Would be cool if there were unique dyes that aren't just colors, something like a rainbow that keeps changing or a red dye that gets weaker when you lose hp.
Utility dyes would be dope as rewards for defeating bosses or completing rare achievements as a sort of status symbol on top of the features it provides.
One really neat interaction I noticed in the Assist Mode options that didn't get explicitly mentioned is that if you turn down the overall game speed and turn up the player speed equally, it means that the player continues to move normally while enemies and everything else move slower, without the need for a separate "enemy speed" setting. That's super cool
Excellent update! Something you could do to reduce the number of spritesheets for the player (as I understand it, you've got one sheet per color) is to just have a white/grayscale spritesheet. Then, before drawing each part/layer, you can call love.graphics.setColor(r, g, b) to change the part to the specified color. Just be sure to reset it with love.graphics.setColor(1, 1, 1) - I've forgotten to do that before and it makes things look super wacky lol. That way, adding new colors and crazy dyes is a cinch. Excellent work again!
This ^ I don't have experience with Love2D but you could also achieve this with GLSL/HLSL shaders if they are supported, and that would allow for a bunch of cool effects
I was also going to suggest a similar thing. In one project I used a few different grey colours, 5 IIRC. Then replaced them when rendering. That way I could have multiple colours in each sprite. I defined pallettes as a simple mapping from grey[i] to colour[i] Not sure how you'd do that with Löve2D though. I haven't used it in literal years.
i also came here to say this lol. also, i use GameMaker and it allows you to draw part of a sprite. so you could draw the player's hand, then the weapon, and then the player's body; and you wouldn't need to split up the player's body parts into separate sheets. i don't know if Love2d allows you to draw part of a sprite though.
@@Kogarana1 Another Crab's Treasure-it's a Soulslike game that takes place underwater, hence the nickname Crab Souls. It also had a gun in the assist mode for journalists who wished to experience the story by beating all the enemies n one hit.
I already know ima mess around way too much with the assist options 😂😂 I've always liked the dyes so im stoked to try out new combinations! U should have more subs!
A combination of assist mode and dynamic difficulty is a great solution. Perhaps there could even be an assist option thay overrides dynamic difficulty, allowing for either extremely easy or extremely difficult gameplay, and everywhere in between. The newest of gamers and the most hardcore of keyboard warriors would both have their feast
i really appreciate that you've added the ability to speed everything up as well as slow things down. feeling a bit too slow/sluggish is an issue i run into sometimes with open games like this, and while dealing with it really isn't That bad, the idea of making everything just a bit faster makes me feel better
Thanks for the update. Just wanted to say that your videos have inspired me to build my games in Love2D, and I really like seeing your code snippets. I have never used the assist mode in Celeste but I like that it exists and it's cool you've implemented your own into Moonshire.
@challacade Hi there, i played your game. It was awsome, just i found a few bugs that i thought i cloud tell you to fix em. (There bugs were found in the cloud area during the lighting core quest) 1. When you fight the evil co-workers, when you fall into the void, the worker will follow you. Since its a death zone, the coworker dies and the platforms are unlocked. (The other waves get skipped, but they still spawn) The coworker still "lives" he can deal damage and die. When you die to him tho all the waves just disapear. You can get softlocked by that. The platforms dont move anymore. 2. Make "no respawn zones", like on a moving platform. When you fall you should respawn on the last "ground" you were on. 3. If you die make a new “character” which is the death animation, but immobile. Because sometimes the character just moves of the screen. 4. Make a Variable that checks if you died. Because sometimes it creates the see through player when you get hit, or roll. The Variable will make it so, that no new characters can spawn. (The last to I added, and are suggestions. If they’re to hard, you don’t have to make them. Don’t worry I’m not calling you a bad dev, it’s an amazing game, better than I could ever make. Even tho I’m a new programmer myself!) Great game! I am really enjoying this. Keep up the good work. Leonardo
The customisation options are really good!I think it would be cool if you add a randomise option that chooses all colors randomly,Its a thing in several games so it might be cool.
