@@sailorkisser what if I told you I basically lived in the Chao garden for like a year during college and this idea, while outside scope, might be too irresistible to me to not do
I kinda just noticed this but I think The Father's and Augusta's silhouettes are to similar, like if you take both characters and shadow them out like "who's that pokemon" then they would look really alike, whereas the other two bosses you have already are extremely different. I think some changes to Augusta would really help her stand out amongst the lineup. Maybe doing a character line up spread sheet for all your bosses will help, laying them all out next to each other can really help with the cohesion of the grouping. It's important to remember that while youre making unique bosses for each level they are all still technically a group together as the game's antagonists. (Doing just purely silhouette sketches of the villains might help) Also: Just a thought, but maybe the bosses could also represent different types of undead, cus the Gravedigger could be a zombie, the Ship Captain a poltergeist, etc.
Yeah I agree! Augusta came first, but she’s gonna have to be redone slightly anyway, since I didn’t know as much about Sprite Skin rigging and some of it’s a little jank if you look close. Maybe she could have some kind of hat… and/or more machinery as part of her. Actually now that I think about this… hmmm….
@LighthoofDryden What if instwad of the hanging spine (since that's the dad's thing now) she instead had a propellor or other kind of levitation device holding her up?
Love the video and all the progress that's being made, there was one small critique I had though, when the boss (idk how to spell the name) summons lightning its supposed to spread to other coils, but sometimes the delay between it spreading and positioning of the coils can make it seem more like its spreading onto the hit coil (as in it looks a bit like its going in the wrong direction). Maybe add a flicker on the coil between the electricity jumping and delay the coil the electricity arrives at slightly. Anyway can't wait till the game comes out, good luck!
My favourite part about game development is having a solid core game, and then expanding off of that concept. It's so rewarding to add new things that easily integrate or add to the game when a fantastic baseplate has been made. And just like that as always, Dryden delivers with Disinherited 🥳
The lightning attack is pretty cool. I like the fact the sparks give a small warning so you know to avoid the area, but I also feel it wouldn't be a bad idea to show a warning indicator for the path of the lightning too, maybe something like just a few dots/particles to indicate the air/path of the lightning is getting charged.
You should add an item that when you are about die it freezes all enemies in the area around you. You could make it like an hourglass that you break to freeze time and give the player a chance to clear the enemies or heal.
Oooh that’s really cool!! It could even be a suite of items that does different effects when you enter critical health (or leaves you with 1hp and does something!)
These devlogs are always fun to watch. They help me stay motivated on my own project! As an artist, I think the style looks sick! You've got a ton of beautiful details in your scenes but I find myself lost when you jump, I'd really recommend either making the background much lighter or darker compared to your tileset and adding either a "spotlight" or "shadow" behind the character that also goes behind the walking ground to help players identify character position to platform position. I can't wait to see what new designs you cook up!
Again simply brilliant. You are amazingly productive! A productive week for you would equate to 2 months effort by a normal Indie Dev! BTW I like the drone cannon; looks like it my have elements of BlackThrornprod Game art at its heart? Finally I cannot believe you don't have more subscribers, your GameDev work is inspirational. I'm starting to believe you will achieve your 100 day challenge.
A lot of very nice additions and changes! Now infinite machine area became more parkour so double jump more useful now! I would like to see some traps or maybe STALACTITES falling from the roof!!!! Anyways I am very impressed by how you manage to do all this things in just one week here I tell myself I have no time for anything…
80% of the time, I have absolutely no clue what you are talking about. But I'm still excited to play the game :). And the cat looks perfect. Yeah that's it, she's just perfect
I don't know if it would really fit into the game but you could use the fireflies lightning mechanic to make some puzzles, like using a conductor to open/close certain areas. Btw love how the game is developing.
These videos are so entertaining to watch honestly and it is incredible to see how many things you are adding and how fast you come up with these ideas. I noticed that in this video you take up on suggestions from the comments so I just wanted to mention that something a lot of games have and yours shouldn’t be the exception, you should add some type of “pieces” you can collect, for example lets say once you beat augusta you get a torn piece of paper and when you get lets say 5 of these you can actually read the will that your father cut you off from. You can make the other pieces available like one or two hidden in the map so you have to take some kind of secret path to enter and get them. And maybe others like having a 1/50 chance to drop when you kill a certain type of enemy. However you want to implement it, i think it would be a nice touch to have some “side quests” along the game ;)
I think it would be a cool detail if every boss‘ health bar would be the item associated with them instead of the sickle (like the cane for father or the Tesla coil for Augusta)
For the drone cannons, I think it's a bit odd to have it just move left and right and fire. Perhaps it should attempt to keep distance from the player for its own protection, and movement will pause when it fires the drone at the player.
I was nervous about it because I haven’t spent much time around them (highly allergic even tho I think they’re so cute). I’m glad I could really capture something anyway 😆
@@LighthoofDryden There are quite a few cat breeds that don't trigger most allergies or affect allergic people less. Siberian, Siamese, Bengal and even those weird hairless ones for example. If you're interested in cat ownership your allergy doesn't have to limit you.
Why am I so invested into a game I will probably never play? Incredible work on the game and the dev logs, very impressed. Need more Blackthornprod collabs!
the sequence at roughly 5:35 actually gives me some funky ideas, like maybe a chaotic endless mode with tons of enemies in a tiny space to mess around with using your late game loot, or perhaps in a similar fashion an optional sub-location/dungeon thingy, at the end of which lies a unique item... great video, as always :D
Love how the game is progressing!! Ever since you introduced the idea of seeking immortality, I couldn't stop thinking about Alberto Savinio' "Alcesti di Samuele", basically a post ww2 rendition of Euripides' tragedy "Alcestis", in which he shows souls that are unable to go to the afterlife (or cease existing), until they have outlived their relevance in the world of the living, and there are notorious souls (like Homer and other classical poets) that are just stuck in a waiting room, bored out of their minds 😂😂😂
I've been looking forward to this upload 😀 Good to see you Dryden ! I'm starting to spread the word for disinherited, this is a very nice journey to follow !
This is really cool! I think it would be interesting if the frogs could eat the fireflies, the frogs go for bugs after all! And since it would most likely be something that only occurs rarely it can have a bigger effect, maybe it zaps all the conductors like the bosses secondary attack, and kills both the frog and firefly? I think having enemies interact with each other is always super cool. 😊
Also I love the cat. I might be crazy but the big eyes kind of remind me of the glasses of the main character. It'd be kind of funny if the cat kinda looked like him.
