This instant feedback and update loop within the first month is incredible post-release support. Take a bow, honestly. The alert for unblockable attacks makes the game _so_ much better and isn't something you would think of without a ton of different skill levels testing your game in the wild.
I am very impressed with the solution he applied to the unblockable attacks, it's just an amazing game design detail that improve the experience so much! I felt that in the two short clips in the video, imagine while playing!
unfortunately, if u make games in godot u couldn't released that game on other platform besides pc, and there is no marketplace assets, so u need to do all by urself, and there is not much tutorial about it, and sadly in current version 3d game is not as good as unreal engine even unity. but u can make good 2d games by using godot. (source: ua-cam.com/video/zHSr9VETfdE/v-deo.html)
@@aryantzh2028 Firstly what is this responding to. Secondly, I do admit that there are fewer free ports that handle controller support such as unity and unreal's system, Godot still has quite a few ways to implement controller support. Thirdly the new 4.0 beta patches most of the 3D issues that Godot has, adding new default shader materials, annotated async, and GPU-based particle collision which is a gift from god.
I worked as a tester for a while and one thing to bear in mind is "Developer Difficulty". During development you play the game so much and have such a deep understanding of how everything works, it can make it really hard to judge how difficult your game really is. After a few hundred hours of playing the same section of a game over and over, I could breeze through it with my eyes closed. The experience is totally different for a first time player going in cold... and bear in mind the average player is probably never going to spend as much time playing the game as you did during development.
Hey! Someone that gets it instead of blurting out idiocies like "giT gUd nOoB!!". Also, to all the developers out there: these "beginner's trap" mechanics where something unpredictable and new instantly kills your character with no chance of avoidance aren't fun. There's literally no way to avoid them or know about them before you experience them and it just feels like a cheap cheat to artificially increase difficulty or length/content of the game.
Absolutely! It's also easy to underestimate how much understanding of a few key concepts can be transformative of the difficulty of understanding something. For instance, imagine how hard it must have been to understand hygiene if you don't have a broad awareness understand of what bacteria are, how spread, or that they even exist. Nowadays that knowledge can seem so foundational it can be tempting to think of people in the past as somehow deficient, but they weren't. In evolutionary terms nothing has happened and they were pretty much exactly as smart as we are now. They just couldn't know what hadn't yet been discovered. The difference between people in the past and people now is much the same as between a developer and a newbie player. When developing systems (games or otherwise), even if, as a developer, you're only average at games in general (and I suspect that the typical developer is towards the higher end), the knowledge you possess about your game's systems, both mechanically and philisophically, gives you a massive advantage over a beginner. Because you have a cohesive and holistic perspective of what your product is and does, and how its meant to be approached.
Damn my first game is called "cracked" on steam. And it has 0 sales bcs its a total trash. When i came back to it i cant complite the game anymore😂... so i agree
But the reverse is also true. There are plenty of games that have a “super ultra unwinnable nightmare” mode that the devs swear only has a 1% success rate. But then a year later it’s a well known speedrunning category with half player base boasting a badge for completing it. Nightmare difficulty on Doom. Haz 5 on DRG. No hope on B4B.
The number one contributor to performance in UE4/UE5 is actually real time shadows. You should consider turning them off for anything that isn't directly on the arena. And offer a shadow quality option in the video settings. EDIT: The instruction videos can be fixed by changing your video codec to VP9 or AV1
I didn't see a Resolution Scaling option in the Graphics Settings in the video as that could also open up the option for people to say play with 720p render resolution but upscaled to 1080p so its their monitors native resolution, also there is probably a lot you could do to improve the performance hit for the crowd so people don't have to disable it completely like doing the movement with the GPU not CPU and disabling shadows etc if they are on (could switch the Disable Crowds to a Crowd Quality setting to allow for multiple improvements).
I can't see why shadows would cause bad performance since there isn't a whole lot going on here (draw calls). If there is any slow down for a game like this, it's has to be a problem with the code/blueprint (too many ticks running?)
I can always appreciate a developer who fixes his game. For issues.Many AAA studios don't do that of some reason.. Awesome video and good luck with your game.😁
@@LordTrashcanRulezYeah, AC Unity in the launch was full of bugs but after they fixed those almost everybody quit playing the game. The same happened with Cyberpunk 2077
I really like how the puppet boss is harder and more random. It's a bit creepy but when it appears you can hit it immediately and defend yourself. This is so cool because it forces you to be braver to win against a more creepy boss.
@@Decager multiplayer is hard, it makes each code thinking about more than 1 person, for example, for cameras, the player has his own camera to see everything, but if another player gets in playing, he must get his own camera, the problem is that there might be now 2 cameras at the same time and game won't know which to render, so basically you need to do more job for a simplistic thing as cameras, it's just an example, but yeah, give it a try thinking what to do if in your game you were accessing to enemy's health trough the game scene, in multiplayer this couldn't be done since players are spawned only when joined to the server (which means they don't have access to the scene), multiplayer makes something that is easy, hard, not being to deep but also there is something called server and client authority, basically, should we trust everything a player sends? What if he hacked the game and changed the box abilities in runtime, as it Is client authority based, no one would know if he is cheating, so, multiplayer is way too HARD, need to think about all this things just at the beginning of the game, at this point I don't think he would be adding multiplayer to the game since he should rewrite the entire code, is just not that profitable
@@ElMoy There is so much freaking hurdle when developing a multiplayer game, and u choose to first talk about cameras, which.. really isn't difficult to handle?:p All those things u said are a hurdle. Quite annoying, cause u need to think about more and some weird interactions but nothing particulary difficult. It just takes some time and test loops. However, getting your online run at the first place, managing buffering, syncing, player to player interactions. These are difficult to manage. For example, there is a delay between u pressing block and the other player pressing attack. For you, u pressed block first. For him, it was his attack. What will register?
@@fIayff well, of course if player works as client and server then it will read the host first, if it's any other player then it will register the first one who touched the key, you could work with client prediction for things like that, the real pain of the ass is having to think much more than in a single player game
I think a multiplayer mode would add a lot to the game, since this is a really cool concept for a party game, I can imagine game modes where you and your friend need to fight with special effects likes blurry vision, no health bar, no adrenaline. It would be cool as hell.
Plus multiplayer for this type of game shouldnt take that much work to be honest. Because od UI and lobbies perhaps 2 months but I would say less with full time.
I’m glad to see that your game is doing good. I started watching videos when you first started creating this game and it has been cool to see the progression of it.
