Devtip, visual feedback Its pretty important to show that something is happening, with the new pits the dash should show a jump or roll to make it more obvious. When you connect a hit there should be particles or a damage flash. Audio should also be applied when opening things, fireing guns, an enemy jump, dashing, charging up attacks, etc. Enviroments should match areas to make it fit in so difrent floors and walls in the casino and even potted plants help with emersion or visual feedback that your in a area.
to me, the pits look more like dark goop than pits there needs to be a sort of 3d effect for example, in enter the gungeon, you can see the wall fade to black in the pit to show depth also, of you want variety in rooms, or want to make the rooms seem less empty, then you should probably make rooms that are more unique for example, you can have a room that mostly includes pits or a room with a slightly different tileset like darker patches of grass and finally, while this is a personal preference, i think the game would look better if the wall and grass colour were inverted though i do understand that's probably going to be tedious honestly though music be bangin frfr the way it adapts to your environment is really cool I will in fact buy this game day 1
what it there were 'conditions' that would cycle in new rooms (ala rainy weather would add rooms with unique enemies/more rooms with a focus on a pre established mechanic) you know, like floors from gungeon or issac so days won't start blending together when you start to recognize room layouts
Just an idea. What if the books were collectibles that randomly dropped on a bosses death. The library could then show you what books you’ve collected and give you the chance to read them again.
Reminds me of moonlighter. How they did it is when you entered a room there was a small glimmer effect you'd only see for the first split second so you had to be paying attention, but if you saw it you could jump down the hole and get treasure
I dont think this is a good idea - at least not random pits having secret rooms. there'd have to be some kind of indication otherwise players would just be jumping into random pits constantly in case they had a secret room
You should make the rooms feel more tight and dungeon like because the library feels kind of empty and there should be decorations everywhere and bookshelves all over the walls and everywhere, you should also work on adding more decorations like chains or boxes or cobwebs lying around
You should make the casino and shop rooms smaller and make the casino and shop take up more of the room with more decorations lying around, so it doesn’t feel like an empty room with a bright green casino sitting in the middle, but other than that great work 👍
Did a lot of testing with it, Ben only showed the first 10 seconds which only loop every 6 or so minutes, so luckily it hasn't been obnoxious to anyone yet!
I LOVE the music. Also, I feel like shortening the pitfall animation so that it conveys the message, but lets the player get right back in on the action might be a bit better.
Could be a cool that sometimes when you enter a bar it's full of pirates/sailors or something like that and then you would get a grappling-boathook as a special weapon. Maybe that's a lot of art/work for a rare event, but it definitely would get me excited whenever i find a bar. Weapon could look like an anchor and pull enemies to you or you to the enemy etc.
I think it would be cool if the world turned to more than one color (not just green) in the animation that plays when you beat the final boss, showing that happiness and hope is restored.
Really enjoying the devlogs. I noticed one thing in Billy's bar - maybe try locking the camera in one position when in Billy's - essentially stopping it from scrolling with the player's movement, since the bar is a smaller size than the actual screen anyway. It would make the blank space a bit less uncanny I think? And you would also be able to see the entirety of the bar. However, you might have something else in mind. Keep up the awesome work
You should also add larger ruined/abandoned buildings that act as mini dungeons with unique items, loot ,and enemies Unique enimies could be people who have been effected a lot by the corruption and have become hostile
Looks great! I think the textbox should be even bigger and the text should be the same pixel size as everything else though. This will make it easier to read for people who need it and will look visually nicer imo. If a big textbox looks too weird it could benefit to have it on the bottom of the screen, which would make it easier to adjust (you could even add portraits that way if you wanted lol). Loving the progress, keep it up!
The lore system sounds a lot like a tell and not show. I think you could separate the lore in the rooms, so it could be harder to find, maybe like some abandoned bookcases. I can’t get intrigued if the lore is all explained in the same room. But I haven’t played it so this is just my assumption.
Yeah that's a fair point, they are a bit centralized right not which might not be ideal. I'll prob try to space things out a bit more if I add more lore.