Another awesome video dude, it was awesome when u mentioned have a nice death I love that game so much. Once you get a hang of the combos it’s a beautiful and really fun game, can’t wait for disinherited to drop ❤❤❤
I like what you did with his farther but I feel like we would have too many characters that look like Death with one big arm, one skull arm and a spin.
If Samuel is writing poetry, you should be able to collect some related to your previous progress at the starting area where you choose one of the beads from your last run
Really helpful to hear your design reasons for adding the drone and I like the concept of the "warm up". Also appreciate you camouflaging yourself with the background 😉
Stealth is an important trait for devs, keeps the bugs away right? XD Also UA-cam decided to serve me your latest devlog today, I thought you looked familiar! Clomper looks awesome, wishlisted :D
Seeing the mechanical frog and firefly enemies I just thought that it's odd that there aren't any organic life fauna or vegetaton enemies in your game. Then I started thinking that maybe you could add huge insects as enemy types (arachnids, mylipeds, flies, meat eating bees or wasps, even fireflies (the female kind} to tie up with the idea of the mechanical firefly as a source for light). To wrap these new enemy types into an area in Death's domain, as well as to give a reason to why huge fauna and vegetation exist in this area of the domain I thought of two bosses: - Darwin, now obsessed with his theories on natural selection, artificial selection and evolution of species has looked for eternal life to test all of his theories and thus has tampered with Death's domain to achieve his ideas and dreams, a similar motivation to Augusta. The boss or sub-bosses of the area could be Wallace and/or Lamarck. - The other boss character, but that doesn't fit as well, could be Marie Curie and her radiation, having an effect on the fauna and mutated animals to become what they are. Even though this idea could be interesting I think that the radiation idea in it's self could be used in other ways which could be very interesting as a mechanic and also helping spawn new enemy types from your creative mind.
BTW, the new firefly enemy is super cool, I really like how it interascts with the environment, and great explosion and lighting animations! Also, a great implementation of the mechanics to Augusta's boss fight. Maybe she could throw two or three drones as her health starts to deplete.
Radiation is a super interesting idea I haven’t seen very much!! And oh man… an area teeming with insects and nature could be fascinating! It would be nice and weird and a huge change of pace
Hello I have been really enjoying these devlogs and wish to give a suggestion, I hope to see a side quest boss, that might give a new artifact, and the boss would be based of an organ, An idea I had is that it is a organist who through the power of music thought to seek immortality, but due to he’s devotion got mad and tries to stop everything at any cause of stopping him. He could summon the ‘unholy choir’ to aid him protect he’s eternal being, and the only way of defeating him would be by destroying the cause of he’s madness, ‘THE DEATHS ORGAN’ Hope you have red this and I hope you like the suggestion, But it doesn’t matter if you don’t. With regards, Johannes H.
You should add a pixelated option. I know some games let you switch between pixelated and not. I was recently playing SUMMERHOUSE and it was done so well. I would love to see what your game looks like with a pixel feel.
I've been thinking about the pirate level (which hasn't been brought up yet but I'm always focused on nautical stuff) and idk how hard this is to implement but it would be cool to add a swimming element, like the bottom half is submerged. Also octopi. Because they're cool.
I have a question is death in the later sections or only in the catacombs Egyptian section I n Egypt they worshipped cats so I think the cat boss (black cat) would be perfect linking to the family cat that inherited the will. I think mummies that either throw like organs or if death is following you in each section . The mummies can bind you in a some sort of bandage attack as well. You could also have dead Pharaoh with maybe a staff bash similar to MC Or perhaps dead soldiers who protect tombs with shield that might protect reflected projectiles Maybe even tombs with dead Skeletons that grab the foot and stun the MC if you land on there tombs Then other ideas that link with ancient Egypt and death as that topic has so many possibilities . Also could add lots of different relics
5:02 dude. your dog is dead, anyway, I am absolutely in love with this series!! i've been watching from the beginning and it's something I'm legitimately excited to see every week. i will totally be there if you decide to do playtesting!!
He's suuuch a floppy potato lol Thank you!! I'll be callin out on Discord for playtesters as soon as it's pretty playable, so if you use that, that's the best bet! Otherwise shoot me an email :)
Since samuel is a poet, maybe he can have a diary where on each encounter with a new enemy/boss/location a new entry goes into the diary with a small ~5 line poem describing it. Something similar to a bestiary in kingdom rush but with a poetic touch instead of just description and stats. I'm not sure about your views on chat gpt but you can use it as a starting point to write such poems and build on it.
*perfection* And I have no problem with GPT generally but I’m kind of obsessive about things and will probably feel a deep need to handcraft every entry
I think it would be funny and make the lore more apparent if Samuel's dad has an absurd amount of portraits of his cat in his boss fight room or somewhere else. Maybe the cat could even have a role in that boss fight too or be even more incorporated into the game somehow (that might be asking for a bit much though).
@@LighthoofDryden aw man this is great, I'm currently developing a game in my freetime and learning video editing but the magic of music will be mystery for me for ever hahaha, huge respect for mastering these skills
since Augusta get a new skill at low hp , how about you make a transformation to Augusta wich give the player a signal that she has gotten new skills and stuff!! and im loving how fast you are going with the game❤🙌
Love the little foreshaddowing you sometimes have in these videos. When talking about the drones at 1:43 you can already see the lighting reeds and at 2:43 we can already see the bigger rooms. No idea if thats on purpose, but its really fun to try and catch these little hints on whats coming next.
I've played so many roguelike/roguelite games so I can already tell the infinite machine enemies and boss are gonna be hard!! Can't wait to give it a try!!
We’ll see how much I have to ratchet it back 😆 at the moment I’m getting a beatdown when I try a run (but I’m also greedy and try to get too many beads and money in the explore area)
That new enemy reminds me of a firefly, with the lightbulb but and overall body shape. Since the other enemy in the area is a frog, the Infinite Machine is starting to look like a robot swamp. (I'm commenting before the video premieres.)
why do most of your enemies do not have legs? is there a lore implication? does dying remove your physical tether to the world so you technically cannot WALK the earth?
i feel like the game will be too easy which is why i suggest that you should change the drone projectile to explode if you don throw it in 2 seconds and maybe there could be a relic to surpass this like a relic that turns projectiles into balls of light that attach to walls and deal more damage based on light level it could be useful in low light areas and in high light builds
Wonderful to see another devlog these have been a fun little thing to watch every week I’m really glad you decided to continue work on the game after the completion
You could add the confined version of the Infinite Machine area as a hard mode to the game, to make it so if players want a challenge, they can try it out!