As someone who is just starting a game development journey and learning about game design, I can see the work you put in. The visual and auditory feedbacks, the scenarios, the different mechanics, the progression, just from this video I can see how much thought you put into the game and that's awesome and very inspiring.
Ponty : “I know it could be very hard, but I really hope 10k copies can be sold in one year.” The community : “Did he say one month ? I think he said one month.”
Something you should consider is having some sort of logger that reports any errors in the game that way players can upload a file to you for you to debug
Definitely don't let the casual audience lead you astray from your vision too much. Sometimes people will just expect to be great at every game straight out of the gate. This feels like a game that would do well having a bit of a learning curve to it. If you listen to every negative piece of feedback and adjust accordingly, you will be appealing to the lowest common denominator. Not everyone will be great at this game, and that's the way it should be imo. Though with that said, it shouldn't be overly hard either of course.
The most important thing is providing a dynamic challenge, not a bad, uninteresting, or unfun challenge like a series of dice rolls or frame perfect inputs
Absolutely killing it my friend. So cool to see this grow into what it is from like two years ago. Your videos are one of the biggest reasons I decided to dive into game development myself. Changed my major and haven't looked back. Doing my first jam this week :) Thanks a bunch for putting yourself out there. I hope you meet all your goals and make some incredible games on Godot
Mate I'm really happy to see you are receiving the well deserved positive feedbacks. You worked a lot and really hard to create this game and it is in my humble opinion beautiful to be done by a single person. Moreover I want to ask you a question. Can you do a reaction of youtubers playing your game. It would be fun to see it :)
Great devlog, it's nice that you keep updating and fixing the game after launch! Also hyped to hear you're gonna move to Godot, as it's my engine of choice :D
Especially with Godot 4 coming up soon. It is out of beta, release candidates are the current phase. It could still take like 3 months or something but that is just to set a time frame. I've used the alphas/betas for quite a while and it is gonna be great, some things I've wished for are finally there.
Sound engineer here. Mixing and mastering are sometimes confused but they are both important. Mixing is when you change the volume levels and add effects like reverb to bring out the most of each instrument, making sure you can hear each one clearly relative to each other. Mastering is when you change the overall bass / mids / treble and add compression / limiter effects to the ENTIRE song rather than individual instruments, with the goal of making the song as loud and clear on any sound system as possible, whether it's through phone speakers, nice headphones, or massive auditorium speakers. Many people listen to music in the car, so always listen to your songs through car speakers before release.
I agree with this definition, will simplify the definition of mastering to be "the preparation of a song for distribution" using master buss compression, aka making your music sound as loud as other relevant songs in the field (usually measured in LUFS. For energetic beats I aim for -9 LUFS, for something more dynamic or acoustic they'll be a little quieter around -11 LUFS). >Basically you compress the master to make it louder then EQ it till it sounds good again, then pass it through a limiter or clipper and measure the LUFS< Or tbh just hire someone to do it!
@@MadGaming10 The moment a sountrack is available on streaming platforms I can imagine that many people will listen to it in the car. I listen to a lot of soundtracks in the car and I can tell you Toby Fox's music sound like ass xDDD But it is still poppin
I'd never heard of this game, unfortunately, but now that I've seen this video it instantly went on my wishlist on Steam, it looks so fun! I'm buying it as soon as I can, keep up the great work.
Such an inspiration ponty. So happy for your success. Thanks for being someone I can look up to and letting me know game dev is possible for a lil indie. You’re awesome homie!
I loved this game it was challenging and tested me to my limits but after 25 hours I got the ivory belt and 100% the game. We'll done Ponty for this great game.
I enjoyed that you added this video to the game development series. It's a good reminder that game development in this era isn't over when it becomes purchasable on Steam. Congratulations on the game's success! You have earned it.
I'm late to the party but I just watched through your whole UA-cam channel in a week! It was amazing seeing the progress you made over the last couple years. You have inspired me (and I'm sure a bunch of other people) in a big way, congrats on getting your game out there!
Ur wrong on so many levels here. The amount shouldn't depend on the time taken to make the game. I could take 10 years to make a flappy bird and then put it out for 100 dollars by your logic.
@@kingbling7571 Understandable, but I believe in this circumstance it is genuinely fair. If you've been watching all the devlogs since the start, you'd understand the hardships he went through to create the game, such as even going homeless at one point, if the majority are OK with spending $15 then that's that.
@@kingbling7571 as someone who's worked as a freelance web/app designer and web/app developer, he actually has somewhat of a point. Yes, the game should partially be valued based on time of work that went into it. If he spent 3 years working on something, then 15 is a very fair number, especially if the game has at least a few hours of playtime. But of course, spending 10 years on a game does not equal that the game is worth 100 bucks unless the game genuinely has a level of content that's far beyond even triple a games. Games aren't made in a factory on a belt, making games is expensive and creating them, especially on your own when you're not only focussed on pushing out game after game year after year, take a lot of sweat, tears and a massive amount of varied skills (3d modelling, coding, animating, marketing, and so on and so forth) A balance has to be found between the amount of work you've put in, and the amount of content it contains. In the end, a game is a luxury, you don't need it to live, but it's a great entertainment when you do. Just my take on it. But saying that he shouldn't ask for a certain amount because the time of work it took to create said thing is the opposite of the truth (to a certain degree, again, can't go asking 200 bucks for a game just because you've spent a quarter of your life creating it)
People have gotten spoiled with 'freemium' games. But those games only work with a massive team behind them. This game could work like that but then all the skins would have be microtransactions so he can make any kind of profit. Plus, people still wouldn't be happy. The price is fine and leaves some wiggle room for some juicy sales.
To develop an indie game as polished as this while uploading Devlogs regularly on UA-cam takes a lot of time & effort as a single person so big ups to you & great to see the success this game has achieved (so far). I think I speak for a lot of indie devs when I say that it is our dream to develop-publish an indie game like this & create such a huge community of great devs & players! :D
Hats off to you. From a fellow game dev working on his first game also soon to come on Steam. I reviewed your game and bought it while it was still on sale at first. I also gave some constructive criticism and I’m glad you heeded the advice about stars. I have now updated my review on the game to a hearty recommend. Hats off to you and hope your game dev journey continues to pay off!
This is great! Respect, both informing your player base of that you're doing and getting new players to see the game for the first time is really nice!