I played your demo and I have some feedback: 1. Add more save points when fighting bossfights so you don't have to repeat large junks of gameplay. 2. Let us skip the boss intro cutscene once we've already seen it. Great demo though, it was very fun and well polished.
UA-cam algorithm pushed your video to my homescreen, I don't know why but I am glad it did. The game looks very good and charming, I will definitly try the demo soon!
That’s a really creative way of handling game difficulty! Me personally though, I absolutely LOVE it when games reward you for playing on harder difficulties. You could definitely achieve this a couple ways: The first way is by adding “difficulty presets” to the assist mode, which the player could change from at the creation/mid game. You could also make it so they could “lock” their difficulties which would make it so they could get more rewards depending on the challenge of the difficulty. Secondly, you could also make it so the “assists” they set correlate to difficulties.
I think it would be easier for the player in the customization to have each part be its own tab, where then you pick the color you're applying the dye to instead of the janky check boxes.
Another idea: using the same code from the game speed, you can make a spell when giving up your weapon, you can slow time by 50% and move at a normal speed :)
Clothes cosmetics dye is great but I think if the eyes changing color played into the story or something with boosted stats or something, that could really highlight changes that have happened to you as a character along the way. Great job so far!!! Love your dev logs!!
I think it would be a good idea to make fences at the edges of the waterways. Similar looking to Minecraft but with randomly placed gaps in between. And also diagonally not connected like in Minecraft.
Third idea: maybe make a dye called invert that you get from beating the game without assist mode. It, like its name suggests, inverts the colors of your character's selected body part.
I love that you're taking inspiration from both LoZ and Kirby for this game. Just hearing the music made me nostalgic for Nightmare In Dreamland. Can't wait to see the final product!
I cannot wait to be able to play this game, I've learned so much about game design just by following and paying attention to your work. This is truly a labor of "love". I very much look forward to the release!
One small detail you might have missed is that in case the character is holding the weapon in the right hand tand the player is facing right direction the weapon should be in front of the head i know it's a minor detail and it look great the way it is right now but you know...
Just finished going through every devlog available so far, and seeing the progress here is such a delight. The new customization options are so much fun, too! I was sold the second I realized that even the eyes would be available for customization. Excited to see progress continue on this game. I've seen these devlogs on youtube before, but this is the first time I stopped to watch them. Certainly don't regret it
This game has come so far and is looking absolutely awesome. Love the name too. One other benefit of separating those layers is that you can add occasional blinking of the eyes by just turning them off and on randomly to give the player even more life. Amazing work!
For the dye system, it would be cool to have a preview of what your character will look like before using the dye. You could allow the player to select all the dyes on each part (as you did already), and then have confirm / cancel buttons. Only if the player clicks confirm, the changes happen and the dye is consumed. This will allow the dye to be a one time use item, while still having the convenience of previewing how it will look before applying it and using it up.
Thank you so much for this! Ive been playing the game and loving it, but it was pretty challenging for me. Ive wanted to show it to my sister (i think shed love it too), but if it’s hard for me it’d be impossible for her since shes not as good at video games. Now I can show her!
I think a area where you have a place to rest almost like being able to buy a hut where you can use seeds to create a farm for extra cash they could also be used for a quest or eating them to heal potentially and make it so you can edit your house i love games where the focus is adventure and intresting but theres always a place where i can go to chill calm down and just gather without worrying about healing finding loot it's just a peacful atmopshere
i love how he make's the game so balanced, and then he makes things that make the player's life way better with quality of life changes! like, it can be overpowered, but he will everytime find a way to make it balanced!
Just want to say as a father of a severe autistic child these accessibility features should be a standard. My daughter loves walking around open world RPGs - such as Breath of the Wild - but has no way to get "God Mode". Thanks for advocating it!
I started watching your devlogs meybe 6 moths ago - something like that and witch evry single one the game looks even cooler - even tho I never played it, fells like its time to check it out by myself
I think the assist options are a great addition. If you're implementing achievements, I think some should be tied to different combinations of the assists feature so you're motivated to change it up or may even feel encouraged to set it harder than it needs to.