I have a small request, a sort of Easter egg, could you give the bartender a mustache and name him Gus after the bartender in Stardew valley, another game coded by only one person, if not, completely chill
For me, I write lore in one of two ways, the first being by dropping hints at something until I come up with what it’s supposed to be, the second being writing two different stories with the same characters to mess with theorist’s heads. This second option usually leads to hints that contradict themselves, such as someone being presumed by the community dead but still alive in the events of the game. I feel like this would give the theorists a lot more of a challenge, and ultimately have more fun solving the lore.
Something that would be cool is having one of the enemy rooms be shaped as your UA-cam profile picture, just as a silly little reference to it's creator.
I think the bullets should stick to the ground then immediately fade out, when they just fade out it looks like they’re clipping through the floor. Also the Billy’s building feels small on the outside Also also the inside day theme doesn’t really feel muffler but rather distorted.
I would've liked for the bullet shells to ALWAYS stick to the ground, and I can see why playtesters didn't like the change of "I don't know, maybe a shell will stick to the ground," it just doesn't feel right gameplay wise. Both options, always sticking and never sticking are pretty solid though. I also think it would be cool if, instead of just reading a book, a mini cutscene would play with whatever lore importance displayed visually.
I know it would be a LOT of work to add this in but I wish the special rooms like the library, casino, etc. could have themed decorations and walls around so that they feel more incorporated into the world if my explanation makes sense lol. I have just started watching these devlogs so maybe I shouldn't give feedback so late lol. Nice devlog nonetheless ! SIDE NOTE!! THOSE MUSIC TRANSITIONS WERE FIREEEE
What if you made so that as days went on some people at billies disappear at then a gravestone appears at the graveyard. Maybe this could motivate people to defeat the slime king and a reason why to do it sooner rather than later? Although this might be too dark for your game, I don’t know exactly what you want your game to be.
Maybe add randomly spawning enemies in the bar that just want to drink and chat with you. Their dialogue could vary dependong on how many of this kind of slime you killed or how many times did that kind of slime kill you
i always thought it was odd in games that music is playing with now radio or jukebox or anything so i think adding a few sorta boomboxs or radios would be cool
since you chose the strange choice to make the entire game green, everything looks the same. Since there is no variation even in the environment design and mechanics, every room (gameplay and aesthetically) looks repetitive and similar outside of the layout of rooms. since you chose only using green, i feel like even using black would add a lot of extra help to highlight and emphasis important sprites and what not. it would just make the game look more polished; everything being only different shades of green looks a bit unfinished and unrefined (even if it is a stylistic choice). i feel like it would be very important to soon invest in different tile sets for the different areas in the world, and have more environmental mechanics; outside of one off rooms with NPC’s and mini games that don’t contribute to the core Rogue-like gameplay. Since outside of those, you have 80 or so rooms which all look the same visually, just with different layouts. And between them, there are three mechanics, solid walls, pits, and destructible items. despite there being a bunch of variety when it comes to layout, none of that would matter in the game since the player would just think that everything FEELS the same, since everything aesthetically looks and works the same way.
I think you should change the exclamation mark to a interrogation mark when the book is unexplored, and leave the exclamation mark on proximity after the player has already read it once
You should add a seed system if you don't have one. It would help speedrunners be able to speedrun the same seed and also allow for you to play the same world as a friend
Try to keep the bullets on the ground but let them deal damage to any enemy that touches them. You could also design an enemy that can pick up your shells and use them against you
I know this would require a lot of work, but maybe if the textures were made in grayscale and then gained a hue in-game, it woild look better when playing on colours other than green
Could be cool to add some more reason for the player to defeat the slime King. Such as, the slime pet could be the player's wife/husband/child turned into a slime by the corruption.
I like the bullets sticking to the ground sometimes, perhaps it would be better to have an option to turn it on and off - if you want to still include it.