I'm learning Godot right now, so I actually pogged when you mentioned you're picking it up lol. Congratulations on your success, you really deserve it for all your hard work and honesty with your community, I'm happy for you! You're honestly an inspiration for me and many other indie game devs!
Interesting, I love it! First time hearing about the game/channel and it’s amazing to see you go through the issues you’ve faced and solutions you’ve come up with, I’m glad you’re smashing your expectations And I’m sure with the 700k+ views it got even better :) Keep up the amazing work!
It's awesome to see you updating and supporting the game post-launch. It's awesome that you're taking in players' feedback and working to fix all those bugs you couldn't find in development. It's something that even big studios don't seem to do very well, leaving bugs unresolved for months after launch (if they're even fixed at all).
Your humility is admirable. To go directly to the negative reviews in an attempt to correct them simply shows your future successes are more than likely.
I have to say that I love your videos, it felt like I took an adventure with you while watching your videos and the quality of your videos are great and exciting. I was very excited to see the final result, and it turned out better than I expected it would. also it is crazy how good it is for the first game. good luck you got well deserved new subscriber and I want to wish you good luck with your future projects❤
11:04 The Steam Deck itself is a dev kit. You just have to go to Desktop mode and download a build wherever you upload it and that’s all you need. For reference in the future, making a Linux build of whichever game you’re working on is a good way to guarantee that said game runs well since it’ll be played natively.
This game looks so fun - I feel like keeping it fresh and fun down the track could maybe be having like stats for your guy where newer gloves and hats gives you more power, more adrenaline and agility. Then you could make your bosses harder again in ways but then your output of your guy is better based on your items you’ve unlocked.
You definitely should teach a "Developing for Dummies on Steam" course. You're explanations and responses to feedback are spot. I just used up my Monthly game budget on No Man's Sky, but this is for sure my next purchase!
This was a really great video. Gives us a little insight to some of the release challenges you faced. Thanks for sharing! Really interested to see what you've got planned next.
I've been following the development of this game for a long time and I am extremely happy to see it out there. You've improved every aspect of your videos in the last 2/3 years and I'm happy for the deserved success you got man. Keep up the good work.
I'm seeing this shortly after being reacquainted with Def Jam Fight for NY and this looks similar to that and Fight Night with an obvious dash of Fall Guys animation. I'll def be getting it when it's on sale! Seriously though, this work is really impressive. I hope you stick with it because it seems like a worthwhile passion of yours.
This is so cool. I remember watching you a little over three years ago when you were this small 1k subscriber channel, who was slowly growing to and through the quintuple digits. Now you’re an established indie dev. Good work.
Dude, you’ve been great with this game and I hope that you keep making this type of content, it’s inspiring to see someone making something like this by themselves.
As someone who's getting into 3D Modelling & Animation, I really like how you made different opponents with just 1 main body. It's always best to reuse assets whenever possible to both lower the lag output within a game AND to ensure you meet deadlines at a faster pace. May try to recreate that Boxer Body myself when I've gotten good enough at Blender to test my skills.
Congrats!. Honestly I think the price was more than fair. There are plenty of games with far less polish sold for more *cough Skatebird *cough. Looking forward to seeing what you come up with next.
Congratulations for the release and the success so far. Wishing you to surpass that 10K target by far, your game looks amazing. The DevLogs are a real inspiration.
If you decide to do "infinity-mode", you should try to experiment with power-ups at certain levels. Let's say after beating 5 opponents, the player can choose between 3 power-ups. These power-ups could then be good/neutral against different types of future opponents. This would make the game mode different each time it is played. Anyway, just an idea I got, haven't tried the game but I really liked following your progress.
I finally got it working today on my Steam Deck (it didn't even start in the beginning) and I've been really enjoying the game through my first playthroughs. I'm horrible at the game but enjoying the learning process.
This is so sick! I think videos like this could unironically contribute to more sales, you’re giving a fun peek behind the scenes and are just generally interesting to listen to. Great stuff, hope you absolutely smash your goal! :)
I have no idea how this get to my recommendations, but I'm glad it did. Very interesting video and your experience overall. I wish you the best of luck 🤝
I actually have another cool idea for the star system. It sounds like a lot to do (and it definitely is) but what if you can unlock bonus leagues with newer more challenging fighters? Another cool thing you can do which I think is actually cooler is make it so that when you collect every star in a league, you have access to a harder version of it kind of like punch out's title defense mode, where each boxer re-matches you with a harder difficulty! Idk, but I would at least like you to consider either of these. Really good game btw! Worth the wait.
Wow this sounds like a tough time, with all the troubleshooting and bug fixing. Huge props to you man for staying so on top of it every single day. Personally I think with maybe a new mode (infinity, “arcade”, zen, etc..) the game would really come alive for a lot of those people who initially left negative reviews. Sometimes having only one way to play a game can restrict it to a narrower audience. Still though, great work on everything!
I didn’t really think the puppet was that unfair. I had the most trouble with hurrican to fight. Other than that I think the enemy balancing seemed pretty fair across the different fighters. Also I got most of the achievements was satisfying to work hard to get some of them. Great game keep up the great work
Honestly I am dissapointed with the players who disliked saying it was "too unfair" or "star system sucks" while some fixes were great, some other fixes like removing the stars to progress hurts the progression a bit and Ponty is no musician.
@@chillbizz74 I can't belive some people were complaining that the character you have to keep your distance from would beat you if you got too close... absolute losers playing the game. He should have tips before each fight giving light hints on how to deal with their strongest tools.
@@jonathanhoward1499 Kind of yeah but you ever heard of a beloved Nintendo game that the fans love except for Nintendo? Punch Out! It's a boxing game that focuses on trial and error, while Doc (your coach) gives small tips like like watch out for this move or whatever. The game can actually be very unforgiving with some fights but that is on purpose to force yourself to learn how to beat them like figuring out you can instantly knock out one of them by timing a star punch well, it encourages you to keep playing and that's what a game developer's job is to do (to encourage you to keep playing their game and make it to the end)
@@jonathanhoward1499 Yeah and honestly I don't care if speedrunners get angry that they can't cheese the bosses anymore it forces them to actually play the game
It's for the better that the Verified badge is so strict. It's supposed to be the Deck's official library of sorts, and things are supposed to be convenient and automatic like on a console. So when it asks for the name it really should open the keyboard for controller or Deck users
I really enjoyed the game even if it's way too hard for me. I'll have a look at it again now that the stars are not mandatory to progress through the championships. Congratulations for your well deserved success.
