I just to say, as a fellow game dev, watching your journey is inspiring and calming. I also appreciate how you dig into the technical/day-to-day stuff a little -- like in this video, how you discussed the process of ideating your game to meet specific parameters. That kind of thing is really informative and interesting! I'm very excited to see more of Golembert and anything else you may do!
Damn guys! This the most organization I've ever seen in a Devlog :D I can see the German engineering shining within your project (AWESOMENESS!) Amazing artwork! And a great concept. Kudos guys!
Thank you so much for all these little videos! Not only are they cozy and comforting on their own accord but just knowing the love that went into the game and how it started and what had to change makes me feel less bad about my own journey as an artist and really appreciate the hard work! I love how the artstyle ended up looking and , while i dont know what it feels like to play it looks like its very satisfying! Golembert is very huggable!
Love the style of your videos. At a time when YT seems to promote obnoxious content and behavior, your chill down-to-earth demeanor is a breath of fresh air
Anti-capitalist doesn’t mean the artists/devs should starve themselves to make the game free for us. It’s more about not profiting off of someone else’s labor that you’re taking advantage of. It’s about having a community you can lean on for support rather than having to ‘pull yourself up by your bootstraps’. I think it would be fine if they charged a nominal fee for it, at least enough to cover whatever the public funding didn’t cover. Because ironically, the concept of consumers expecting games for free has come from the very capitalist “freemium” strategy
The anticapitalist ethos combined with the optimistic solarpunk-esque aesthetic is well appreciated. Looking forward to playing this. Amazing work to you both.
I loved it. Nice work so far ^^ A question that appears is: you show some footages from above, like island concept art, but there is no gameplay with this different camera view. What are your thoughts about a overview camera? Or just a zoom in/out in the actual gameplay? I am saying this, because one of the most satisfactory things in city building games is to take a view from far distance and realise what you have done so far. This is it. Looking forward about your game o/ see ya
Hi, What an amazing game, I also played harvest moon back to nature and stardew valley back in the days, I immediately wishlisted the game on Steam. Would it be possible to talk more about how to get funding/which conditions are required? I currently have a project but I am not sure if it is enough gameplay wise.
Hi there, I'm Michael. I just came across this video and found it really interesting. I just love the art style, and I love that you're modelling the game off farming sims, but taking it in a slightly different direction too! The 'Herbies' are a cute addition too. SELF-PROMOTION TIME: If you're looking for a soundtrack, I'm a video game composer! If you're interested, I'd love to chat!
Just found your channel, and just wanna touch on your observation that farming games tend to be v capitalistic. I have made a similar observation in the past as well. I'm currently working on a library simulation game, which won't be too dissimilar from a farming sim, just with more focus on NPCs and less on plants, lol. But since it's a library, it is paramount to me that there is no real economy like you see in most sim games. I want it to be bartering, or better yet, favors. You do good in the community, others will help you spruce up the place. So just want to say it was v refreshing to see someone else had also made that observation and is tackling it in their own way. I'm looking forward to following y'all and seeing what implementation you end up going with in terms of economy. Great video, game looks so beautiful, easy sub. EDIT: also my bad, I called it a farming sim when you guys said you're trying to distance yourself from that moniker. Gardening game!
Thank you so much for your comment! 🤗🧡 It's super interesting to hear how you approached a similar anti-capitalistic game idea 🌱 the library sim sounds really cozy!
hm, not necessarily a criticism but it's interesting to see an anti-capitalist but pro-colonization game, especially since the Golem is a traditional Jewish symbol commonly connected to resistance to colonial occupation- that sort of seems to be a contradiction. however, very interesting following this project!