Yesss I feel like it makes you have to have a little extra awareness of where you leave the corpses, too! Good eye 👁️
3 місяці тому+2
Hey, I like the new additions. Do you plan to do a playtesting session with new players? I see the game is coming together nicely, would be unfortunate to miss something important. Do not be afraid about it being not finished, since now you have still time to fix it. You got this, Thomas!
I’m soloing the gamedev (minus chats with friends who give great guidance and ideas!) but my husb is helping a lot with video editing and organization, especially on Shorts :D
¡Loving this dev log so much! (Just binged it). I have a question. If it's procedurally generated, ¿how do the bosses' positioning work? ¿Is the boss chamber its own chunk? And if so, ¿is it possible for the boss chunk to be right next to the starting chunk?
I hadn’t ever thought to make that comparison even though I LOVE the Scream movies! I just asked my husband and he was like “yeah I see it actually” XD
@@LighthoofDryden I think i liked you the moment I made that connection LOL! Also, if u are a fan of scream just like I am, you will love to check out my devlog series about "facada" a fangame I'm making based on Scream 1996! (But it's not english sadly)
This was one of the most interesting Devlogs yet but (my opinion) I don't think that the purple lightning really works in this style/game. Wouldn't yellow or orange be a tad bit better? I think for it to be purple, the firefly should also have a purple glow not a yellow one.
That’s a good point, I might go ahead and change the firefly! Since the main color of the area’s palette is purple (and I don’t have a ton of it), I wanted more of that. Plus I just think purple lightning is neat 😆
I think purple is probably a good color choice here from an art standpoint since it contrasts the yellows of the scene and so is easy to identify at speed. The fireflies being purple I think is a great idea though! Actually, incorporating brighter purple tones as maybe an accent on the enemies in general might also make them easier to distinguish in the darker zones/from the background as well. Maybe they can all be powered by some alchemical fire?
@@LighthoofDryden i cant comment for some odd reason so im replying to u, i asked this on your discord but u didnt answer so ima ask again I have some ideas for the game but i preffer to give them straight to the source so i have 2 new boss ideas and a loop for the game The first boss id like to add is William Grey Walter, the person who built the first robot, the enemies in his catacomb are robots that can only take melee damage and reflect all projectiles thrown at it back at the player, ironicly they drop a throwable gear. The boss will not attack you but rather use a romote to summon a wave of robots to his aid, he isnt in reach of the player melee but only killed with projectiles. Boss 2 is Amelia Earhart the first woman to cross the pacific in one flight, the enemies in her catacomb are skeletons in flight gear with supporter signs for Amelia these skeletons cannot take melee damage but only projectile damage, they will throw their signs at you, these can only be caught by the handle so the distance you are from them is important. The boss will be out of reach for 60% of the fight and will bombard you with sharp uncatchable paper maps, after a few bombardmants she will do a low flyby for 5 seconds when you can hit her with melee The game loop works as follows, the first boss you face in the first catacomb is protected by the skeletons from the first dev week, the boss is basically just a big skeleton with more dps and hp, this is part of the tutorial faze, after that you face the bosses in term of the newest people and then to the oldest (the father isnt in this part of the loop), as you progress all the bosses mock you during the fight for being foolish enough to follow your father, the last boss is the reaper, after defeating him the relic of eternal life is raised out of the floor, if you take it you fall to the ground and the screen starts a cutscene, you wake up in bed and your fathers ghost is in your room he mocks you for trying and dares you to try again, in your rage you storm back into the catacombs, this time you skip the skeleton catacombs and start at the first real boss, during the bossfight the reaper and your father flash in and out of view along with eerie screams, when you reach the reaper bossfight after defeating the reaper he reveals himself as you father and thanks you for your assistance in aquireing the relic of eternal life, then he puts it on and then round 2 begins, to defeat him you have to hit the small relic around his neck 5 times with a projectile and then it falls off, the rest of the fight continues like the normal reaper fight, once defeated he congradulates you on destroying the only thing he ever wanted and rewards you with a spot in his will to recieve his cloak (the reaper cloak) then a door apears to exit the catacombs, when entered a cutscene plays where you put on the cloak and transform into the reaper to haunt to catacombs for eternity and then the credits play, after the credits you unlock a new gamemode called hunter, in this gamemode you play as the reaper and chase down an ai bot or other player, if you catch him you gain cash that you can use to buy cosmetics etc.
Started following you after you competed in the challenge of making the best game. Just wanted to say that this game already looks great and I am looking forward to a demo version!
I'm starting to be torn about whether I should keep watching these videos or not. They're really enjoyable, and I love how open to suggestions Dryden is, but I really value discovery in computer games and I feel like I'm starting to get spoiled for Disinherited. I'm sure there will still be plenty of things to discover, but I've already learned details of various enemies and sections of the game which I would have rather learned first-hand.
I can totally relate to this as someone who likes to go into games blind and Google-less. I’m trying to strike a certain balance of showing and hiding things in these logs, but I def understand if you’d rather be surprised by the whole of it!
Always great to get an update. Sidenote: I hadn't realized his hair was hiding a horn, and it freaked me out. I really hope that's part of the story, and not just a gag.
Haha, it definitely started as a joke, I’m not sure how or if it could be canon based on the rest of the worldbuilding, but I’ll think on it! Maybe the perfect thing will pop up
I look forward to these videos every week now. So cool to see the progress! I've been working on a pen-and-paper solo game design project for a few years now, and the speed you iterate with makes me incredibly envious - I can only keep up that creative pace for about a week before I burn out and need a month-long break. Inspiring :)
My (not actual) recommendation is to put yourself in a situation where you have to explain your changes to several thousand people every week and that’ll really speed you along 🤣
As far as using the poetry in game, the first thing that came to mind are the storybook intros in Braid. Could be used to explain either what you did or what you will do in a given level, and also explaining mechanics. Sort of like Gruntilda combined with Navi.
Gruntilda combined with Navi is a sentence I never expected to read and have it make so much sense XD Also love Braid, probably one of the earliest inspirations for me as an indie dev. Mind blowing, that one, and I should probably replay tbh Also, just saw how your latest video is POPPING OFF, I had a feeling about it during the premiere! Congratulations!