It'd be really awesome if you could add a way to enhance your items! Like more bullets, different abilities for the weapon at hand. Also an upstairs to forge the upgrades on! Maybe you could get a piece of slime that could produce from slimes that could help you upgrade! Ps. (I haven't watched all the episodes so correct me if there IS a system in the game for enhancements!) Anyways hope you make a feature like this unless you already have! Have a good day everyone!
maybe instead of a library you could put runestones that have a very rare chance of showing that gives a short 5 second animation about the lore. This could make the casual player want to see what's the lore of the game instead of only people who want to see the lore only.
matpat would be proud. expect to see a game theory in about 2 weeks.
Lol
@@Gamer86200 Cue a million videos "Slimekeep ENDING EXPLAINED???" even if the ending is super straightforward and self-explanatory
"Game Theory: The Hidden Lore of the SLIME KING! (Slimekeep)"
Game theory: why slimekeep is a sequel to Fnaf ruin
PLAY LAIR OF THE CLOCKWORK GOD
Devtip, visual feedback
Its pretty important to show that something is happening, with the new pits the dash should show a jump or roll to make it more obvious. When you connect a hit there should be particles or a damage flash. Audio should also be applied when opening things, fireing guns, an enemy jump, dashing, charging up attacks, etc. Enviroments should match areas to make it fit in so difrent floors and walls in the casino and even potted plants help with emersion or visual feedback that your in a area.
The fall animation into the pit could also be more noticeable
Totally agree with you. Something I'm really trying to continue to work on right now.
The music switching was NEXT FUCKING LEVEL
to me, the pits look more like dark goop than pits
there needs to be a sort of 3d effect
for example, in enter the gungeon, you can see the wall fade to black in the pit to show depth
also, of you want variety in rooms, or want to make the rooms seem less empty, then you should probably make rooms that are more unique
for example, you can have a room that mostly includes pits
or a room with a slightly different tileset like darker patches of grass
and finally, while this is a personal preference, i think the game would look better if the wall and grass colour were inverted though i do understand that's probably going to be tedious
honestly though
music be bangin frfr
the way it adapts to your environment is really cool
I will in fact buy this game day 1
6:24 this is a robbery, gime all ur slime juice
dude i just watch this video for the music. it's great.
The pits look like a water puddle. I wouldn’t realize that that was a pit if you didn’t tell me.
Oop mb
the music transitions are so sick and the music itself fits the game so well
Let's goooo. Shoutout to the composers
what it there were 'conditions' that would cycle in new rooms (ala rainy weather would add rooms with unique enemies/more rooms with a focus on a pre established mechanic)
you know, like floors from gungeon or issac so days won't start blending together when you start to recognize room layouts
Just an idea. What if the books were collectibles that randomly dropped on a bosses death. The library could then show you what books you’ve collected and give you the chance to read them again.
That would be cool ngl. Just not sure I want to revert the system now that I already have it in place
easy! just scrap it all- maybe work on them while the other books stay, and if it fails we just scrao but if its good we scrap the priginals
@BenBonk Understandable. Thanks for considering it
@@BenBonk Maybe you could keep the old system but make it so that new books can appear in the libraries?
It would be really cool if there was a chance that each pit could lead to a secret room.
Reminds me of moonlighter. How they did it is when you entered a room there was a small glimmer effect you'd only see for the first split second so you had to be paying attention, but if you saw it you could jump down the hole and get treasure
I dont think this is a good idea - at least not random pits having secret rooms. there'd have to be some kind of indication otherwise players would just be jumping into random pits constantly in case they had a secret room
Oh that would be hilarious. I'll have to see lol
@BenBonk
Nuggets cave from kindergarten, something game
How about a secret lore room? And/or secret, lore-related boss fight?
The day theme sounds like TV commercial music, while the muffled versions sound like Radio commercial music
You should make the rooms feel more tight and dungeon like because the library feels kind of empty and there should be decorations everywhere and bookshelves all over the walls and everywhere, you should also work on adding more decorations like chains or boxes or cobwebs lying around
The music sounds real nice so far, and the dock theme is lit af, keep it up man!