Those features seem super fun to mess around with! It reminds me of the modifiers in Halo custom games. My buddies and I always turned the enemy difficulty all the way up and gave ourselves increased speed, damage, and health for maximum chaos. Looking forward to playing with the settings in Moonshire! Also, the details about your sprite sheets are really interesting. The layers are a really cool way to add more detail to the little fella! Definitely gonna be hunting down that blue dye when the full game comes out.
I do a similar dye system, but rather than more sprite sheets. I make the sprite sheet in monochromatic colors. Then apply an alpha mask to each part. Then you can adjust the colors of the masks.
I immediately just fell in love with your game bro. Definitely a must play. I encountered a slight bug on the lightning temple bugs. I believe it was the second to last platform that needed to be activated, and i stood on it and nothing happened. Left the area and came back and it kindof reset itself but just thought I'd mention it cause i thought i was doing something wrong. Also I just experienced all controls stopping, even pausing, after picking an orange doohickey in front of the chest with orange dye. BTW I think it would be cool if this wasn't a bug but a cursed weapon, just an idea. And the dyes should for sure have some kind of significance. Finding a clan of blueys or brownies that won't let you into their village unless you change color, or maybe a color to disguise yourself and fit in with enemies. Love the game though bro keep up the awesome work
Now that you have seperate layers for each section of the sprite, you could incorporate an armour system. It’d be a lot of work drawing the sprites but since you said you like the personalisation, I thought it’d be cool. You could keep it fully cosmetic as well. Maybe a few unlockable gloves / hoods, and even some rare eye types.
maybe you could add a ´´perfect dodge´´ when being attacked by enemies, and this causes them to go into the ´´dt/2 state´´ for about a second. Just an idea! Loving watching the progress and im excited for the full version!
I like the assist options but health and damage, in my opinion an easy mode toggle that just does stuff like that would help prevent people from just keep making their damage output higher
If I had to suggest something, I would suggest maybe making the charged attacks of the various weapons more unique. The base sword, great sword and spear are all the same. Other than that this game is great and improving rapidly!
I don't know how many sprites you have right now for handling all the dye colors, but maybe it would be a cool idea to use a single "grayscaled" sprite on the game and change the colors for each dye multiplying the color into the sprite. That way you could get a huge amount of color possibilities without needing to add a new spritesheet with a new color everytime.
I'm about 40 minutes into playing the demo on the Steam Deck, and so far it's been very fun! The combat and controls are very smooth and fluid, and the navigation is clear. I do wish we could change the control scheme on controller, because pressing X on the menu, and then not being able to exit by pressing B has gotten frustrating to deal with. If anything, just make inventory the Y button, attack/interact X, absorb weapon B, and dodge A. That just makes sense if you compare it to any other predictable control scheme for a top-down 2D game. Also, I found a small UI bug in settings: if you navigate down, then try to go back up to the top, you cannot reach the master volume using joystick/d-pad. Otherwise, this game has been pretty bug-free!
Assist mode is cool but it would also be cool if you could there just select predefined difficulty options, or a complete different "Level of difficulty" to start the game at first, not part of the game assist, similar to "Nightmare" mode in DOOM. More enemies, more difficult to kill etc.. the game is coming along super nicely, the fact you took out the time to separate all your sprite sheets just so one can customize each part different color shows commitment.. even to a part of the game that could come dead last.. This is cool, continously following (a)
Not a magic system type thing but maybe you could add a Buff type system? Sacrificing certain weapons give you different passive buffs. Torch could be something like the whole screen becomes visible in dark areas.
This is very interesting. I’m not sure if it’s a good idea or not tbh, but it is very cool from an experimental point of view. I fear allowing the player so much control over how they play the game could risk weakening the overall experience and make many design choices become null and void, but on the flip side I think it might really appeal to the modern gamer who’s often more obsessed with completion than how they get there.
Make it so, that you open up the assist window with a cheatcode which the players could find in a letter dropped by a flying pigeon if they die to often.
Make sure you add a “reset” button to the assist mode options
Yes!
Do that
Would be cool if there were unique dyes that aren't just colors, something like a rainbow that keeps changing or a red dye that gets weaker when you lose hp.
Utility dyes would be dope as rewards for defeating bosses or completing rare achievements as a sort of status symbol on top of the features it provides.