You have been making so much progress each week and it is very impressive. I do think that a small improvement could be making the background decorations more spread out, so you can avoid having so many duplicates next to each other. Other than that small thing, the game is coming along so well and I am looking forward to what you do in the future.
I have to say, Coming up with ideas, drawing them, animating, implementing the code to then be shown in these weekly videos, im amazed at the level of "Feel" you achieve each week. You arent just showing things in the rough stage of implementation. You clearly take the time to make things feel good, like the screen shake with the explosion for instance. Cant wait to see more.
i think the gap between warning time with the actual lightning striking the characters is very short like zero, when the particles start the lightning strike starts in no time. maybe put a gap between this two, like particles start and ends quickly only for the player to notice and one sec after the particles ends the actual lightning starts,i saw alot of other video games doing the same. anyways it's up to you and if you thinks it doesn't match your game it's truely fine and we love it however it looks. with just 6 weeks of work, it looks like a complete commercial game and i can't wait to see the final results :3
Usually, I call them fireflies, as you do here, but I think we can all agree these are lightning bugs.
Oh
My
God
It's so shocking
Lightning flies
@@LighthoofDryden was that not intended??
It shocking to me how fast you are with this
Watt a nice comment!
@@LighthoofDryden xD
@@LighthoofDrydenI have a question; how do you get started with posting devlogs on here?
How does a person get started, or how did I get started?
@@LighthoofDryden both really but maily the second one
The cat is amazing. No notes
Based on your handle, I trust your opinion on this matter 🙂↕️
seconded. It is perfect
I think a bestiary would fit right into this game and perhaps Samuel would write a tiny poem about each enemy and boss and how he feels about them
Yesss I think that would be phenomenal! The bestiary would be his journal :D
How much progress can you cram into one video? Dryden: yes
I left out a few things too 😉 I’ll get to it next week!
“30 to 40 cat sketches”
Sounds like we need more cats wandering around in the game 😏
You might just be right 👀
@@LighthoofDrydensonic adventure style chao garden for cats when?
@@sailorkisser what if I told you I basically lived in the Chao garden for like a year during college and this idea, while outside scope, might be too irresistible to me to not do
Ooh maybe they’re enemies in the final stage where the boss is the father. He’s surrounding himself with cats.
@LighthoofDryden egypt level filled with cats and pharohs searching for immortality by building monuments to themselves when?
since Augusta has a new attack at low health, i think she should have an animation that signals that she's entered into her next phase
Yesss we love a boss phase transition 😤
@@LighthoofDrydenwhat if she starts hissing steam, as if the pipes she’s added to herself have become damaged?
HOLY CRAP POKEMO-
oh.. nevermind...
Excited to see where you take the game this week. You’ve been an inspiration for me while I’m in a multi-month game jam to just stick it out.
Guess we're both functionally in multi-month jams!!! Stick with it, pace yourself, you're gonna be awesome!
I kinda just noticed this but I think The Father's and Augusta's silhouettes are to similar, like if you take both characters and shadow them out like "who's that pokemon" then they would look really alike, whereas the other two bosses you have already are extremely different. I think some changes to Augusta would really help her stand out amongst the lineup. Maybe doing a character line up spread sheet for all your bosses will help, laying them all out next to each other can really help with the cohesion of the grouping. It's important to remember that while youre making unique bosses for each level they are all still technically a group together as the game's antagonists. (Doing just purely silhouette sketches of the villains might help)
Also: Just a thought, but maybe the bosses could also represent different types of undead, cus the Gravedigger could be a zombie, the Ship Captain a poltergeist, etc.
Yeah I agree! Augusta came first, but she’s gonna have to be redone slightly anyway, since I didn’t know as much about Sprite Skin rigging and some of it’s a little jank if you look close. Maybe she could have some kind of hat… and/or more machinery as part of her. Actually now that I think about this… hmmm….
I love the idea of each boss being a different undead type or theme. Also agree with the silhouette argument.
@@LighthoofDryden You could never go wrong with a Mechanical Valkyrie aesthetic
@LighthoofDryden What if instwad of the hanging spine (since that's the dad's thing now) she instead had a propellor or other kind of levitation device holding her up?
@@bekfaststealer2660 that could tie into the design of the flyers too so youd have design consistency
Let's be honest, the dog was the main character of this devlog, so cute!
Franklin is SUCH a scene-stealer 😂
Your hand drawn vfx is just *mwah* chefs kiss (they're crazy dude)
Thank you so much aaaahh! It’s a skill I really wanna keep improving on 🙏
Love the video and all the progress that's being made, there was one small critique I had though, when the boss (idk how to spell the name) summons lightning its supposed to spread to other coils, but sometimes the delay between it spreading and positioning of the coils can make it seem more like its spreading onto the hit coil (as in it looks a bit like its going in the wrong direction). Maybe add a flicker on the coil between the electricity jumping and delay the coil the electricity arrives at slightly. Anyway can't wait till the game comes out, good luck!
You’re so right, I wanted to fix it but didn’t have time before I had to make the video! This week finalizing Augusta is gonna be the main thing :D
My favourite part about game development is having a solid core game, and then expanding off of that concept. It's so rewarding to add new things that easily integrate or add to the game when a fantastic baseplate has been made. And just like that as always, Dryden delivers with Disinherited 🥳
Thank you, that was very nice to read 😅
Plot twist, the cat will help Samuel in the final battle. Also that cat looks purrfect
He totally would too 😄
The lightning attack is pretty cool. I like the fact the sparks give a small warning so you know to avoid the area, but I also feel it wouldn't be a bad idea to show a warning indicator for the path of the lightning too, maybe something like just a few dots/particles to indicate the air/path of the lightning is getting charged.
Ooh yeah, that might be really nice for the player. I’ll mess with it, might not be too hard!
You should add an item that when you are about die it freezes all enemies in the area around you. You could make it like an hourglass that you break to freeze time and give the player a chance to clear the enemies or heal.
Oooh that’s really cool!! It could even be a suite of items that does different effects when you enter critical health (or leaves you with 1hp and does something!)
These devlogs are always fun to watch. They help me stay motivated on my own project!
As an artist, I think the style looks sick! You've got a ton of beautiful details in your scenes but I find myself lost when you jump, I'd really recommend either making the background much lighter or darker compared to your tileset and adding either a "spotlight" or "shadow" behind the character that also goes behind the walking ground to help players identify character position to platform position. I can't wait to see what new designs you cook up!
Oh interesting!! I hadn’t thought about adding a shadow under-I’ll give that a shot!
