@@albertotorre3859 after watching the vid advertising the kickstarter it seemed like your motivation was really low :( I'm glad you did the kickstarter, it seems to have breathed new life and motivation into you.
The idea of the partners is absolutely amazing. There could be one per area, and the only way of getting access to a new area would be by using one of the previous partners. The dungeons would be an absolutely amazing way to teach the player how to use each one
I really love the simplistic art style because we always get these detailed pixel art in many indie games and seeing something use a limited palette is awesome
i love this! about the recoil jumping: not sure if it's like this already or not, but one of the things i did to make it way easier (especially bc it was also mobile, and recoil jumping was a central mechanic) was making the jump key work as a shortcut for down and fire while in the air, and not ascending. makes the recoil jumping way more accessible, which is always good. i haven't seen many other games do this, but i'd love to see it catch on. but really tho i am loving the progress you've been showing, this game looks so sick and punchy and good
I love the sound of the ammolings can’t wait to learn more on them. Bonzo’s designs looks great too! The project has grown so much. I love the backgrounds to the levels they add so much to the stages.
Just discovered your channel recently, and I love watching your Dewdrop Dynasty devlogs. Downloaded and played the demo last night and I love it! Can't wait to see how the whole thing turns out! Keep it up!
Ammolings sound amazing, it would be really cool if your gun would change depending on the ammoling in use. Also be cool if you get the ability to quickly swap between them. Congrats on the funding. Keep up the work
absolutely loving this, I do feel like the avatar seems a bit hard to tell what it is, I feel like if it had a little more detail to make it stand out from the background
hey there, the game looks really cool and i have been following you for a long time already. i have a suggestion on the camera thing. maybe add if the player is falling down that the camera slightly moves down more or if the player moves left or right, that the camera slightly follows more towards the direction they are walking and goes back to centering the character after staying still. like this [ o ] *stands* [ o ] *walks right* [ o ] *goes back to standing still* that the camera slowly moves to the right and waits at the furtest position, until slowly moving back or into other directions. you can also add, that this only starts after the playerr walks into that direction for a couple of seconds. this way it will not be too much screen moving.
I’ve just discovered your videos, and they’re really inspirational and good for helping me to finally begin to make the metroidvania I’ve been wanting to do.
While the flower petal health bar looks really cool. I think a revolver barrel would also be really cool, and every time you get hit one if the bullets falls out. When you heal theres a simple animation of bullets entering the gun.
You remember my game Bees N Guns? Well I am almost done with the sequel and I made a very small spin-off game to experiement with some things. ANYWAYS some people in your discord were saying that my games were leakes of Dewdrop and I thought it was pretty funny!😆 Keep up the good work on Dewdrop!
Congrats on getting your game founded. It seems to me like an unimaginable milestone to reach as I just begun my own journey of making games. You are doing great. Keep up the good work :) - Dan
yay welcome back to Devlogs Goodgis. Dewdrop is looking amazing so far. Loving the evolution of it so far. Especially having the friends as bullets mechanic. kindof gives me pikmin vibes which I am loving. I can't wait to play this.
Hey man love you helped me a lot for game dev. I personally think you should update the health bar to a honeycomb since the character is a bee but that's up to you
the ammolings are a great idea! its like charms in hk but pokemon-ized, a great opportunity for easter eggs and game cameos,!!!! it would be fun collecting these critters.
On ammo-lings, what if they followed you and some couldn't jump, some could climb (or fly), some couldn't enter doors. Then you could control who could come with the player on challenges and make it so some of them would accompany the player on puzzles and others couldn't. You could have shrines that allow the player to swap them out and you could have a mechanic to summon them back in that would take time to recharge (which you could upgrade to reduce the charge time, or add charges) so if one fell down a pit, you could teleport them back in (ala pikmin). You could also have enemies that limit the summon, or freeze the ammo-lings in place (you'd have to summon them to break the spell), or have rooms where you couldn't recharge your summon ability, so you'd have to plan your way through (have a shrine at the start, so the player could properly plan). Always make the mechanic have more than one use (which you're already doing, which is great). If you like my suggestions let me know if you need more help! :D
Hey I know how it feels, been working on a game for almost 15+ years now, but your videos are also helpful as I too have all the pieces to make a game. But need to assemble them all.