For some reason, I completely forgot about this game existing. I stopped following the development months ago for some reason and that was quite undeserved. Tonight, I had a really complex dream and I don't remember anything of it aside from this game being mentioned. This person told me about the game releasing, and I responded with saying that I followed this game's development for years. Then, 10 minutes ago, I saw the notification of this video and immediately realized everything. Conclusion: Doctor Strange 2 is real. Edit: minor spelling mistakes
Always thought about playing around with game dev. Seeing videos like this make me feel like: everything is possible. You picked a simple idea and kept small scope and still made an amazing game. Congrats man
3:45 that sound he made when teleporting back sounds like the sound used in the game Rec Room, and the quest isle of the lost skull when you kill a skeleton, what a coincidence!
The game is amazing! Bought it like an hour later after it came out and I had a blast, but the worst thing was that: I played the demo alot because I was super hyped, meaning I beated the game under like 3 hours (sad). But what I would like the most is to update the versus mode, the menu literally doesn't work and most of the times just soft locked me, and I would like to see some variaty in the maps. Otherwise the game is super cool and I fell in love with it as soon as I saw the first devlog! GGs
The price is fair. You put your time and effort in, and if people want to play, they pay that price. Also, since this is more of a controller game, it's really hard to play. I can't even get past the tutorial with a mouse 😅. So I need to wait until I can buy a controller to play.
Are you using any kind of crash reporting or crashlytics for your game that will auto submit crashes or errors that happen in game? It's a great way to get information and statistics on all the bugs that happen in the game. Helps a lot to track down the problems as well Awesome job on the game! I hope it will sell well!
Robin, he did this all alone instead of the usual team of developers which means he had to all this alone. The amount of time a solo dev has to give up is insane. The price is completely justified
@@DylanSzerlip-ce2uw so because he is working on it alone istead of with a team the price is ok? u know a team cost insane amount of money so would make sence for it to be higher. To me 10 euro's is good but if the dev wants you to wait for sale so u can buy it is also fine
this is so inspiring.. ive always wanted to make a game, and as an artist for a living, i know i can easily do the visuals. but every time i try to learn coding, for example C# in Unity, I get thrown off by how difficult it is.
I've been following your game since you started development, and to me, the "final" result is really well polished for the scope/budget of the game. I'm making a beat em up game and would really love to see a beat em up version of this game (where you are walking around levels with many enemies). A beat em up with this exact combat system could be really fun. I think all you needed to change with the big enemy attacks was to telegraph the attacks with the windup/startup animation frames. Alerts in combat systems is an unfortunate dumbing down of combat in games where you reduce the combat to reacting to an onscreen prompt instead of learning the enemy animations and reacting to that instead.
The amount of love you're throwing into this game. Absolutely deserves it to be top Indie game of the year. Give or take more n more updates or maybe some new bosses. 🤔 I'd love to see your game blow up more than what it already has
This instant feedback and update loop within the first month is incredible post-release support. Take a bow, honestly. The alert for unblockable attacks makes the game _so_ much better and isn't something you would think of without a ton of different skill levels testing your game in the wild.
I am very impressed with the solution he applied to the unblockable attacks, it's just an amazing game design detail that improve the experience so much! I felt that in the two short clips in the video, imagine while playing!
unfortunately, if u make games in godot u couldn't released that game on other platform besides pc, and there is no marketplace assets, so u need to do all by urself, and there is not much tutorial about it, and sadly in current version 3d game is not as good as unreal engine even unity. but u can make good 2d games by using godot. (source: ua-cam.com/video/zHSr9VETfdE/v-deo.html)
@@aryantzh2028 Firstly what is this responding to. Secondly, I do admit that there are fewer free ports that handle controller support such as unity and unreal's system, Godot still has quite a few ways to implement controller support. Thirdly the new 4.0 beta patches most of the 3D issues that Godot has, adding new default shader materials, annotated async, and GPU-based particle collision which is a gift from god.
His humility is what makes him a success.
As long as you take constructive feedback and actually use it, you'll have nothing but success. It's just so rare to see an attentive dev these days
I worked as a tester for a while and one thing to bear in mind is "Developer Difficulty". During development you play the game so much and have such a deep understanding of how everything works, it can make it really hard to judge how difficult your game really is.
After a few hundred hours of playing the same section of a game over and over, I could breeze through it with my eyes closed. The experience is totally different for a first time player going in cold... and bear in mind the average player is probably never going to spend as much time playing the game as you did during development.
Hey! Someone that gets it instead of blurting out idiocies like "giT gUd nOoB!!".
Also, to all the developers out there: these "beginner's trap" mechanics where something unpredictable and new instantly kills your character with no chance of avoidance aren't fun. There's literally no way to avoid them or know about them before you experience them and it just feels like a cheap cheat to artificially increase difficulty or length/content of the game.
Absolutely! It's also easy to underestimate how much understanding of a few key concepts can be transformative of the difficulty of understanding something. For instance, imagine how hard it must have been to understand hygiene if you don't have a broad awareness understand of what bacteria are, how spread, or that they even exist. Nowadays that knowledge can seem so foundational it can be tempting to think of people in the past as somehow deficient, but they weren't. In evolutionary terms nothing has happened and they were pretty much exactly as smart as we are now. They just couldn't know what hadn't yet been discovered. The difference between people in the past and people now is much the same as between a developer and a newbie player. When developing systems (games or otherwise), even if, as a developer, you're only average at games in general (and I suspect that the typical developer is towards the higher end), the knowledge you possess about your game's systems, both mechanically and philisophically, gives you a massive advantage over a beginner. Because you have a cohesive and holistic perspective of what your product is and does, and how its meant to be approached.
@@themonsterunderyourbed9408 💀 just actually get good homie
Damn my first game is called "cracked" on steam. And it has 0 sales bcs its a total trash. When i came back to it i cant complite the game anymore😂... so i agree
But the reverse is also true. There are plenty of games that have a “super ultra unwinnable nightmare” mode that the devs swear only has a 1% success rate. But then a year later it’s a well known speedrunning category with half player base boasting a badge for completing it. Nightmare difficulty on Doom. Haz 5 on DRG. No hope on B4B.
The number one contributor to performance in UE4/UE5 is actually real time shadows. You should consider turning them off for anything that isn't directly on the arena. And offer a shadow quality option in the video settings.