Again simply brilliant. You are amazingly productive! A productive week for you would equate to 2 months effort by a normal Indie Dev! BTW I like the drone cannon; looks like it my have elements of BlackThrornprod Game art at its heart? Finally I cannot believe you don't have more subscribers, your GameDev work is inspirational. I'm starting to believe you will achieve your 100 day challenge.
Oh true, it does get pretty close to the BTP style!!! And thank you so much, I really am putting my whole focus into this 🧡
new area idea, an ancient roman catacomb where the enemys are legionares whose souls are forever bound to their praetor.
😨😨 this is so cool
@@LighthoofDryden thanks!
I think Emperor Caligula or Commodus would work for the boss
A lot of very nice additions and changes! Now infinite machine area became more parkour so double jump more useful now! I would like to see some traps or maybe STALACTITES falling from the roof!!!! Anyways I am very impressed by how you manage to do all this things in just one week here I tell myself I have no time for anything…
Moooore trapsss! They’re coming, this area isn’t done yet 💪
80% of the time, I have absolutely no clue what you are talking about. But I'm still excited to play the game :).
And the cat looks perfect. Yeah that's it, she's just perfect
Haha, thank you for sticking with me regardless 😆😆 and I’m very glad you like the cat 🐈
Not unicorn Samuel again.🤣 Why is his skeleton so goofy!
Look SOMETHING keeps that hair up and that hat on XD
@@LighthoofDryden I headcanon that the true reason Samuel's father hates him is because he's a unicorn.
@@digigirl92 😭😭🤣🤣
I don't know if it would really fit into the game but you could use the fireflies lightning mechanic to make some puzzles, like using a conductor to open/close certain areas. Btw love how the game is developing.
I love this idea- it could easily work too if Samuel perhaps had a holdable lightning rod staff or something that could also activate them 👀
These videos are so entertaining to watch honestly and it is incredible to see how many things you are adding and how fast you come up with these ideas. I noticed that in this video you take up on suggestions from the comments so I just wanted to mention that something a lot of games have and yours shouldn’t be the exception, you should add some type of “pieces” you can collect, for example lets say once you beat augusta you get a torn piece of paper and when you get lets say 5 of these you can actually read the will that your father cut you off from. You can make the other pieces available like one or two hidden in the map so you have to take some kind of secret path to enter and get them. And maybe others like having a 1/50 chance to drop when you kill a certain type of enemy. However you want to implement it, i think it would be a nice touch to have some “side quests” along the game ;)
You’re riiiiiight along the same path that I’m thinking for the story progression for each boss :D excellent thinking
I think it would be a cool detail if every boss‘ health bar would be the item associated with them instead of the sickle (like the cane for father or the Tesla coil for Augusta)
I’d love somethin like that! Agree that it’d be a really nice touch
For the drone cannons, I think it's a bit odd to have it just move left and right and fire. Perhaps it should attempt to keep distance from the player for its own protection, and movement will pause when it fires the drone at the player.
Ooh, yeah!! And there should be a little "knockback" too from the firing I think
That cat is perfect.
Thank you XD
@@LighthoofDryden anyone who has spent any substantial amount of time around cats knows that this perfectly captures the personality of many cats.
I was nervous about it because I haven’t spent much time around them (highly allergic even tho I think they’re so cute). I’m glad I could really capture something anyway 😆
@@LighthoofDryden There are quite a few cat breeds that don't trigger most allergies or affect allergic people less. Siberian, Siamese, Bengal and even those weird hairless ones for example. If you're interested in cat ownership your allergy doesn't have to limit you.
Why am I so invested into a game I will probably never play?
Incredible work on the game and the dev logs, very impressed.
Need more Blackthornprod collabs!
Thank you so much!! And hehe, I hope to be on another sometime soon!
the sequence at roughly 5:35 actually gives me some funky ideas, like maybe a chaotic endless mode with tons of enemies in a tiny space to mess around with using your late game loot, or perhaps in a similar fashion an optional sub-location/dungeon thingy, at the end of which lies a unique item...
great video, as always :D
OOH very interesting, even a unique challenge room that you can optionally branch off to… that could really work
Looking even better! I’ll definitely be buying it if it has controller support, keep up the good work!
Controller support is a MUST, I’m such a console guy
Love how the game is progressing!! Ever since you introduced the idea of seeking immortality, I couldn't stop thinking about Alberto Savinio' "Alcesti di Samuele", basically a post ww2 rendition of Euripides' tragedy "Alcestis", in which he shows souls that are unable to go to the afterlife (or cease existing), until they have outlived their relevance in the world of the living, and there are notorious souls (like Homer and other classical poets) that are just stuck in a waiting room, bored out of their minds 😂😂😂
It even has "Samuel" in the title! I'm gonna have to check this out, because the theming is dead on!
I've been looking forward to this upload 😀 Good to see you Dryden ! I'm starting to spread the word for disinherited, this is a very nice journey to follow !
Thank you so much for spreading the word-I’m glad you’re here!
This is really cool! I think it would be interesting if the frogs could eat the fireflies, the frogs go for bugs after all! And since it would most likely be something that only occurs rarely it can have a bigger effect, maybe it zaps all the conductors like the bosses secondary attack, and kills both the frog and firefly? I think having enemies interact with each other is always super cool. 😊
Ooh you're so right! Wait I think I know exactly how this could be implemented... this is gonna be brutal haha
If I'm this excited by this 6th devlog, I know for sure this game is gonna be masterful by the end. I can't wait
Also I love the cat. I might be crazy but the big eyes kind of remind me of the glasses of the main character. It'd be kind of funny if the cat kinda looked like him.
Thank you so much!! And the similarity between the glasses and the WIDEE eyes is probably subconsciously exactly what I was goin for!
the thumbnail is so interesting i need to know what u have made
Thank you!!
I love this devlogs are going and how quick you are with them, keep up the good work 👍
Another awesome video dude, it was awesome when u mentioned have a nice death I love that game so much. Once you get a hang of the combos it’s a beautiful and really fun game, can’t wait for disinherited to drop ❤❤❤
Thank you!! Oh man I'm loving HaND. Can't wait to actually win a run XD
I like what you did with his farther but I feel like we would have too many characters that look like Death with one big arm, one skull arm and a spin.
Augusta did come first, but I think she’s getting a redesign now that I have more of the bigger picture
If Samuel is writing poetry, you should be able to collect some related to your previous progress at the starting area where you choose one of the beads from your last run
I love that!!