I think your hook should be designed with multiple inspirations. Like when explaining it it isn’t,”it’s like x game’s mechanic” but instead,”it’s like if x and y game’s mechanics were combined(or something).”
Great vid! I was just wondering would you be able to do a tutorial or share a template on how you made that game design doc in Milanote, that would be very helpful.
hey! love these types of projects. I've got a suggestions. get a community post and potentially ask us for ideas? It would make it so that we would engage with your project and follow along with honest suggestions>.I loved the dev log by the way.
The ammolings sound like a neat idea, reminding me of the Pixls from Super Paper Mario. Though I'm not quite sure how that would actually change the gameplay. Isn't that functionally the same as just having regular unlockable abilities, merely giving it an in-universe justification? In any case, the game is coming along nicely!
My thought is you can use different weapons but your ammolings would change each weapon. So a flamethrower with a water ammoling would give you a squirt gun. Or the frog gun with a fire ammoling would give you a fire fist. That's what we're playing around with right now to allow for variation.
@@Goodgis Ah, that makes a lot more sense. Sounds like a great idea! You could even expand on that to allow attaching multiple ammolings to a weapon, creating fun synergistic effects, sort of like the weapon fusing announced in Tears of the Kingdom.
Thank You so much for making such an awesome devlog you have a inspired me to continue working on my game called Lost World a action platformer do you have any pointers
Ammolings- great idea, have one for each area of the game that you get halfway through like an item in a Zelda dungeon Dungeons might be a problem since they can make the map feel confusing. They either need to be secluded areas of the map or easy to locate, as having more than one map screen/layout is a slippery slope
If there's going to be dialogue in the game, then I hope the ammolings get to speak! I absolutely love the idea of the ammolings, but to elevate them I think it would be cool if they not only had gameplay features, but their own personalities! At least that's what makes partners in stuff like paper mario a lot more fun than they'd be otherwise, I think.
You could make the ammolings a part of puzzle solutions, like the fire one melting some ice opening up a new exploration route or changing something in one area that alters the level layout of another area, like freezing a lake stops water from flowing that will then allow to use some objects or items that can not be used while underwater. I would make all changes reversible so the player isn't soft locked because they forgot to do something before a level change so they can no longer proceed forward. This of course is if it wont add to scope creep, as I can see this making the game take long to finish.
I played the demo and had a lot of fun, but a suggestion is to make the shoot button more accessible, like the RB or RT (or R1 R2) apart from that the gameplay is fun and has a lot of potential. (ps. I hope more brazilians supported it on kickstarter because I would love to see this game in Portuguese) :D
dungeons don't seem very unique but the puzzles etc. inside them could be. Ammolings seem like a ton of fun, might be interesting if they had some dialogue and could get hurt. The gun jump also seems like it could be a game hook so it might be a good idea to try to figure out why it's difficult for some people while making it a bit more central instead of a fun side show, seems like a missed opp. Thought of a slimy ammoling that could be fired before hitting the ground while jumping to get an even higher 2nd jump.
The BEE is BACK! SUBSCRIBE for bee content. 🐝🐝🐝
I can’t BEElieve it’s back
Beeautiful
@@albertotorre3859 after watching the vid advertising the kickstarter it seemed like your motivation was really low :(
I'm glad you did the kickstarter, it seems to have breathed new life and motivation into you.
@@Mel-mu8ox I think you meant @Goodgis
I really like the amolings
best devlog so far
Thanks so much!
Congrats on getting funded!
Also, I absolutely love the idea of ammolings, lots of potential for funny side characters there lol
Thanks so much!
The idea of different weapons with different patterns is great. Definitely keep it. You could give the pets little abilities too, like projectiles.
That's a great idea!
I'd just like to mention that the environment and background at 6:47 looks very nice, especially with the parallax
Thanks! I always intended to push the artwork and I think it turned out pretty well. Now it's time for me to make a 1,000 of them. XD
The idea of the partners is absolutely amazing. There could be one per area, and the only way of getting access to a new area would be by using one of the previous partners. The dungeons would be an absolutely amazing way to teach the player how to use each one
I’ve never BEEn this happy for a devlog!