Well they start out using the word 'colonization game' when referring to the original concept, and then talk about refreshing that concept as a citybuilder/4x/farming game, which are all types of colonization games as well. I'm just taking what they say at face value. Like I said, its not necessarily a criticism, contradictions can be quite interesting.@@noahlederer8587
Our first idea that didn't work out was the 'island colonization' game ☺ But it wasn't about the modern form of colonization but about the formation of Apoikiai (the ancient greek form of daughter/sister cities). In the end this first game idea didn't work out (as said at 1:40) and we started our ideation process from scratch a year later (as said at 2:08) to make the game we are currently working on which has nothing to do with the first game idea (except for that it takes place on an island) 😇
I think these days everyone is anti capitalist except the rich and we only continue to get games with capitalist machanics because they've become so common place not everone can imagine how a world without them would work. I think if I designed a game like this I would rebrand shops as "resource depos" because that sounds like you go there to get a thing but doesn't imply anything is changing hands to pay for it. The player is given acces to resources as they demonstrate ability with those resources. If they can't get the hang of a part of the game, then that part of the game doesn't ask anything from them and doesn't give anything to them allowing them to focus on what they're good at and figure out the other parts of the game later. As they improve with a skill they unlock more asociated resources and can request those resources in larger ammounts per day. Because there's npcs providing resources that the player needs instead of a focus on the player providing everything for the town it also gets rid of that anoying "no one does anything in this world except the player" problem a lot of games face so lets emphasize that by designing each depo as a huge resource production area. A quarry that produces stone resources, a mine that produces metals, a greenhouse or vegetables, orchard for fruits, a farm for each animal's resources... Now it's definately not a farming sim because the player doesn't have to do any farming themselves. They can ast to help out at one of the depos for the day if they want to farm though and that could be how they level up with different resources, by demonstrating their knowledge and skill in front of the suplier. The focus instead would probably be on the item crafting but then there's the problem of every npc asking the player to craft things because no one in town knows how to craft for themselves and how did the town survive before the player arived? The theme of the game apears to be everyone working together and everyone having a job to do so what if the town itself requested the presence of the player to contribute to a big project? Ooor tying this idea into the small town game I already designed, maybe the player character is an anti-social gamer who stumbled on the town and now has to live and work with one of these people contributing to whatever they do and, for the first in game day, it seems like the town doesn't need the player at all. Then night comes and the player learns the town's dark secret, now they can't leave but they also have something to gain by staying and something to contribute that the rest of the town is too afraid to try.
I just to say, as a fellow game dev, watching your journey is inspiring and calming. I also appreciate how you dig into the technical/day-to-day stuff a little -- like in this video, how you discussed the process of ideating your game to meet specific parameters. That kind of thing is really informative and interesting! I'm very excited to see more of Golembert and anything else you may do!
Thank you very much, that's a really kind comment 💕 It really motivates us when we see that we can also inspire other game developers ☺🌷
TWO years, no way!! That's a short time to have achieved such quality, well done team xx
Thank you, Periwinkle! 🤗 That's really nice to hear 💕
I am so so excited🎉🎉
The herbies roaming the garden is an AWESOME IDEA 😊
Damn guys! This the most organization I've ever seen in a Devlog :D I can see the German engineering shining within your project (AWESOMENESS!) Amazing artwork! And a great concept. Kudos guys!
Thank you so much for all these little videos! Not only are they cozy and comforting on their own accord but just knowing the love that went into the game and how it started and what had to change makes me feel less bad about my own journey as an artist and really appreciate the hard work!
I love how the artstyle ended up looking and , while i dont know what it feels like to play it looks like its very satisfying!
Golembert is very huggable!
Thank you sooo much for your kind comment! 🥰 Hearing that our videos are comforting to other artists really makes our day ❤
Love seeing you guys update! The game always looks awesome and your content is interesting!!
Thank you so so much!! 🤗❤
Love the style of your videos. At a time when YT seems to promote obnoxious content and behavior, your chill down-to-earth demeanor is a breath of fresh air
Looks amazing!
Anti-capitalist doesn’t mean the artists/devs should starve themselves to make the game free for us. It’s more about not profiting off of someone else’s labor that you’re taking advantage of. It’s about having a community you can lean on for support rather than having to ‘pull yourself up by your bootstraps’. I think it would be fine if they charged a nominal fee for it, at least enough to cover whatever the public funding didn’t cover. Because ironically, the concept of consumers expecting games for free has come from the very capitalist “freemium” strategy
I love your devlogs, please keep making them!
This makes us happy to hear 🌼Thank you so much! 🤗💕
I love your channel! Thanks for the update. You are an inspiration!
Thank you so much, this means a lot to us!! 🥰🌻
The anticapitalist ethos combined with the optimistic solarpunk-esque aesthetic is well appreciated. Looking forward to playing this. Amazing work to you both.
Thank you so much! 🤗🌱
It's crazy to see how long it takes to develop a game!!! 🥵
🥲
Really cool art!!!!!
Developing a game sounds like a lot of work 🥲😅 good vid, Lion! 🌻
💗
I loved it. Nice work so far ^^
A question that appears is: you show some footages from above, like island concept art, but there is no gameplay with this different camera view. What are your thoughts about a overview camera? Or just a zoom in/out in the actual gameplay?
I am saying this, because one of the most satisfactory things in city building games is to take a view from far distance and realise what you have done so far. This is it. Looking forward about your game o/ see ya
This looks awesome❤
Thank you! 🥰❤
Just found your devlogs. Looking forward to seeing more. What tools / game engine are you all using?
The game engine we're using is Unity and we're using mostly Procreate for all the art stuff 🤗
No farm game has a pest control and research laboratory, even though a simple laboratory could be the difference in your game.