EDIT: The instruction videos can be fixed by changing your video codec to VP9 or AV1
I didn't see a Resolution Scaling option in the Graphics Settings in the video as that could also open up the option for people to say play with 720p render resolution but upscaled to 1080p so its their monitors native resolution, also there is probably a lot you could do to improve the performance hit for the crowd so people don't have to disable it completely like doing the movement with the GPU not CPU and disabling shadows etc if they are on (could switch the Disable Crowds to a Crowd Quality setting to allow for multiple improvements).
A lot of older hardware might not render av1 or vp9 tho?
@@cyano3d you can set fallback media in blueprint
I can't see why shadows would cause bad performance since there isn't a whole lot going on here (draw calls). If there is any slow down for a game like this, it's has to be a problem with the code/blueprint (too many ticks running?)
I can always appreciate a developer who fixes his game. For issues.Many AAA studios don't do that of some reason.. Awesome video and good luck with your game.😁
Actually they do, most people just stop playing after the first couple of weeks so they don't notice.
@@LordTrashcanRuleza AAA game also is a lot bigger, and thus has thousands of possible bugs.
@@LordTrashcanRulezYeah, AC Unity in the launch was full of bugs but after they fixed those almost everybody quit playing the game. The same happened with Cyberpunk 2077
@@giulio_0062 Cyberpunk hit its peak player count months after launch though, and it's still going strong even without any major updates.
Every game dev fixes bugs, what are you talking about?!?! This isn’t a new thing
Thanks for being a guiding light during tough times. My two years of learning paid off with a game coming to Steam!
What's the game called?
Great Marketing lol
I really like how the puppet boss is harder and more random. It's a bit creepy but when it appears you can hit it immediately and defend yourself. This is so cool because it forces you to be braver to win against a more creepy boss.
Thanks for the tip
@@bestplayerofalltime105 lol
@@ArcticWolfOfficial why are you loling
@@ymvibes_1just for lols
this would have so much potential with multiplayer just fighting friends would be hilarious and really fun
in the early devlogs he was doing multiplayer, im not sure what happened with that tho
@@Decager multiplayer is hard, it makes each code thinking about more than 1 person, for example, for cameras, the player has his own camera to see everything, but if another player gets in playing, he must get his own camera, the problem is that there might be now 2 cameras at the same time and game won't know which to render, so basically you need to do more job for a simplistic thing as cameras, it's just an example, but yeah, give it a try thinking what to do if in your game you were accessing to enemy's health trough the game scene, in multiplayer this couldn't be done since players are spawned only when joined to the server (which means they don't have access to the scene), multiplayer makes something that is easy, hard, not being to deep but also there is something called server and client authority, basically, should we trust everything a player sends? What if he hacked the game and changed the box abilities in runtime, as it Is client authority based, no one would know if he is cheating, so, multiplayer is way too HARD, need to think about all this things just at the beginning of the game, at this point I don't think he would be adding multiplayer to the game since he should rewrite the entire code, is just not that profitable
@@ElMoy L
@@ElMoy There is so much freaking hurdle when developing a multiplayer game, and u choose to first talk about cameras, which.. really isn't difficult to handle?:p
All those things u said are a hurdle. Quite annoying, cause u need to think about more and some weird interactions but nothing particulary difficult. It just takes some time and test loops. However, getting your online run at the first place, managing buffering, syncing, player to player interactions. These are difficult to manage. For example, there is a delay between u pressing block and the other player pressing attack. For you, u pressed block first. For him, it was his attack. What will register?
@@fIayff well, of course if player works as client and server then it will read the host first, if it's any other player then it will register the first one who touched the key, you could work with client prediction for things like that, the real pain of the ass is having to think much more than in a single player game
I think a multiplayer mode would add a lot to the game, since this is a really cool concept for a party game, I can imagine game modes where you and your friend need to fight with special effects likes blurry vision, no health bar, no adrenaline. It would be cool as hell.
Yeah multiplayer would be insane. Just pay a top streamer to stream it and it would blow up
Very impressive! I would only buy such a game for playing vs friends tbh; 2v2 would be fun too; keep up the great work :)
@@dardanm3544 you probably wouldn't have to pay them. variety streamers are craving a decent game nowadays.
Plus multiplayer for this type of game shouldnt take that much work to be honest. Because od UI and lobbies perhaps 2 months but I would say less with full time.
@@itsbarbaric you kinda need to remake the entire game with multiplayer in mind though
I’m glad to see that your game is doing good. I started watching videos when you first started creating this game and it has been cool to see the progression of it.
As someone who is just starting a game development journey and learning about game design, I can see the work you put in. The visual and auditory feedbacks, the scenarios, the different mechanics, the progression, just from this video I can see how much thought you put into the game and that's awesome and very inspiring.
@@ChaosLord5129he still made 240k
@@ChaosLord5129 you are such a bum buddy.
@@ChaosLord5129 also there are better jobs than being an internet troll, just so you know
@@ChaosLord5129 ? being a game dev is still a job anyway. i'm convinced at this point that you're just a troll just by the way you end your replies
@@ChaosLord5129 still a job, wage or not
Ponty : “I know it could be very hard, but I really hope 10k copies can be sold in one year.”
The community : “Did he say one month ? I think he said one month.”
first reply 💀💀
Second
3rd
Fortnite
6nd
Something you should consider is having some sort of logger that reports any errors in the game that way players can upload a file to you for you to debug
Definitely don't let the casual audience lead you astray from your vision too much. Sometimes people will just expect to be great at every game straight out of the gate. This feels like a game that would do well having a bit of a learning curve to it. If you listen to every negative piece of feedback and adjust accordingly, you will be appealing to the lowest common denominator. Not everyone will be great at this game, and that's the way it should be imo. Though with that said, it shouldn't be overly hard either of course.
Why be a gatekeeper for a game, stop gate keeping clown
i agree with you. some people just think that if a game is hard then its developers fault or something like that
@@shopen6 *journalists*
The most important thing is providing a dynamic challenge, not a bad, uninteresting, or unfun challenge like a series of dice rolls or frame perfect inputs
Casuals ruin everything
You should be proud of yourself! So creative, I love the character design. Well done!
Absolutely killing it my friend. So cool to see this grow into what it is from like two years ago. Your videos are one of the biggest reasons I decided to dive into game development myself. Changed my major and haven't looked back. Doing my first jam this week :) Thanks a bunch for putting yourself out there. I hope you meet all your goals and make some incredible games on Godot
How far have you come?