:D
Wait why is polymars shrek? This is definitely the collab we didn't expect
Ammolings are a really good idea, great job with the game so far
I really love the simplistic art style because we always get these detailed pixel art in many indie games and seeing something use a limited palette is awesome
i love this!
about the recoil jumping:
not sure if it's like this already or not, but one of the things i did to make it way easier (especially bc it was also mobile, and recoil jumping was a central mechanic) was making the jump key work as a shortcut for down and fire while in the air, and not ascending. makes the recoil jumping way more accessible, which is always good.
i haven't seen many other games do this, but i'd love to see it catch on.
but really tho i am loving the progress you've been showing, this game looks so sick and punchy and good
Amazing job with the game so far, and big congrats on getting funded too! The unique aspects of the game are really starting to come to life.
I love the sound of the ammolings can’t wait to learn more on them. Bonzo’s designs looks great too! The project has grown so much. I love the backgrounds to the levels they add so much to the stages.
Thanks so much!
Honestly, the idea of your friends being guns/ammo is really cute and original!
P.S. The current boss sprites look awesome!
Thanks so much!
@@Goodgis Thank YOU for helping me get started with Gamedev and improving my pixel art!
Anything that's similar to TTYD is an absolute WIN in my book!! ;D
The „alive ammunition“ kinda remind me of the Guns in High on Life. Love it!
Thanks! :D
Ammolings sound really fun. I do hope they get some moments to see them at a larger scale so you can appreciate them more
Just discovered your channel recently, and I love watching your Dewdrop Dynasty devlogs.
Downloaded and played the demo last night and I love it!
Can't wait to see how the whole thing turns out! Keep it up!
Ammolings sound amazing, it would be really cool if your gun would change depending on the ammoling in use. Also be cool if you get the ability to quickly swap between them.
Congrats on the funding. Keep up the work
This game was a huge inspiration for me, probably wouldn’t have made my own game without it.
I love the idea of ammolings! Could definitely make for a great hook😁
The demo was so fun! I can't wait for the full game.
absolutely loving this, I do feel like the avatar seems a bit hard to tell what it is, I feel like if it had a little more detail to make it stand out from the background
I love the idea of ammolings they have so many comedic potential good job
I know right?
@@Goodgis yeah i cant wait, good luck with the game (sorry for my bad english im learning)
Keep up the fantastic work Goodgis! Ammolings sound like a hilariously fun mechanic
Thanks! :D I hope they turn out well. They'll need a lot of testing.
oooh, the ammolings remind me of the partner pkmn in the ranger games! I absolutely loved that concept
hey there, the game looks really cool and i have been following you for a long time already. i have a suggestion on the camera thing. maybe add if the player is falling down that the camera slightly moves down more or if the player moves left or right, that the camera slightly follows more towards the direction they are walking and goes back to centering the character after staying still.
like this [ o ] *stands* [ o ] *walks right* [ o ] *goes back to standing still* that the camera slowly moves to the right and waits at the furtest position, until slowly moving back or into other directions. you can also add, that this only starts after the playerr walks into that direction for a couple of seconds. this way it will not be too much screen moving.
one word, thats debatably not a word but if understood comes as the highest praise:
SHMOVEMENT!
XD
I’ve just discovered your videos, and they’re really inspirational and good for helping me to finally begin to make the metroidvania I’ve been wanting to do.
Ammolings are a great idea! Kinda like a pet that affects your weapon. Very cool
Yeah! :D
Ammolings sounds so cool! Love that idea
The Ammolings are a great idea and they're so unique!
Thanks so much!
While the flower petal health bar looks really cool. I think a revolver barrel would also be really cool, and every time you get hit one if the bullets falls out. When you heal theres a simple animation of bullets entering the gun.
It's funny, a few weeks ago i made a prototype of a metroidvania game and it was about a frog using his toung to escape the sewers. XD
Nice! haha
Personally, the gun jump is great. It takes a bit to learn, but it is very fun
I'm super happy to hear that!
I am deeply in love with the sheer existence of your game
You remember my game Bees N Guns? Well I am almost done with the sequel and I made a very small spin-off game to experiement with some things. ANYWAYS some people in your discord were saying that my games were leakes of Dewdrop and I thought it was pretty funny!😆
Keep up the good work on Dewdrop!
That's awesome! Thanks so much!
