an aversion to AI art but it's amazing for in development placeholders
Not the Stardew fishing 😭. I much prefer Animal Crossing where positioning and timing matters. Also Dreamlight Valley is satisfying too without being too button mashy
I went to wishlist your game on Steam very early into this video and found no Steam page. Nor a call to action anywhere in your video description. That’s really disappointing because I already know I want to play this game when it releases. Be a tad more aggressive with your marketing. Not pushy but it should be really obvious to us where to go to support this project. Now I’m going to finish watching the video and see if I find a call to action later on, but even at this stage I should have found one when I looked for it in the description.
@elduriangavriel2130 it's a good point, I'm not far off being ready for a steam page but it will be a few weeks. These videos are me getting better at editing and devlogs so that when I'm ready to go into overdrive I'm not starting from scratch!
@@AfterImageStudios-TFTLN - These videos are really advanced marketing. I’d prioritize your Steam page as soon as possible because those wishlists are the most valuable thing you can acquire until you start selling something. I know most game marketers say the sooner you’re on Steam the better and you have all the criteria for a game that’s ready for a simple Steam page met. That being said. This game looks solid. Like REALLY solid for the type of scope you’re aiming for. As a major crafting enthusiast I’m pumped to play based on this video alone. Do you have a Discord for your game?
@chaosordeal294 While generally I'd agree that games need a unique selling point there are some parts of games that are very difficult to innovate on, combat systems are also diversified through their supporting features
Just make something no one's ever thought of before for your first game. it's so easy, I'm just going to put it in a youtube comment instead of doing it myself.
@@zakquack YOU'RE just putting things in UA-cam comments. I am working on an extensive video game with innovative combat. Didn't see that coming, didja? I don't understand why so many "gamers" trip over themselves to defend lazy game design.
@@chaosordeal294as a dev myself, I understand the immense amount of work put into projects like this and would never go around calling someone's project "lazy." He might not be reinventing the wheel but I'm sure he's got his own touch on it. It looks great.
@@chaosordeal294 Don't worry, I'm sure your game will flop with that arrogant attitude. Just because something is "new" (I doubt whatever you have is actually new), doesn't mean it's good. Just because something has been done before, doesn't mean it's bad. Grow up.
At one point, i thought i was watching veteran dev explaining how good and well designed is new interesting game. And then Unity scene flashed, and realisation kicked in. Amazing work, with good intendments on immersive design that goes along-hand old school (in my opinion) cool and nostalgic UI. It looks like table top game was designed for modern gamer. Very good
@christorsss Thank you so much for the kind words! I really appreciate it, motivates me alot as a first time developer to hear this
The game looks awesome, I have a suggestion regarding the mini games. I noticed the 2% on the one hit that seemed like it was close to perfect. A lot of games implement a 'Grace' value that gives the player better feedback when they feel like they've tried but not succeeded fully. I'm assuming your % is based on a float value, so I would just add a 'Grace' % (if you have a difficulty setting this could also influence it) on top of that.
Most games do this when it comes to movement mechanics where you can't decide exactly how well the values are going to line up because of the the preciseness.
Either way, the game looks awesome. Well done to everyone on your team.
This video is really well put together man, well done! Some good points in here that I can apply to own open world, RPG roguelite, RoadHouse Manager.
@@gameboardgames Very much appreciated! Good luck with your game, I'll keep an eye out!
Commenting to boost the algorithm!
So far your game looks absolutley beautiful! Adding little skill-based side quests is such a cool idea, I think it really does break the expereince up into a more relaxed, and enjoyable expereince which gives the player a little bit of time to recover from what could perhaps have been a stressful encounter!
Really awesome work, dude!
@KatDoesCrime Thank you for your kind words! Sometimes you just need a 60 second breather and a hit of dopamine to get you ready for some more combat!
Impressive Work! I love how you smashed different genres together to create a very unique game experience I haven't seen on any games yet. Are there any plans for wishlisting the game on steam?
@herrmutig2656 Thanks for the kind words! I'm currently working on a steam page release as we speak! Hopefully I should have a solid date in the next devlog in a weeks time
Looks very cool! keep going!
Great stuff man. This project is looking phenomenal, especially for a solo dev. Love how you implemented the mining. Keep up the good work!
I really appreciate the kind words! Keeps me motivated!
I'm not going to play your game, too busy, but I'll buy it. I support all games made from passion.
Awesome video! The game is looking super good. Really like the art style of your game. You have added lots of features to your game. Also really like the gathering system in your game. It looks really fun. The item build system looks really kool as well. Looking forward to your next devlog. Keep it up! :)
@@KamranWali Thank you! Hope that one day you can get your hands on it!
You’re doing a fantastic job, and I really hope you enjoy being a coder-it’s clear you’ve put a lot of passion into this project. Coders might not always get the recognition they deserve, but your work shines through, especially in those secondary scenes that feel so heartfelt. Honestly, I’d gladly pay 20 euros just for the attention to detail in those moments.