Interesting idea! We'll think about it ☺
Hi, What an amazing game, I also played harvest moon back to nature and stardew valley back in the days, I immediately wishlisted the game on Steam. Would it be possible to talk more about how to get funding/which conditions are required? I currently have a project but I am not sure if it is enough gameplay wise.
i really dig this video
beautiful art style
Thank you 🧡
💚
Laputa in the sky
Wishing you a soon-to-be Blow-Up in terms of followers!
Hi there, I'm Michael. I just came across this video and found it really interesting. I just love the art style, and I love that you're modelling the game off farming sims, but taking it in a slightly different direction too! The 'Herbies' are a cute addition too.
SELF-PROMOTION TIME:
If you're looking for a soundtrack, I'm a video game composer! If you're interested, I'd love to chat!
Just found your channel, and just wanna touch on your observation that farming games tend to be v capitalistic. I have made a similar observation in the past as well.
I'm currently working on a library simulation game, which won't be too dissimilar from a farming sim, just with more focus on NPCs and less on plants, lol.
But since it's a library, it is paramount to me that there is no real economy like you see in most sim games. I want it to be bartering, or better yet, favors. You do good in the community, others will help you spruce up the place.
So just want to say it was v refreshing to see someone else had also made that observation and is tackling it in their own way. I'm looking forward to following y'all and seeing what implementation you end up going with in terms of economy.
Great video, game looks so beautiful, easy sub.
EDIT: also my bad, I called it a farming sim when you guys said you're trying to distance yourself from that moniker. Gardening game!
Thank you so much for your comment! 🤗🧡
It's super interesting to hear how you approached a similar anti-capitalistic game idea 🌱 the library sim sounds really cozy!
interesting
Antikapitalistisch sag ihr! Jetzt habt ihr mein Interesse.
hm, not necessarily a criticism but it's interesting to see an anti-capitalist but pro-colonization game, especially since the Golem is a traditional Jewish symbol commonly connected to resistance to colonial occupation- that sort of seems to be a contradiction. however, very interesting following this project!
I tried but failed to see the game being pro-colonization, can you link a timestamp?
Well they start out using the word 'colonization game' when referring to the original concept, and then talk about refreshing that concept as a citybuilder/4x/farming game, which are all types of colonization games as well. I'm just taking what they say at face value. Like I said, its not necessarily a criticism, contradictions can be quite interesting.@@noahlederer8587
@@noahlederer8587 1:27 probably
Our first idea that didn't work out was the 'island colonization' game ☺ But it wasn't about the modern form of colonization but about the formation of Apoikiai (the ancient greek form of daughter/sister cities). In the end this first game idea didn't work out (as said at 1:40) and we started our ideation process from scratch a year later (as said at 2:08) to make the game we are currently working on which has nothing to do with the first game idea (except for that it takes place on an island) 😇
I think these days everyone is anti capitalist except the rich and we only continue to get games with capitalist machanics because they've become so common place not everone can imagine how a world without them would work.
I think if I designed a game like this I would rebrand shops as "resource depos" because that sounds like you go there to get a thing but doesn't imply anything is changing hands to pay for it. The player is given acces to resources as they demonstrate ability with those resources. If they can't get the hang of a part of the game, then that part of the game doesn't ask anything from them and doesn't give anything to them allowing them to focus on what they're good at and figure out the other parts of the game later. As they improve with a skill they unlock more asociated resources and can request those resources in larger ammounts per day. Because there's npcs providing resources that the player needs instead of a focus on the player providing everything for the town it also gets rid of that anoying "no one does anything in this world except the player" problem a lot of games face so lets emphasize that by designing each depo as a huge resource production area. A quarry that produces stone resources, a mine that produces metals, a greenhouse or vegetables, orchard for fruits, a farm for each animal's resources... Now it's definately not a farming sim because the player doesn't have to do any farming themselves. They can ast to help out at one of the depos for the day if they want to farm though and that could be how they level up with different resources, by demonstrating their knowledge and skill in front of the suplier. The focus instead would probably be on the item crafting but then there's the problem of every npc asking the player to craft things because no one in town knows how to craft for themselves and how did the town survive before the player arived? The theme of the game apears to be everyone working together and everyone having a job to do so what if the town itself requested the presence of the player to contribute to a big project? Ooor tying this idea into the small town game I already designed, maybe the player character is an anti-social gamer who stumbled on the town and now has to live and work with one of these people contributing to whatever they do and, for the first in game day, it seems like the town doesn't need the player at all. Then night comes and the player learns the town's dark secret, now they can't leave but they also have something to gain by staying and something to contribute that the rest of the town is too afraid to try.
Anti-capitalism, very good, probably your game is free, if not please socialize it with us
what , search the term on google lol