Yeah, terraria has some cool stuff like that
@@afishpersonyeah I got the idea from terraria 😂
Like terraria's special dyes?
@@snibo1024yeah
One really neat interaction I noticed in the Assist Mode options that didn't get explicitly mentioned is that if you turn down the overall game speed and turn up the player speed equally, it means that the player continues to move normally while enemies and everything else move slower, without the need for a separate "enemy speed" setting. That's super cool
You don't want to be like Quicksilver or The Flash?
You DON'T want to be like Quicksilver or The Flash?
Wait, You don't want to be like Quicksilver or The Flash?
You DON'T want to be like Quicksilver or The Flash?
but then you're having to interact with two sliders instead of one so more work to achieve the same thing.
Excellent update! Something you could do to reduce the number of spritesheets for the player (as I understand it, you've got one sheet per color) is to just have a white/grayscale spritesheet. Then, before drawing each part/layer, you can call love.graphics.setColor(r, g, b) to change the part to the specified color. Just be sure to reset it with love.graphics.setColor(1, 1, 1) - I've forgotten to do that before and it makes things look super wacky lol. That way, adding new colors and crazy dyes is a cinch.
Excellent work again!
This ^ I don't have experience with Love2D but you could also achieve this with GLSL/HLSL shaders if they are supported, and that would allow for a bunch of cool effects
I was also going to suggest a similar thing.
In one project I used a few different grey colours, 5 IIRC. Then replaced them when rendering. That way I could have multiple colours in each sprite.
I defined pallettes as a simple mapping from grey[i] to colour[i]
Not sure how you'd do that with Löve2D though. I haven't used it in literal years.
i also came here to say this lol. also, i use GameMaker and it allows you to draw part of a sprite. so you could draw the player's hand, then the weapon, and then the player's body; and you wouldn't need to split up the player's body parts into separate sheets. i don't know if Love2d allows you to draw part of a sprite though.
Gun in the assist menu
Every game eventually evolves into Crab Souls.
@@SamBateman Crab souls? I've never heard of that game
@@Kogarana1 Another Crab's Treasure-it's a Soulslike game that takes place underwater, hence the nickname Crab Souls. It also had a gun in the assist mode for journalists who wished to experience the story by beating all the enemies n one hit.
I must collect all the colors now
I already know ima mess around way too much with the assist options 😂😂 I've always liked the dyes so im stoked to try out new combinations! U should have more subs!
Bro me to
A combination of assist mode and dynamic difficulty is a great solution. Perhaps there could even be an assist option thay overrides dynamic difficulty, allowing for either extremely easy or extremely difficult gameplay, and everywhere in between. The newest of gamers and the most hardcore of keyboard warriors would both have their feast
"Yo, this game looks easy to code"
The game:
i really appreciate that you've added the ability to speed everything up as well as slow things down. feeling a bit too slow/sluggish is an issue i run into sometimes with open games like this, and while dealing with it really isn't That bad, the idea of making everything just a bit faster makes me feel better
Thanks for the update. Just wanted to say that your videos have inspired me to build my games in Love2D, and I really like seeing your code snippets. I have never used the assist mode in Celeste but I like that it exists and it's cool you've implemented your own into Moonshire.
@challacade
Hi there, i played your game. It was awsome, just i found a few bugs that i thought i cloud tell you to fix em. (There bugs were found in the cloud area during the lighting core quest)
1. When you fight the evil co-workers, when you fall into the void, the worker will follow you. Since its a death zone, the coworker dies and the platforms are unlocked. (The other waves get skipped, but they still spawn) The coworker still "lives" he can deal damage and die. When you die to him tho all the waves just disapear. You can get softlocked by that. The platforms dont move anymore.
2. Make "no respawn zones", like on a moving platform. When you fall you should respawn on the last "ground" you were on.
3. If you die make a new “character” which is the death animation, but immobile. Because sometimes the character just moves of the screen.
4. Make a Variable that checks if you died. Because sometimes it creates the see through player when you get hit, or roll. The Variable will make it so, that no new characters can spawn.