To add that extra special touch, you could incorporate elements like fog during foggy journeys or rain in the appropriate scenes. That would enhance the atmosphere beautifully. I’d also love to see a bit more attention to the terrain. For example, adding a hill to the field where battles take place, or more trees in the forest when facing enemies, would bring more life to the world and make the gameplay feel more immersive.
Overall, you’ve created something great, and with just a few more details, it could be even more extraordinary.
Your words go a long way! I'm really trying to make the world feel alive and the weather systems are up and coming on the to-do list!
Thanks for taking the time to comment!
I appreciate your consideration in design. Great stuff!
Thank you! Without design, good gameplay falls flat!
I really like the concept, especially building unique teams each run, and having to adapt 👌
I don't really like the skill based mini-games (chopping wood or fishing) mixed in with otherwise strategic choice making.
You could replace it with choices at each location, like whether or not to use food as fish bait for a chance to get a bigger fish, or choosing which of several resources to collect (perhaps some are of a higher quality, but not necessarily what you need at the moment)
I get that the mini-games give the player a break, so it's up to you! Just thought I'd share the idea
Some of the visuals are a little rough, like the floor texturing in the combat scene, but It wouldn't stop me from playing the game
Good work so far! I look forward to trying it someday! 🙂
Interesting, maybe a 'skip gathering' option that gives you lesser rewards for skipping the minigame.
@@AfterImageStudios-TFTLN could be nice as an accessibility option as well. Yes, it would effectively be an "easy mode" but on the other hand so is most accessibility options that are related to direct gameplay.
Love seeing it coming along! Any idea when we can get a demo? I'd love to also see more of the combat
Thank you for the kind words! I'm hoping to get a demo out in a few months, I'll be sure to announce it as we get closer to the date in my Devlogs!
Curious how much money was spent on graphics and music.
15 months only gives you just enough time to program the interface, crafting, fishing, combat system. Basically no time for graphics and music.
Also this video was very well made. Almost professionally. Those take a long time.
i agree!!!
Definitely liking the vibe and style, and I agree, the best rougelikes have moments of peace that are neither too demanding nor a complete waste of time. Just some respite with benefits is a great way to break things up.
Is the AI art for the icons and stuff gonna get replaced? I think it stands out a bit too much for a final product.
@user-xsn5ozskwg Without those moments it can be tiring but they have to be worthwhile and engaging!
And for the icons I'm hoping to replace them all over time, I know the indie community had an aversion to AI art but it's amazing for in development placeholders
Not the Stardew fishing 😭. I much prefer Animal Crossing where positioning and timing matters. Also Dreamlight Valley is satisfying too without being too button mashy
Copying someone's fishing is almost mandatory for an indie game isn't it? 🎣
You should play Against the Storm, it is a great roguelike that doesn't have combat elements.
Does this have full controller support?
So tired of games that only have full support in the console ports, but not the PC version.
This will have controller support for PC, likely wont make it to console unless it gathers some real steam
I went to wishlist your game on Steam very early into this video and found no Steam page. Nor a call to action anywhere in your video description.
That’s really disappointing because I already know I want to play this game when it releases.
Be a tad more aggressive with your marketing. Not pushy but it should be really obvious to us where to go to support this project.
Now I’m going to finish watching the video and see if I find a call to action later on, but even at this stage I should have found one when I looked for it in the description.
@elduriangavriel2130 it's a good point, I'm not far off being ready for a steam page but it will be a few weeks. These videos are me getting better at editing and devlogs so that when I'm ready to go into overdrive I'm not starting from scratch!
@@AfterImageStudios-TFTLN - These videos are really advanced marketing. I’d prioritize your Steam page as soon as possible because those wishlists are the most valuable thing you can acquire until you start selling something. I know most game marketers say the sooner you’re on Steam the better and you have all the criteria for a game that’s ready for a simple Steam page met.
That being said. This game looks solid. Like REALLY solid for the type of scope you’re aiming for. As a major crafting enthusiast I’m pumped to play based on this video alone.
Do you have a Discord for your game?
cool
@@3po_Orisen_Sithappen cool
And, hey, make up some new combat systems. Why make YOUR game to just rehash something we have all already played in another game?
@chaosordeal294 While generally I'd agree that games need a unique selling point there are some parts of games that are very difficult to innovate on, combat systems are also diversified through their supporting features
Just make something no one's ever thought of before for your first game. it's so easy, I'm just going to put it in a youtube comment instead of doing it myself.
@@zakquack YOU'RE just putting things in UA-cam comments. I am working on an extensive video game with innovative combat. Didn't see that coming, didja? I don't understand why so many "gamers" trip over themselves to defend lazy game design.
@@chaosordeal294as a dev myself, I understand the immense amount of work put into projects like this and would never go around calling someone's project "lazy."
He might not be reinventing the wheel but I'm sure he's got his own touch on it. It looks great.
@@chaosordeal294 Don't worry, I'm sure your game will flop with that arrogant attitude.
Just because something is "new" (I doubt whatever you have is actually new), doesn't mean it's good. Just because something has been done before, doesn't mean it's bad.
Grow up.