😎
Glad you like it! Dock theme is my favorite too.
you could concider adding some easter egg rooms like a room in the shape of a slime
This game is gonna be amazing! God I love that music!
You should make the casino and shop rooms smaller and make the casino and shop take up more of the room with more decorations lying around, so it doesn’t feel like an empty room with a bright green casino sitting in the middle, but other than that great work 👍
YOO that music is soo good! Congrats to the composers!
Great, glad you like it!
The daytime music outside of the pier sounds like it would be grating after a while. I love the music on the pier though.
Did a lot of testing with it, Ben only showed the first 10 seconds which only loop every 6 or so minutes, so luckily it hasn't been obnoxious to anyone yet!
5:05 AYO HUUUUUUUHHHHHHHHHHHHHH
Instead of the slime balls following the player if you don't collect it it should go to the slime ball counter.
I really like the music.
I LOVE the music.
Also, I feel like shortening the pitfall animation so that it conveys the message, but lets the player get right back in on the action might be a bit better.
Could be a cool that sometimes when you enter a bar it's full of pirates/sailors or something like that and then you would get a grappling-boathook as a special weapon. Maybe that's a lot of art/work for a rare event, but it definitely would get me excited whenever i find a bar. Weapon could look like an anchor and pull enemies to you or you to the enemy etc.
I think it would be cool if the world turned to more than one color (not just green) in the animation that plays when you beat the final boss, showing that happiness and hope is restored.
Really enjoying the devlogs. I noticed one thing in Billy's bar - maybe try locking the camera in one position when in Billy's - essentially stopping it from scrolling with the player's movement, since the bar is a smaller size than the actual screen anyway. It would make the blank space a bit less uncanny I think? And you would also be able to see the entirety of the bar. However, you might have something else in mind. Keep up the awesome work
Good idea, I might try messing around with that.
You should also add larger ruined/abandoned buildings that act as mini dungeons with unique items, loot ,and enemies
Unique enimies could be people who have been effected a lot by the corruption and have become hostile
Looks great!
I think the textbox should be even bigger and the text should be the same pixel size as everything else though. This will make it easier to read for people who need it and will look visually nicer imo. If a big textbox looks too weird it could benefit to have it on the bottom of the screen, which would make it easier to adjust (you could even add portraits that way if you wanted lol).
Loving the progress, keep it up!
You should add secret random rooms that have like a 10% chance to generation I think that would be fun for lore
It'd be cool if there were a "king's castle" area before the final boss, which had harder enemies and the library.
The lore system sounds a lot like a tell and not show. I think you could separate the lore in the rooms, so it could be harder to find, maybe like some abandoned bookcases. I can’t get intrigued if the lore is all explained in the same room. But I haven’t played it so this is just my assumption.
Yeah that's a fair point, they are a bit centralized right not which might not be ideal. I'll prob try to space things out a bit more if I add more lore.
The day themes are amazing, the composers did an incredible job.
Great job! Now you need 1000 guns, achievements, relationships, infinite gameplay and it will be killer of literally any game :D
these are all really cool changes but i'd maybe add some more depth to the pits
This game has come so far! I remember watching you make the game jam version
me too!
Agreed, thank you!
I have a small request, a sort of Easter egg, could you give the bartender a mustache and name him Gus after the bartender in Stardew valley, another game coded by only one person, if not, completely chill
For me, I write lore in one of two ways, the first being by dropping hints at something until I come up with what it’s supposed to be, the second being writing two different stories with the same characters to mess with theorist’s heads. This second option usually leads to hints that contradict themselves, such as someone being presumed by the community dead but still alive in the events of the game. I feel like this would give the theorists a lot more of a challenge, and ultimately have more fun solving the lore.
Love watching these devlogs. Keep up the good work BenBonk.
Also, the music is perfect. It really sells the Gameboy-like vibe.
Awesome, thank you!
You need the release the full sound track (on music platforms , ...) when it's done !
Because just from this sample I know it will be fire .