The last devlog had me worried, I am so glad he got funded
Congrats on getting your game founded. It seems to me like an unimaginable milestone to reach as I just begun my own journey of making games. You are doing great. Keep up the good work :)
- Dan
yay welcome back to Devlogs Goodgis. Dewdrop is looking amazing so far. Loving the evolution of it so far. Especially having the friends as bullets mechanic. kindof gives me pikmin vibes which I am loving. I can't wait to play this.
Thanks so much! :D
5:46 YOOOO
edit: just finished the video, incredible stuff, looks like speedrunning the full game will be really fun!
That's the hope!
Awesome progress goodgis! Cheering you on man. What a good idea to size Dewdrop similarly to games like hollow knight! Genius :)
I feel like a pollen mechanic would really fit the theme. Maybe upgrades are in flowers and you have to Cary pollen to open them up?
Hey man love you helped me a lot for game dev. I personally think you should update the health bar to a honeycomb since the character is a bee but that's up to you
As someone who’s just about mastered pogoing in Hollow Knight, I think I’d love gun-jumping in Dewdrop.
The ammolings kinda sound like the wisps from Sonic Colors
good to see the progress, its looking amazing! much inspired very wow
Absolutely the bee-st devlog I've seen in a certain amount of years of existence.
I’ve been watching since the beginning of the dev logs, great work!!!
That's awesome! Thanks so much!
Amazing progress! The new jump looks like it'll feel way better. Keep it up!
“It’s been a long long time young traveler, welcome back.”
It's good to be back!
Wow the game is looking amazing, so many improvements! Love the frog grapple
Thanks! Me too haha
the ammolings are a great idea! its like charms in hk but pokemon-ized, a great opportunity for easter eggs and game cameos,!!!! it would be fun collecting these critters.
Ammolings does sound pretty cool
the buddies being weapons makes me think of slugterra. Which had these creatures as ammo for guns
That sounds epic!
The jump looks way better now, good job on that
Thanks!
I love how it's like Slugterra. Where your companions are projectiles.
Ahh yeah!
Props to you! The spritework looks spectacular
you should add a melee attack that makes the player swing the gun to deals knockback and stuns the enemies for a short amount of time
Dungeons and Ammolings sounds great keep up the good work
Thanks, will do!
On ammo-lings, what if they followed you and some couldn't jump, some could climb (or fly), some couldn't enter doors. Then you could control who could come with the player on challenges and make it so some of them would accompany the player on puzzles and others couldn't. You could have shrines that allow the player to swap them out and you could have a mechanic to summon them back in that would take time to recharge (which you could upgrade to reduce the charge time, or add charges) so if one fell down a pit, you could teleport them back in (ala pikmin). You could also have enemies that limit the summon, or freeze the ammo-lings in place (you'd have to summon them to break the spell), or have rooms where you couldn't recharge your summon ability, so you'd have to plan your way through (have a shrine at the start, so the player could properly plan). Always make the mechanic have more than one use (which you're already doing, which is great).
If you like my suggestions let me know if you need more help! :D
Hey I know how it feels, been working on a game for almost 15+ years now, but your videos are also helpful as I too have all the pieces to make a game. But need to assemble them all.
2 concept idea: 1, puzzle that makes you look down to see a code. 2, post game hard zone with all the bosses at once fighting you. Good vid btw
my headphones are broken but I can already guessed this is gonna be banger
:)
I have been waiting for another dewdrop video for so long. The game looks really good, I can’t wait for it to release!
I'll try to post these devlogs way more frequently.
keep up the dev logs
I think your hook should be designed with multiple inspirations. Like when explaining it it isn’t,”it’s like x game’s mechanic” but instead,”it’s like if x and y game’s mechanics were combined(or something).”
Great vid! I love the idea of ammolings.
I'm super happy to hear it!
Great vid! I was just wondering would you be able to do a tutorial or share a template on how you made that game design doc in Milanote, that would be very helpful.
Ammolings are cool!
Can’t wait till the full game fully releases!
Me too! :D
im so excited for this game, it also feels very nice to control i think!
Thanks! :D
looking a lot more fun to control the main character
i love dewdrop dynasty
the demo is great
Just discovered ur channel, love your work, the ammolings remind me of the slugs in slugterra which is awesome. Keep it up!
I can't wait to play this. I love the snappy gameplay and the music! I actually featured it in my latest video!