Mate I'm really happy to see you are receiving the well deserved positive feedbacks. You worked a lot and really hard to create this game and it is in my humble opinion beautiful to be done by a single person. Moreover I want to ask you a question. Can you do a reaction of youtubers playing your game. It would be fun to see it :)
I know I'm a complete stranger, but I'm so proud of the progress you've made. It's been amazing watching this series
😊
@@Zecayyyy😊
Great devlog, it's nice that you keep updating and fixing the game after launch! Also hyped to hear you're gonna move to Godot, as it's my engine of choice :D
Especially with Godot 4 coming up soon. It is out of beta, release candidates are the current phase. It could still take like 3 months or something but that is just to set a time frame. I've used the alphas/betas for quite a while and it is gonna be great, some things I've wished for are finally there.
I use Godot 4 as weel, love this thing
Okay, let me correct my previous comment: Now that Godot 4 is out (since yesterday). Didn't take that long between rcs and release, unlike 3.4 to 3.5.
@@felipej.oribeiro6700 what’s special about it?
Sound engineer here. Mixing and mastering are sometimes confused but they are both important. Mixing is when you change the volume levels and add effects like reverb to bring out the most of each instrument, making sure you can hear each one clearly relative to each other. Mastering is when you change the overall bass / mids / treble and add compression / limiter effects to the ENTIRE song rather than individual instruments, with the goal of making the song as loud and clear on any sound system as possible, whether it's through phone speakers, nice headphones, or massive auditorium speakers. Many people listen to music in the car, so always listen to your songs through car speakers before release.
Could also just add EQ filters on the master chain and cut off some lower or highier frequencies to hear what a car might sound like.
😊😊😊
I agree with this definition, will simplify the definition of mastering to be "the preparation of a song for distribution" using master buss compression, aka making your music sound as loud as other relevant songs in the field (usually measured in LUFS. For energetic beats I aim for -9 LUFS, for something more dynamic or acoustic they'll be a little quieter around -11 LUFS). >Basically you compress the master to make it louder then EQ it till it sounds good again, then pass it through a limiter or clipper and measure the LUFS< Or tbh just hire someone to do it!
But how often do people listen to video game audio through car speakers?
@@MadGaming10 The moment a sountrack is available on streaming platforms I can imagine that many people will listen to it in the car. I listen to a lot of soundtracks in the car and I can tell you Toby Fox's music sound like ass xDDD But it is still poppin
I'd never heard of this game, unfortunately, but now that I've seen this video it instantly went on my wishlist on Steam, it looks so fun! I'm buying it as soon as I can, keep up the great work.
I’m definitely never buying this game, lol
@@Brainsore. Why not? I thought it looked pretty fun, myself.
Such an inspiration ponty. So happy for your success. Thanks for being someone I can look up to and letting me know game dev is possible for a lil indie. You’re awesome homie!
I loved this game it was challenging and tested me to my limits but after 25 hours I got the ivory belt and 100% the game. We'll done Ponty for this great game.
I enjoyed that you added this video to the game development series. It's a good reminder that game development in this era isn't over when it becomes purchasable on Steam. Congratulations on the game's success! You have earned it.
yeah ppl need to update
I'm late to the party but I just watched through your whole UA-cam channel in a week! It was amazing seeing the progress you made over the last couple years. You have inspired me (and I'm sure a bunch of other people) in a big way, congrats on getting your game out there!
😊😊😊
congrats on your game bro... I'm really glad to see you succeeded with your dream
Honestly $15 is more than fair for the amount of work you’ve put in and the success is well deserved!
Ur wrong on so many levels here. The amount shouldn't depend on the time taken to make the game. I could take 10 years to make a flappy bird and then put it out for 100 dollars by your logic.
@@kingbling7571 Understandable, but I believe in this circumstance it is genuinely fair. If you've been watching all the devlogs since the start, you'd understand the hardships he went through to create the game, such as even going homeless at one point, if the majority are OK with spending $15 then that's that.
@@kingbling7571 as someone who's worked as a freelance web/app designer and web/app developer, he actually has somewhat of a point.
Yes, the game should partially be valued based on time of work that went into it. If he spent 3 years working on something, then 15 is a very fair number, especially if the game has at least a few hours of playtime.
But of course, spending 10 years on a game does not equal that the game is worth 100 bucks unless the game genuinely has a level of content that's far beyond even triple a games.
Games aren't made in a factory on a belt, making games is expensive and creating them, especially on your own when you're not only focussed on pushing out game after game year after year, take a lot of sweat, tears and a massive amount of varied skills (3d modelling, coding, animating, marketing, and so on and so forth)
A balance has to be found between the amount of work you've put in, and the amount of content it contains. In the end, a game is a luxury, you don't need it to live, but it's a great entertainment when you do.
Just my take on it. But saying that he shouldn't ask for a certain amount because the time of work it took to create said thing is the opposite of the truth (to a certain degree, again, can't go asking 200 bucks for a game just because you've spent a quarter of your life creating it)
People have gotten spoiled with 'freemium' games. But those games only work with a massive team behind them. This game could work like that but then all the skins would have be microtransactions so he can make any kind of profit. Plus, people still wouldn't be happy. The price is fine and leaves some wiggle room for some juicy sales.
@@zomboundeadperson true. I feel bad for indie devs tbh
To develop an indie game as polished as this while uploading Devlogs regularly on UA-cam takes a lot of time & effort as a single person so big ups to you & great to see the success this game has achieved (so far). I think I speak for a lot of indie devs when I say that it is our dream to develop-publish an indie game like this & create such a huge community of great devs & players! :D
Hats off to you. From a fellow game dev working on his first game also soon to come on Steam. I reviewed your game and bought it while it was still on sale at first. I also gave some constructive criticism and I’m glad you heeded the advice about stars. I have now updated my review on the game to a hearty recommend. Hats off to you and hope your game dev journey continues to pay off!
I wish all devs did this kind of videos, showing the most common issues and what they did to fix them properly
Wow! You have great patience and endurance. As a beginner developer, I am inspired by you :)
This is great! Respect, both informing your player base of that you're doing and getting new players to see the game for the first time is really nice!
I'm learning Godot right now, so I actually pogged when you mentioned you're picking it up lol. Congratulations on your success, you really deserve it for all your hard work and honesty with your community, I'm happy for you! You're honestly an inspiration for me and many other indie game devs!