I LOVE have a nice death one of my fav roguelike games. But I still haven't gotten past the the 2nd boss 😢
Me neither 😭 I’m 10 runs in or something and the fast food guy obliterates me in phase 2
I love the cat! All your progress is so inspiring, can’t wait for when this game is ready to play 😆
Explain me, how does Dryden solo make more in a week, than multi-billion Mojang in a year?
I have to make enough to show in a Devlog every week, that’s motivation enough 😂
Really helpful to hear your design reasons for adding the drone and I like the concept of the "warm up". Also appreciate you camouflaging yourself with the background 😉
Stealth is an important trait for devs, keeps the bugs away right? XD Also UA-cam decided to serve me your latest devlog today, I thought you looked familiar! Clomper looks awesome, wishlisted :D
@@LighthoofDryden Thank you for the wishlist! Agreed that stealth is vital. The natural predators for gamedevs are numerous to list!
Seeing the mechanical frog and firefly enemies I just thought that it's odd that there aren't any organic life fauna or vegetaton enemies in your game. Then I started thinking that maybe you could add huge insects as enemy types (arachnids, mylipeds, flies, meat eating bees or wasps, even fireflies (the female kind} to tie up with the idea of the mechanical firefly as a source for light). To wrap these new enemy types into an area in Death's domain, as well as to give a reason to why huge fauna and vegetation exist in this area of the domain I thought of two bosses:
- Darwin, now obsessed with his theories on natural selection, artificial selection and evolution of species has looked for eternal life to test all of his theories and thus has tampered with Death's domain to achieve his ideas and dreams, a similar motivation to Augusta. The boss or sub-bosses of the area could be Wallace and/or Lamarck.
- The other boss character, but that doesn't fit as well, could be Marie Curie and her radiation, having an effect on the fauna and mutated animals to become what they are. Even though this idea could be interesting I think that the radiation idea in it's self could be used in other ways which could be very interesting as a mechanic and also helping spawn new enemy types from your creative mind.
BTW, the new firefly enemy is super cool, I really like how it interascts with the environment, and great explosion and lighting animations! Also, a great implementation of the mechanics to Augusta's boss fight. Maybe she could throw two or three drones as her health starts to deplete.
Radiation is a super interesting idea I haven’t seen very much!!
And oh man… an area teeming with insects and nature could be fascinating! It would be nice and weird and a huge change of pace
Hello
I have been really enjoying these devlogs and wish to give a suggestion,
I hope to see a side quest boss, that might give a new artifact, and the boss would be based of an organ,
An idea I had is that it is a organist who through the power of music thought to seek immortality, but due to he’s devotion got mad and tries to stop everything at any cause of stopping him.
He could summon the ‘unholy choir’ to aid him protect he’s eternal being, and the only way of defeating him would be by destroying the cause of he’s madness,
‘THE DEATHS ORGAN’
Hope you have red this and I hope you like the suggestion,
But it doesn’t matter if you don’t.
With regards,
Johannes H.
The music for that fight would have to be such a banger that I’m STRONGLY tempted now 😳 also just thematically excellent
You should add a pixelated option. I know some games let you switch between pixelated and not. I was recently playing SUMMERHOUSE and it was done so well. I would love to see what your game looks like with a pixel feel.
Ooh that’s an interesting idea-it might look like a disaster but it might look awesome too who knows?
I've been thinking about the pirate level (which hasn't been brought up yet but I'm always focused on nautical stuff) and idk how hard this is to implement but it would be cool to add a swimming element, like the bottom half is submerged. Also octopi. Because they're cool.
Also I'm super excited to see where you go with this bc it's awesome
I have a question is death in the later sections or only in the catacombs
Egyptian section
I n Egypt they worshipped cats so I think the cat boss (black cat) would be perfect linking to the family cat that inherited the will.
I think mummies that either throw like organs or if death is following you in each section . The mummies can bind you in a some sort of bandage attack as well.
You could also have dead Pharaoh with maybe a staff bash similar to MC
Or perhaps dead soldiers who protect tombs with shield that might protect reflected projectiles
Maybe even tombs with dead Skeletons that grab the foot and stun the MC if you land on there tombs
Then other ideas that link with ancient Egypt and death as that topic has so many possibilities . Also could add lots of different relics
Oh man, the tie in with cats and the afterlife is very tempting! I'm gonna let this roll around!
This looks better every log and I love the cat drawing and everyones ideas.
Thank you!! I appreciate that!
5:02
dude. your dog is dead,
anyway, I am absolutely in love with this series!! i've been watching from the beginning and it's something I'm legitimately excited to see every week. i will totally be there if you decide to do playtesting!!
He's suuuch a floppy potato lol
Thank you!! I'll be callin out on Discord for playtesters as soon as it's pretty playable, so if you use that, that's the best bet! Otherwise shoot me an email :)
Good job! You are following the numer 1 rule of game development: More cats = better game.
Gahahah I learned at the Spiritfarer school of game design
On an unrelated note, you have an adorable dog, and I choose to view him as a bean taco.
He literally is a bean taco, completely correct
Since samuel is a poet, maybe he can have a diary where on each encounter with a new enemy/boss/location a new entry goes into the diary with a small ~5 line poem describing it. Something similar to a bestiary in kingdom rush but with a poetic touch instead of just description and stats.
I'm not sure about your views on chat gpt but you can use it as a starting point to write such poems and build on it.
*perfection*
And I have no problem with GPT generally but I’m kind of obsessive about things and will probably feel a deep need to handcraft every entry
I think it would be funny and make the lore more apparent if Samuel's dad has an absurd amount of portraits of his cat in his boss fight room or somewhere else. Maybe the cat could even have a role in that boss fight too or be even more incorporated into the game somehow (that might be asking for a bit much though).
I’m still mulling over exactly how it works but the cat is gonna be a big deal for sure 😆
Hey it’s me again lol love your vids btw can’t want to show you what I’ve been working on (obviously when ur free) 😅
Hey hey I saw ur message, just so ya know! I’ll get back to ya soon :)
@@LighthoofDryden okay thanks for responding lol of course im okay waiting for you to be free just wasn't sure if you saw it thanks have a good day 🙂
This looks amazing! You are a way faster than I could imagine, do you work full time on the project?