(The last to I added, and are suggestions. If they’re to hard, you don’t have to make them. Don’t worry I’m not calling you a bad dev, it’s an amazing game, better than I could ever make. Even tho I’m a new programmer myself!)
Great game! I am really enjoying this. Keep up the good work.
Leonardo
Thank you for playing, and the feedback!
Just wanted to say that this is the most inspiring, amazing, and interesting devlog I've seen in a long time. Thank you so very much :D
Thank you! 🤩
The customisation options are really good!I think it would be cool if you add a randomise option that chooses all colors randomly,Its a thing in several games so it might be cool.
The separation makes the dye system so much cooler, and every dye collected much more exciting.
I played your demo and I have some feedback:
1. Add more save points when fighting bossfights so you don't have to repeat large junks of gameplay.
2. Let us skip the boss intro cutscene once we've already seen it.
Great demo though, it was very fun and well polished.
UA-cam algorithm pushed your video to my homescreen, I don't know why but I am glad it did. The game looks very good and charming, I will definitly try the demo soon!
That’s a really creative way of handling game difficulty! Me personally though, I absolutely LOVE it when games reward you for playing on harder difficulties. You could definitely achieve this a couple ways: The first way is by adding “difficulty presets” to the assist mode, which the player could change from at the creation/mid game. You could also make it so they could “lock” their difficulties which would make it so they could get more rewards depending on the challenge of the difficulty. Secondly, you could also make it so the “assists” they set correlate to difficulties.
I think it would be easier for the player in the customization to have each part be its own tab, where then you pick the color you're applying the dye to instead of the janky check boxes.
Another idea: using the same code from the game speed, you can make a spell when giving up your weapon, you can slow time by 50% and move at a normal speed :)
That's a cool idea!
Clothes cosmetics dye is great but I think if the eyes changing color played into the story or something with boosted stats or something, that could really highlight changes that have happened to you as a character along the way. Great job so far!!! Love your dev logs!!
I think it would be a good idea to make fences at the edges of the waterways. Similar looking to Minecraft but with randomly placed gaps in between. And also diagonally not connected like in Minecraft.
Third idea: maybe make a dye called invert that you get from beating the game without assist mode. It, like its name suggests, inverts the colors of your character's selected body part.
i love how the customization looks would make some insane combos and make some sick characters
I love that you're taking inspiration from both LoZ and Kirby for this game. Just hearing the music made me nostalgic for Nightmare In Dreamland. Can't wait to see the final product!
Like always, such I well done video, game and inspiration!
I cannot wait to be able to play this game, I've learned so much about game design just by following and paying attention to your work. This is truly a labor of "love". I very much look forward to the release!
One small detail you might have missed is that in case the character is holding the weapon in the right hand tand the player is facing right direction the weapon should be in front of the head i know it's a minor detail and it look great the way it is right now but you know...
Just finished going through every devlog available so far, and seeing the progress here is such a delight. The new customization options are so much fun, too! I was sold the second I realized that even the eyes would be available for customization. Excited to see progress continue on this game. I've seen these devlogs on youtube before, but this is the first time I stopped to watch them. Certainly don't regret it
This game has come so far and is looking absolutely awesome. Love the name too. One other benefit of separating those layers is that you can add occasional blinking of the eyes by just turning them off and on randomly to give the player even more life.
Amazing work!
Nice video. Those speed options are going to be excellent for those who want to complete the game 100% and have to re-play the game.
These cumstomizable difficulty options are really brilliant! It could benefit both the beginners and experts alike.
For the dye system, it would be cool to have a preview of what your character will look like before using the dye. You could allow the player to select all the dyes on each part (as you did already), and then have confirm / cancel buttons. Only if the player clicks confirm, the changes happen and the dye is consumed. This will allow the dye to be a one time use item, while still having the convenience of previewing how it will look before applying it and using it up.
Just played the demo and honestly I can't wait for the full game. Fantastic stuff, easily in my top 5!
I just test the demo and wow your game is amazing, can't wait for the full version.
I'm learning Lua and using Love2D, your videos and tutorials have been super helpful. Can't wait to see your full game release.
Genius move to include the game speed in the assist settings. It also means players can make cool slow mo effects for video.