Same, i have been learning godot for almost 2 years on and off and i pogged hard when he said it
yo is that Emilia
@@berryronin6882 yup
Cant imagine how awesome it must feel to have your first game be worth the time and energy. Great job, looking forward to what you'll do next.
Interesting, I love it!
First time hearing about the game/channel and it’s amazing to see you go through the issues you’ve faced and solutions you’ve come up with, I’m glad you’re smashing your expectations And I’m sure with the 700k+ views it got even better :)
Keep up the amazing work!
Super impressed at what you've accomplished with this game!!
It's awesome to see you updating and supporting the game post-launch.
It's awesome that you're taking in players' feedback and working to fix all those bugs you couldn't find in development. It's something that even big studios don't seem to do very well, leaving bugs unresolved for months after launch (if they're even fixed at all).
Congrats dude, i think you handled the launch very well especially for one guy.
I can't wait to see your next big project!
Bravo man I wish bigger companies did stuff like this! You are an amazing developer for doing this alone.
Your humility is admirable. To go directly to the negative reviews in an attempt to correct them simply shows your future successes are more than likely.
I have to say that I love your videos, it felt like I took an adventure with you while watching your videos and the quality of your videos are great and exciting. I was very excited to see the final result, and it turned out better than I expected it would. also it is crazy how good it is for the first game. good luck you got well deserved new subscriber and I want to wish you good luck with your future projects❤
I'm really glad this project is working out for you. Being a dev myself, have followed it in its infancy with great curiosity.
11:04 The Steam Deck itself is a dev kit. You just have to go to Desktop mode and download a build wherever you upload it and that’s all you need. For reference in the future, making a Linux build of whichever game you’re working on is a good way to guarantee that said game runs well since it’ll be played natively.
Ive learned so much from just watching this series. I knew game development was difficult and long but I didnt realize it was like this.
😊😊😊
It’s only difficult if you’re inexperienced and a slow learner.
@@Brainsore. Really? Which succesful games did you release?
This game looks so fun - I feel like keeping it fresh and fun down the track could maybe be having like stats for your guy where newer gloves and hats gives you more power, more adrenaline and agility. Then you could make your bosses harder again in ways but then your output of your guy is better based on your items you’ve unlocked.
the way you present your ideas always blows me away! ️
So happy you released this and made it mate. Proud of you ❤️
Even if the game has some bugs, I will save up and buy the game as soon as possible. It just seems like such a great game and I cannot wait to buy it.
So proud of you Bud, congrats on releasing your game.
You definitely should teach a "Developing for Dummies on Steam" course. You're explanations and responses to feedback are spot. I just used up my Monthly game budget on No Man's Sky, but this is for sure my next purchase!
Congratulations! It’s awesome when you work so hard on something and it provides you this type of success!
This was a really great video. Gives us a little insight to some of the release challenges you faced. Thanks for sharing! Really interested to see what you've got planned next.
So happy for you my friend! Congrats and can't wait to see what is next from you.
I've been following the development of this game for a long time and I am extremely happy to see it out there. You've improved every aspect of your videos in the last 2/3 years and I'm happy for the deserved success you got man. Keep up the good work.
I'm seeing this shortly after being reacquainted with Def Jam Fight for NY and this looks similar to that and Fight Night with an obvious dash of Fall Guys animation. I'll def be getting it when it's on sale! Seriously though, this work is really impressive. I hope you stick with it because it seems like a worthwhile passion of yours.
This is so cool. I remember watching you a little over three years ago when you were this small 1k subscriber channel, who was slowly growing to and through the quintuple digits. Now you’re an established indie dev. Good work.
I just bought the game for 15$ to support you... hope we will see much more content from you. Thanks for making such fun videos and games.
Dude, you’ve been great with this game and I hope that you keep making this type of content, it’s inspiring to see someone making something like this by themselves.
As someone who's getting into 3D Modelling & Animation, I really like how you made different opponents with just 1 main body. It's always best to reuse assets whenever possible to both lower the lag output within a game AND to ensure you meet deadlines at a faster pace.
May try to recreate that Boxer Body myself when I've gotten good enough at Blender to test my skills.
Please upload them onto your channel
Congrats on launch! It's so nice to see this out and also your post launch updates. Kudos
😊😊😊
Havent watched you in a while, but i started watching you at the start of this game. Looks ABSOLUTLEY PHENOMENAL
first developer ive seen who actually sees reviews to improve the game
thank you 👍
Congrats!.
Honestly I think the price was more than fair.
There are plenty of games with far less polish sold for more *cough Skatebird *cough.
Looking forward to seeing what you come up with next.
Congratulations for the release and the success so far. Wishing you to surpass that 10K target by far, your game looks amazing. The DevLogs are a real inspiration.
god damn! im so happy to see this man ! congratulations bro! i have been with you since you have 500 subs
Perfect and honest review of a process. It is just the right content that I was looking for. Thank you so much.
I'm glad you chose to keep the challenge in your game
If you decide to do "infinity-mode", you should try to experiment with power-ups at certain levels. Let's say after beating 5 opponents, the player can choose between 3 power-ups. These power-ups could then be good/neutral against different types of future opponents. This would make the game mode different each time it is played. Anyway, just an idea I got, haven't tried the game but I really liked following your progress.
😊😊😊
So.. A rougelike mode?
feel like a proud parent after watching the dev logs for so long and seeing this finally release, despite me having no impact on the development
Shut
@@yananscunt nah
@@yananscuntYou should start taking your own advice.
@@Cyranekxd
@@yananscunt his account is so dead he seen ur reply xd
Congrats on the release. I'm happy it's a success story!
I've just played the first match and this is amazing. Good luck.
I finally got it working today on my Steam Deck (it didn't even start in the beginning) and I've been really enjoying the game through my first playthroughs. I'm horrible at the game but enjoying the learning process.
Congrats!
This is so sick! I think videos like this could unironically contribute to more sales, you’re giving a fun peek behind the scenes and are just generally interesting to listen to. Great stuff, hope you absolutely smash your goal! :)
@@ChaosLord5129a video with a million views definitely lead to more sales. You are tripping.
Why would it be ironic?
i was so proud of you to see this game do well, despite mistakes, those are natural, still great job!