On behalf of Goodgis, thanks for the feature!
hey! love these types of projects. I've got a suggestions. get a community post and potentially ask us for ideas? It would make it so that we would engage with your project and follow along with honest suggestions>.I loved the dev log by the way.
my god 3 years? Jesus thats a longgg time, but you are doing well on the progress, keep up the good work! :)
Thanks so much!
The amolings are amassing
Most impressive thing on display here are your mad Milanote skills
I try haha
3:10 smoothest transition ever made
I had to surf right into it.
@@Goodgis 😶😶😶😶
litterly about to cry rn
The ammolings sound like a neat idea, reminding me of the Pixls from Super Paper Mario. Though I'm not quite sure how that would actually change the gameplay. Isn't that functionally the same as just having regular unlockable abilities, merely giving it an in-universe justification? In any case, the game is coming along nicely!
My thought is you can use different weapons but your ammolings would change each weapon. So a flamethrower with a water ammoling would give you a squirt gun. Or the frog gun with a fire ammoling would give you a fire fist. That's what we're playing around with right now to allow for variation.
@@Goodgis Ah, that makes a lot more sense. Sounds like a great idea! You could even expand on that to allow attaching multiple ammolings to a weapon, creating fun synergistic effects, sort of like the weapon fusing announced in Tears of the Kingdom.
yoo nice devlog as usual, I always get excited when someone name drops iconoclasts
Same here!
Thank You so much for making such an awesome devlog you have a inspired me to continue working on my game called Lost World a action platformer do you have any pointers
I love the dew drop demo good job 💙💙💙💙💙
Yeeeesss the new dewdrop dynasty update
Ammolings- great idea, have one for each area of the game that you get halfway through like an item in a Zelda dungeon
Dungeons might be a problem since they can make the map feel confusing. They either need to be secluded areas of the map or easy to locate, as having more than one map screen/layout is a slippery slope
They will be on the main map, but they've been secluded. Like you don't need to leave the area to solve the dungeons.
The Ammolings reminds me of the Fruits from Patch Quest which give you different shots.
Yeah! That's kind of a good way of looking at them.
@@Goodgis So they are less companions and more like an "Item" you use and collect new?
YES, LETTTSSSS GOOOOOOOOOOO (i love these devlogs)
I'm back! haha
I’m most looking forward to you adding mac support…… you better do it……. I’m not joking
I think that what makes the gun jump difficult is the controls. It’s a great mechanic but it shouldn’t take x to do it
We definitely didn't take it out. We are just making it less mandatory.
I just thought that what made it hard was the weird controls
If there's going to be dialogue in the game, then I hope the ammolings get to speak! I absolutely love the idea of the ammolings, but to elevate them I think it would be cool if they not only had gameplay features, but their own personalities! At least that's what makes partners in stuff like paper mario a lot more fun than they'd be otherwise, I think.
I completely agree!
like the slugs from slug terra!
You could make the ammolings a part of puzzle solutions, like the fire one melting some ice opening up a new exploration route or changing something in one area that alters the level layout of another area, like freezing a lake stops water from flowing that will then allow to use some objects or items that can not be used while underwater.
I would make all changes reversible so the player isn't soft locked because they forgot to do something before a level change so they can no longer proceed forward. This of course is if it wont add to scope creep, as I can see this making the game take long to finish.
Yes he’s back baby
;)
I played the demo and had a lot of fun, but a suggestion is to make the shoot button more accessible, like the RB or RT (or R1 R2) apart from that the gameplay is fun and has a lot of potential. (ps. I hope more brazilians supported it on kickstarter because I would love to see this game in Portuguese) :D
Glad to see that I wasn’t the only person who made the decision to move my game to GD4
Dang! I wanna play this game so bad man! Hopefully you release DewDrop Dynasty, no pressure :).
Of course I will! People paid money for it. It has to come out. :D
dungeons don't seem very unique but the puzzles etc. inside them could be. Ammolings seem like a ton of fun, might be interesting if they had some dialogue and could get hurt. The gun jump also seems like it could be a game hook so it might be a good idea to try to figure out why it's difficult for some people while making it a bit more central instead of a fun side show, seems like a missed opp. Thought of a slimy ammoling that could be fired before hitting the ground while jumping to get an even higher 2nd jump.
I really loved the pixel art bosses! 😍
Thanks! :D
Amazing devlog as always!
Thanks so much!
“Even tough there will always be bugs in dewdrop dynasty”
GOD DAMNI-
;)