Thank you so much for this! Ive been playing the game and loving it, but it was pretty challenging for me. Ive wanted to show it to my sister (i think shed love it too), but if it’s hard for me it’d be impossible for her since shes not as good at video games. Now I can show her!
i love to watch these dev logs and i check the game from time to time myself and its really cool :)
I think a area where you have a place to rest almost like being able to buy a hut where you can use seeds to create a farm for extra cash they could also be used for a quest or eating them to heal potentially and make it so you can edit your house i love games where the focus is adventure and intresting but theres always a place where i can go to chill calm down and just gather without worrying about healing finding loot it's just a peacful atmopshere
I loooove the assist options, they will let us have fun just messing around! Great addition
Love to see the way you build and problem solve for your game :) excited to play it once it's out
You will never lose with this update
idk why but this cideo is what convinced me to try out the demo... i've been following your videos for almost a year now
Love the game. I will definitely play it.
A good story is what put game in legendary now a day's
I get more excited each devlog! Keep up the good work, man!
Man, I remember looking up how to make a zelda like game more than a year ago and finding this devlog. Amazing work man!
i love how he make's the game so balanced, and then he makes things that make the player's life way better with quality of life changes! like, it can be overpowered, but he will everytime find a way to make it balanced!
luigi skin needs to be in the game.
Just want to say as a father of a severe autistic child these accessibility features should be a standard. My daughter loves walking around open world RPGs - such as Breath of the Wild - but has no way to get "God Mode". Thanks for advocating it!
you are a cool dude! rooting for your game. thanks for putting the music in the description too.
I all ways love watching your videos it gives me joy the game looks even better
I think the coloring is a very cool idea - I will never forgot unlocking the blue/red armors in Ocarina of Time!
I started watching your devlogs meybe 6 moths ago - something like that and witch evry single one the game looks even cooler - even tho I never played it, fells like its time to check it out by myself
I played your demo on steam a couple times. Awesome job. I've been learning Unity, Asperite, C# and its hard!
I think the assist options are a great addition. If you're implementing achievements, I think some should be tied to different combinations of the assists feature so you're motivated to change it up or may even feel encouraged to set it harder than it needs to.
A battle royale in this art style would be sick
Those features seem super fun to mess around with! It reminds me of the modifiers in Halo custom games. My buddies and I always turned the enemy difficulty all the way up and gave ourselves increased speed, damage, and health for maximum chaos. Looking forward to playing with the settings in Moonshire!
Also, the details about your sprite sheets are really interesting. The layers are a really cool way to add more detail to the little fella! Definitely gonna be hunting down that blue dye when the full game comes out.
OOOOH BLUE DYE ACQUIRED
Loving the code snippets in the last vids! Would be awesome to have an overview on how you structure this cool project
This game looks really cool! Love the ideas here, good devlog!
You should add a simple character customizer at the start. I get more attached to characters if I design them
The movement speed adjustment option is genius.
Cool additions, I'll definitely want to add these to my game as well!
being able to mix and match the dye colors is so fuckin awesome
I can't wait to play this! I'll check out the demo later today
I do a similar dye system, but rather than more sprite sheets. I make the sprite sheet in monochromatic colors. Then apply an alpha mask to each part. Then you can adjust the colors of the masks.
Awesome as always! I would love to see a Rainbow Dye like from Monster Hunter. It is given to players that managed to beat a very hard mission.
I immediately just fell in love with your game bro. Definitely a must play. I encountered a slight bug on the lightning temple bugs. I believe it was the second to last platform that needed to be activated, and i stood on it and nothing happened. Left the area and came back and it kindof reset itself but just thought I'd mention it cause i thought i was doing something wrong. Also I just experienced all controls stopping, even pausing, after picking an orange doohickey in front of the chest with orange dye. BTW I think it would be cool if this wasn't a bug but a cursed weapon, just an idea. And the dyes should for sure have some kind of significance. Finding a clan of blueys or brownies that won't let you into their village unless you change color, or maybe a color to disguise yourself and fit in with enemies. Love the game though bro keep up the awesome work
Thank you for the feedback!