I have no idea how this get to my recommendations, but I'm glad it did. Very interesting video and your experience overall. I wish you the best of luck 🤝
I actually have another cool idea for the star system. It sounds like a lot to do (and it definitely is) but what if you can unlock bonus leagues with newer more challenging fighters? Another cool thing you can do which I think is actually cooler is make it so that when you collect every star in a league, you have access to a harder version of it kind of like punch out's title defense mode, where each boxer re-matches you with a harder difficulty! Idk, but I would at least like you to consider either of these. Really good game btw! Worth the wait.
Wow this sounds like a tough time, with all the troubleshooting and bug fixing. Huge props to you man for staying so on top of it every single day. Personally I think with maybe a new mode (infinity, “arcade”, zen, etc..) the game would really come alive for a lot of those people who initially left negative reviews. Sometimes having only one way to play a game can restrict it to a narrower audience. Still though, great work on everything!
I just wanna say, this game looks dope and you are way better at making music than you probably think you are! That lucha theme is so fire
Great job on your game! Keep up the awesome work!
You're handling this really well and I am glad it's going well for you
It's absolutely insane how far you've come! You've made an amazing game, and I can't wait to see what you do next.
I didn’t really think the puppet was that unfair. I had the most trouble with hurrican to fight. Other than that I think the enemy balancing seemed pretty fair across the different fighters. Also I got most of the achievements was satisfying to work hard to get some of them. Great game keep up the great work
Honestly I am dissapointed with the players who disliked saying it was "too unfair" or "star system sucks" while some fixes were great, some other fixes like removing the stars to progress hurts the progression a bit and Ponty is no musician.
@@chillbizz74 I can't belive some people were complaining that the character you have to keep your distance from would beat you if you got too close... absolute losers playing the game. He should have tips before each fight giving light hints on how to deal with their strongest tools.
@@jonathanhoward1499 Kind of yeah but you ever heard of a beloved Nintendo game that the fans love except for Nintendo? Punch Out! It's a boxing game that focuses on trial and error, while Doc (your coach) gives small tips like like watch out for this move or whatever. The game can actually be very unforgiving with some fights but that is on purpose to force yourself to learn how to beat them like figuring out you can instantly knock out one of them by timing a star punch well, it encourages you to keep playing and that's what a game developer's job is to do (to encourage you to keep playing their game and make it to the end)
@@chillbizz74 then add the tips. I'd be dissapointed as a developer if everyone playing my game was a cheezy loser.
@@jonathanhoward1499 Yeah and honestly I don't care if speedrunners get angry that they can't cheese the bosses anymore it forces them to actually play the game
It's for the better that the Verified badge is so strict. It's supposed to be the Deck's official library of sorts, and things are supposed to be convenient and automatic like on a console. So when it asks for the name it really should open the keyboard for controller or Deck users
yeah, I'm a big fan of their verification process even though I use protondb more for desktop linux
Dude, the game looks amazing! I would TOTALLY BUY IT! I just don't have 15$ for steam right now. You deserve WAY More!
Congratulations. I was happy to watch the development of this game from start to finish.
I really enjoyed the game even if it's way too hard for me. I'll have a look at it again now that the stars are not mandatory to progress through the championships.
Congratulations for your well deserved success.
For some reason, I completely forgot about this game existing. I stopped following the development months ago for some reason and that was quite undeserved. Tonight, I had a really complex dream and I don't remember anything of it aside from this game being mentioned. This person told me about the game releasing, and I responded with saying that I followed this game's development for years. Then, 10 minutes ago, I saw the notification of this video and immediately realized everything. Conclusion: Doctor Strange 2 is real.
Edit: minor spelling mistakes
Always thought about playing around with game dev. Seeing videos like this make me feel like: everything is possible.
You picked a simple idea and kept small scope and still made an amazing game.
Congrats man
Nice! The way your handling the game reviews is very professional.
3:45 that sound he made when teleporting back sounds like the sound used in the game Rec Room, and the quest isle of the lost skull when you kill a skeleton, what a coincidence!
9:50 the term for this is 'price anchoring' Every retailer does this.
The game is amazing! Bought it like an hour later after it came out and I had a blast, but the worst thing was that: I played the demo alot because I was super hyped, meaning I beated the game under like 3 hours (sad). But what I would like the most is to update the versus mode, the menu literally doesn't work and most of the times just soft locked me, and I would like to see some variaty in the maps. Otherwise the game is super cool and I fell in love with it as soon as I saw the first devlog! GGs
The price is fair. You put your time and effort in, and if people want to play, they pay that price. Also, since this is more of a controller game, it's really hard to play. I can't even get past the tutorial with a mouse 😅. So I need to wait until I can buy a controller to play.
I'm definitely interested in this game coming to Switch! Looks great and your post-launch support was incredible!
Are you using any kind of crash reporting or crashlytics for your game that will auto submit crashes or errors that happen in game? It's a great way to get information and statistics on all the bugs that happen in the game. Helps a lot to track down the problems as well
Awesome job on the game! I hope it will sell well!
The price is just fine, some people don't understand how much time goes into game development.
Keep up the great work.
Bro you are crazy, so many games made by 20/50 ppl sized studios sell for that Price and boy are there more work donne on those.
Never buying this for more than 3€. But hey im just one Guy, who cares
@@robin13090 cause they can crank multiple of these a year, not every blue moon, it's simple math really :)
Robin, he did this all alone instead of the usual team of developers which means he had to all this alone. The amount of time a solo dev has to give up is insane. The price is completely justified
@@DylanSzerlip-ce2uw so because he is working on it alone istead of with a team the price is ok? u know a team cost insane amount of money so would make sence for it to be higher. To me 10 euro's is good but if the dev wants you to wait for sale so u can buy it is also fine
this is so inspiring.. ive always wanted to make a game, and as an artist for a living, i know i can easily do the visuals. but every time i try to learn coding, for example C# in Unity, I get thrown off by how difficult it is.
Played the game after all these updates I really think they improved the overall game. Excited for the next one
I've been following your game since you started development, and to me, the "final" result is really well polished for the scope/budget of the game. I'm making a beat em up game and would really love to see a beat em up version of this game (where you are walking around levels with many enemies). A beat em up with this exact combat system could be really fun.
I think all you needed to change with the big enemy attacks was to telegraph the attacks with the windup/startup animation frames. Alerts in combat systems is an unfortunate dumbing down of combat in games where you reduce the combat to reacting to an onscreen prompt instead of learning the enemy animations and reacting to that instead.
The amount of love you're throwing into this game. Absolutely deserves it to be top Indie game of the year. Give or take more n more updates or maybe some new bosses. 🤔 I'd love to see your game blow up more than what it already has