Functionally yes! I also teach violin part-time, but I work on this most other waking moments, so it adds up to being more than full time :)
@@LighthoofDryden aw man this is great, I'm currently developing a game in my freetime and learning video editing but the magic of music will be mystery for me for ever hahaha, huge respect for mastering these skills
Omfg i was wondering why y'all were just POSTING those cats and then I'm met with this deadpan stare of a floof lmao
LOLLLL I imagine that was a VERY mysterious exchange in the discord
since Augusta get a new skill at low hp , how about you make a transformation to Augusta wich give the player a signal that she has gotten new skills and stuff!! and im loving how fast you are going with the game❤🙌
Yesss there should be some kind of explosive vfx/animation. I'll have to figure out exactly what...
Love the little foreshaddowing you sometimes have in these videos.
When talking about the drones at 1:43 you can already see the lighting reeds and at 2:43 we can already see the bigger rooms.
No idea if thats on purpose, but its really fun to try and catch these little hints on whats coming next.
I was pretty proud of the structure of this video, ngl!! Glad you appreciated it too :D
I've played so many roguelike/roguelite games so I can already tell the infinite machine enemies and boss are gonna be hard!! Can't wait to give it a try!!
We’ll see how much I have to ratchet it back 😆 at the moment I’m getting a beatdown when I try a run (but I’m also greedy and try to get too many beads and money in the explore area)
That new enemy reminds me of a firefly, with the lightbulb but and overall body shape. Since the other enemy in the area is a frog, the Infinite Machine is starting to look like a robot swamp.
(I'm commenting before the video premieres.)
Robot swamp!! I think Augusta would like the idea of replicating the ecosystems of the world above in her mechanical realm…
you should also work on the other bosses you created in the competition
Oh I intend to 😅
why do most of your enemies do not have legs? is there a lore implication? does dying remove your physical tether to the world so you technically cannot WALK the earth?
There isss a lore implication but I'm gonna keep it a secret until it's unveiled in the game 😈
i feel like the game will be too easy which is why i suggest that you should change the drone projectile to explode if you don throw it in 2 seconds and maybe there could be a relic to surpass this like a relic that turns projectiles into balls of light that attach to walls and deal more damage based on light level it could be useful in low light areas and in high light builds
Balls of light that attach to walls could be SO cool, whoa
Wonderful to see another devlog these have been a fun little thing to watch every week I’m really glad you decided to continue work on the game after the completion
Thank you :D I’m very glad too!!
You could add the confined version of the Infinite Machine area as a hard mode to the game, to make it so if players want a challenge, they can try it out!
I love a good “you wanna suffer?” mode XD
How does the idea of a relic that creates an arrow that always points towards death and maybe call it something like death's compass?
Oh what if it’s Clotho’s Thread, and it shows as a golden link of particles between you and the reaper! I like it!
Sounds even better
Omg was it intended to have dead fireflies as a conductor also? That's awesome if you have a group on you
Yesss I feel like it makes you have to have a little extra awareness of where you leave the corpses, too! Good eye 👁️
Hey, I like the new additions. Do you plan to do a playtesting session with new players? I see the game is coming together nicely, would be unfortunate to miss something important. Do not be afraid about it being not finished, since now you have still time to fix it. You got this, Thomas!
Yess for sure! Are you in the Discord? Once I finalize these two areas I’d love to get some playtesting going, and I’ll announce it there!
@@LighthoofDryden That sounds extra cool, will consider it!
I think you need centipedes in your game because... Everybodey does, right?
Centipede Samuel coming next devlog XD
Commenting for UA-cam algorithm !!
I salute thee!!
Are you soloing the gamedev and the youtube videos? Or do you have someone helping, or maybe a team?
I’m soloing the gamedev (minus chats with friends who give great guidance and ideas!) but my husb is helping a lot with video editing and organization, especially on Shorts :D
¡Loving this dev log so much! (Just binged it).
I have a question. If it's procedurally generated, ¿how do the bosses' positioning work? ¿Is the boss chamber its own chunk? And if so, ¿is it possible for the boss chunk to be right next to the starting chunk?
The bosses are in their own “scenes”! So at the end of each explore area, you leave, you get to go to the shop, and then you fight the boss :D
Ah that makes so much sense. ¿How did you give the explore areas endings? ¿Is there a goal condition I'm missing, or an end-point chunk?
Soooo, after 30 sketches, you came to your final...skat?
(Sorry, I couldn't resist the pun)
Ok but is the cat orange, black, or some other color?
A great question… I might do a series of polls to determine cat specifics hehe
I love now every addition you add to the game makes the game look a million times better even though it already looked good
Thank you!!! Onward and upward every week, that's the goal!! :D :D :D
I love how much you look like Roman Bridger from Scream 3! And make games, 2 things I like
I hadn’t ever thought to make that comparison even though I LOVE the Scream movies! I just asked my husband and he was like “yeah I see it actually” XD
@@LighthoofDryden I think i liked you the moment I made that connection LOL! Also, if u are a fan of scream just like I am, you will love to check out my devlog series about "facada" a fangame I'm making based on Scream 1996! (But it's not english sadly)
very cool video.
an idea is to add a musical based area.
As a musician, that idea tempts me greatly 👀
The new lighting attack looks sick.
Exited about what else you use it on 👀
Hehe indeeeed it's gonna be a whole thing!
Anyway, i started blasting -- Frank Reynolds - Augusta
LMAO
i like to see what judges of blackthornprod now
think about the game can you ask some of them. The game look so cool 👍❤❤
They’ve all been so supportive! DualWielded and Lemon have commented on these sometimes, and Noa and I message about it :D
This video added so much! I can’t wait to see how you make all the areas unique
Thank you so much!! Up next is the Chained Monastery ⛓️💥 👻
im here from the competition and i was sad that you didnt win, your game impressed me the most, excited to play in the future!
Things are indeed "really cooking"
Thank you 💚
I believe you can add the different cats you drew as collectibles ya know could be real intresting
Amazing thumbnail
Hehe thanks! That was my friend Cordy’s concept (the friend I was talking about the cat with)
Nahh I'm itching to play this bro ima get it as soon as you release it
Thank you!!!! Ahhh
@@LighthoofDryden No thank you for being my entertainment when im eating
Im hoping those drone cannons will make little train whistle sounds
Oh that’s brilliant!
This was one of the most interesting Devlogs yet but (my opinion) I don't think that the purple lightning really works in this style/game. Wouldn't yellow or orange be a tad bit better? I think for it to be purple, the firefly should also have a purple glow not a yellow one.