Now that you have seperate layers for each section of the sprite, you could incorporate an armour system. It’d be a lot of work drawing the sprites but since you said you like the personalisation, I thought it’d be cool. You could keep it fully cosmetic as well. Maybe a few unlockable gloves / hoods, and even some rare eye types.
I was looking for an good pixel art game and I found it. I am now play it for the first time but it lokks amazing!
alternative head customization with wizard hat would be sick
i think it would be cool if when your switching the characters color it zoomed in on the player and spun it around kinda like when customizing a mii
As already said, make sure to add a "reset" button. Then it could be cool to add a game mode in which all the settings are set randomly!
maybe you could add a ´´perfect dodge´´ when being attacked by enemies, and this causes them to go into the ´´dt/2 state´´ for about a second. Just an idea! Loving watching the progress and im excited for the full version!
My guy you are amazing, much love from 🇳🇬
hey bro I played the demo (until it froze on me) and your game is really fun being able to break weapons actually feels good unlike in BotW good job
I really hope you get to release this game to everyone even console players
love the player customization!
I like the assist options but health and damage, in my opinion an easy mode toggle that just does stuff like that would help prevent people from just keep making their damage output higher
i love that game art for the logo for the game on steam
If I had to suggest something, I would suggest maybe making the charged attacks of the various weapons more unique. The base sword, great sword and spear are all the same. Other than that this game is great and improving rapidly!
I don't know how many sprites you have right now for handling all the dye colors, but maybe it would be a cool idea to use a single "grayscaled" sprite on the game and change the colors for each dye multiplying the color into the sprite. That way you could get a huge amount of color possibilities without needing to add a new spritesheet with a new color everytime.
This vid is good 🎉🎉🎉 (or at least half of it, just started watching)
I feel adding minecraft dungeons style multiplayer could add another layer of fun!
Added this game to my wishlist on Steam!
I'm about 40 minutes into playing the demo on the Steam Deck, and so far it's been very fun! The combat and controls are very smooth and fluid, and the navigation is clear. I do wish we could change the control scheme on controller, because pressing X on the menu, and then not being able to exit by pressing B has gotten frustrating to deal with. If anything, just make inventory the Y button, attack/interact X, absorb weapon B, and dodge A. That just makes sense if you compare it to any other predictable control scheme for a top-down 2D game. Also, I found a small UI bug in settings: if you navigate down, then try to go back up to the top, you cannot reach the master volume using joystick/d-pad. Otherwise, this game has been pretty bug-free!
Thank you for playing the demo, and the feedback!
Just remember, when using delta time, things like acceleration is tad more difficult to compute, you can't just multiply by dt
Awesome i really wish all games had this level of customisation. It always feels strange if you only have a set smount of colour options
Assist mode is cool but it would also be cool if you could there just select predefined difficulty options, or a complete different "Level of difficulty" to start the game at first, not part of the game assist, similar to "Nightmare" mode in DOOM. More enemies, more difficult to kill etc.. the game is coming along super nicely, the fact you took out the time to separate all your sprite sheets just so one can customize each part different color shows commitment.. even to a part of the game that could come dead last.. This is cool, continously following (a)
I swear i really openned youtube at my TV and said “wooooooooow he uploaded a new video!!!” Haha
Not a magic system type thing but maybe you could add a Buff type system? Sacrificing certain weapons give you different passive buffs. Torch could be something like the whole screen becomes visible in dark areas.
This is very interesting. I’m not sure if it’s a good idea or not tbh, but it is very cool from an experimental point of view.
I fear allowing the player so much control over how they play the game could risk weakening the overall experience and make many design choices become null and void, but on the flip side I think it might really appeal to the modern gamer who’s often more obsessed with completion than how they get there.
Make it so, that you open up the assist window with a cheatcode which the players could find in a letter dropped by a flying pigeon if they die to often.
Speedrun at max speed and game speed gonna go crazy
Your videos are really inspiring man
Nice job, I am very inspired by your content
some other good assist options (totally not stolen from spider man 2) is enemy health, player health, auto heal, etc.
Congrats, you have a UA-cam game recognize thingie
I love the new update keep up the good work