That’s a good point, I might go ahead and change the firefly! Since the main color of the area’s palette is purple (and I don’t have a ton of it), I wanted more of that. Plus I just think purple lightning is neat 😆
I think purple is probably a good color choice here from an art standpoint since it contrasts the yellows of the scene and so is easy to identify at speed. The fireflies being purple I think is a great idea though! Actually, incorporating brighter purple tones as maybe an accent on the enemies in general might also make them easier to distinguish in the darker zones/from the background as well. Maybe they can all be powered by some alchemical fire?
@@be3469 alchemical fire 🔥 heck yeah. That ties in with the third enemy I drew this week…
This will be electrifying!
Pingu “I’m always late to the video” coming in at LIGHT SPEED
This time I really wanted to be there on time for once ♥️
@@LighthoofDryden i cant comment for some odd reason so im replying to u, i asked this on your discord but u didnt answer so ima ask again
I have some ideas for the game but i preffer to give them straight to the source so i have 2 new boss ideas and a loop for the game
The first boss id like to add is William Grey Walter, the person who built the first robot, the enemies in his catacomb are robots that can only take melee damage and reflect all projectiles thrown at it back at the player, ironicly they drop a throwable gear. The boss will not attack you but rather use a romote to summon a wave of robots to his aid, he isnt in reach of the player melee but only killed with projectiles.
Boss 2 is Amelia Earhart the first woman to cross the pacific in one flight, the enemies in her catacomb are skeletons in flight gear with supporter signs for Amelia these skeletons cannot take melee damage but only projectile damage, they will throw their signs at you, these can only be caught by the handle so the distance you are from them is important. The boss will be out of reach for 60% of the fight and will bombard you with sharp uncatchable paper maps, after a few bombardmants she will do a low flyby for 5 seconds when you can hit her with melee
The game loop works as follows, the first boss you face in the first catacomb is protected by the skeletons from the first dev week, the boss is basically just a big skeleton with more dps and hp, this is part of the tutorial faze, after that you face the bosses in term of the newest people and then to the oldest (the father isnt in this part of the loop), as you progress all the bosses mock you during the fight for being foolish enough to follow your father, the last boss is the reaper, after defeating him the relic of eternal life is raised out of the floor, if you take it you fall to the ground and the screen starts a cutscene, you wake up in bed and your fathers ghost is in your room he mocks you for trying and dares you to try again, in your rage you storm back into the catacombs, this time you skip the skeleton catacombs and start at the first real boss, during the bossfight the reaper and your father flash in and out of view along with eerie screams, when you reach the reaper bossfight after defeating the reaper he reveals himself as you father and thanks you for your assistance in aquireing the relic of eternal life, then he puts it on and then round 2 begins, to defeat him you have to hit the small relic around his neck 5 times with a projectile and then it falls off, the rest of the fight continues like the normal reaper fight, once defeated he congradulates you on destroying the only thing he ever wanted and rewards you with a spot in his will to recieve his cloak (the reaper cloak) then a door apears to exit the catacombs, when entered a cutscene plays where you put on the cloak and transform into the reaper to haunt to catacombs for eternity and then the credits play, after the credits you unlock a new gamemode called hunter, in this gamemode you play as the reaper and chase down an ai bot or other player, if you catch him you gain cash that you can use to buy cosmetics etc.
Absolutely electrifying
Started following you after you competed in the challenge of making the best game. Just wanted to say that this game already looks great and I am looking forward to a demo version!
Thank you so much!! That means a lot :D I'm hoping to get a full open beta going after this 100 days challenge is over!
I'm starting to be torn about whether I should keep watching these videos or not. They're really enjoyable, and I love how open to suggestions Dryden is, but I really value discovery in computer games and I feel like I'm starting to get spoiled for Disinherited. I'm sure there will still be plenty of things to discover, but I've already learned details of various enemies and sections of the game which I would have rather learned first-hand.
I can totally relate to this as someone who likes to go into games blind and Google-less. I’m trying to strike a certain balance of showing and hiding things in these logs, but I def understand if you’d rather be surprised by the whole of it!
Always great to get an update. Sidenote: I hadn't realized his hair was hiding a horn, and it freaked me out. I really hope that's part of the story, and not just a gag.
Haha, it definitely started as a joke, I’m not sure how or if it could be canon based on the rest of the worldbuilding, but I’ll think on it! Maybe the perfect thing will pop up
I look forward to these videos every week now. So cool to see the progress! I've been working on a pen-and-paper solo game design project for a few years now, and the speed you iterate with makes me incredibly envious - I can only keep up that creative pace for about a week before I burn out and need a month-long break. Inspiring :)
My (not actual) recommendation is to put yourself in a situation where you have to explain your changes to several thousand people every week and that’ll really speed you along 🤣
Love this! The lightning looks great. Well done!
Thank you so much!!
As far as using the poetry in game, the first thing that came to mind are the storybook intros in Braid. Could be used to explain either what you did or what you will do in a given level, and also explaining mechanics. Sort of like Gruntilda combined with Navi.
Gruntilda combined with Navi is a sentence I never expected to read and have it make so much sense XD
Also love Braid, probably one of the earliest inspirations for me as an indie dev. Mind blowing, that one, and I should probably replay tbh
Also, just saw how your latest video is POPPING OFF, I had a feeling about it during the premiere! Congratulations!
You have been making so much progress each week and it is very impressive. I do think that a small improvement could be making the background decorations more spread out, so you can avoid having so many duplicates next to each other. Other than that small thing, the game is coming along so well and I am looking forward to what you do in the future.
Thank you!! I’m definitely just gettin started with those, I need more of them just so the procgen has more variety to pull from :D
I have to say, Coming up with ideas, drawing them, animating, implementing the code to then be shown in these weekly videos, im amazed at the level of "Feel" you achieve each week. You arent just showing things in the rough stage of implementation.
You clearly take the time to make things feel good, like the screen shake with the explosion for instance.
Cant wait to see more.
Thank you for saying so!! I really try hard to, at any rate!
i think the gap between warning time with the actual lightning striking the characters is very short like zero, when the particles start the lightning strike starts in no time. maybe put a gap between this two, like particles start and ends quickly only for the player to notice and one sec after the particles ends the actual lightning starts,i saw alot of other video games doing the same. anyways it's up to you and if you thinks it doesn't match your game it's truely fine and we love it however it looks. with just 6 weeks of work, it looks like a complete commercial game and i can't wait to see the final results :3
Oh yeah, it’s not too tough to change the windup time :) I agree that it’s short as heck rn