Coming to Spotify, UA-cam, and Apple Music once the game releases 😎
you should make a room without enemies that fully is a hole and some small islands so you need to dash from one to another.
You should add a town with an inn
Something that would be cool is having one of the enemy rooms be shaped as your UA-cam profile picture, just as a silly little reference to it's creator.
I think the bullets should stick to the ground then immediately fade out, when they just fade out it looks like they’re clipping through the floor.
Also the Billy’s building feels small on the outside
Also also the inside day theme doesn’t really feel muffler but rather distorted.
Matpat's favorite update to the game
The music so far is so good.
it is (not biased whatsoever)
it is (very biased)
it is (semi-biased)
I would've liked for the bullet shells to ALWAYS stick to the ground, and I can see why playtesters didn't like the change of "I don't know, maybe a shell will stick to the ground," it just doesn't feel right gameplay wise. Both options, always sticking and never sticking are pretty solid though. I also think it would be cool if, instead of just reading a book, a mini cutscene would play with whatever lore importance displayed visually.
cant wait for the game to come out
the music fading implementation is really cool
Great devlog! :D
I really think that the library would look better if it were in an extra House Like the bar
The music sounds so good! It really makes me want to play the game
Watched from the beginning and happy to see the progress and process.
You should make the library a whole building instead of being out in the open
Nice work! The game feels much more alive now, with these lore areas and dialogue :>
Make a book shelf that you need to find or unlock books that are obtained by beating bosses and finding secret areas
What if the npcs at Billy's can be found in the mines and you free them or something
I know it would be a LOT of work to add this in but I wish the special rooms like the library, casino, etc. could have themed decorations and walls around so that they feel more incorporated into the world if my explanation makes sense lol. I have just started watching these devlogs so maybe I shouldn't give feedback so late lol. Nice devlog nonetheless !
SIDE NOTE!! THOSE MUSIC TRANSITIONS WERE FIREEEE
maybe make some juicy lore aspects if you defeat a boss idk a short cutscene or a golden book may appear.
1:04 For the casino sign, I think you should add beams that hold the sign up, since it kind of looks like it is just lying on the ground
I agree
Yeah
What if you made so that as days went on some people at billies disappear at then a gravestone appears at the graveyard. Maybe this could motivate people to defeat the slime king and a reason why to do it sooner rather than later? Although this might be too dark for your game, I don’t know exactly what you want your game to be.
Bro too scary ☠
@@BenBonka bit too spooky 💀☠️💀
maybe too spookery 💀💀☠@@BenBonk
Maybe add randomly spawning enemies in the bar that just want to drink and chat with you. Their dialogue could vary dependong on how many of this kind of slime you killed or how many times did that kind of slime kill you
Im getting sooo exited for the release
Same
Please add some melee weapons, you said in an older dev-log, that you would make some melee weapons/ melee mode
Bro I've been following ur dev logs for quite some time now and man it's rly getting close to done now isn't it
I hope so, thank you!
@@BenBonk np man I wish for ur game to thrive and b successful
i always thought it was odd in games that music is playing with now radio or jukebox or anything so i think adding a few sorta boomboxs or radios would be cool
The book shelfs with the books on the side look like there looked at straight up and down while the ones at the front look like is from the side
I like the shells having the chance to stick. Maybe you can make some of the visual effects like that toggle-able
LOOORRE!
-Matpat
dam this game looks more in depth now
since you chose the strange choice to make the entire game green, everything looks the same. Since there is no variation even in the environment design and mechanics, every room (gameplay and aesthetically) looks repetitive and similar outside of the layout of rooms.
since you chose only using green, i feel like even using black would add a lot of extra help to highlight and emphasis important sprites and what not. it would just make the game look more polished; everything being only different shades of green looks a bit unfinished and unrefined (even if it is a stylistic choice).
i feel like it would be very important to soon invest in different tile sets for the different areas in the world, and have more environmental mechanics; outside of one off rooms with NPC’s and mini games that don’t contribute to the core Rogue-like gameplay. Since outside of those, you have 80 or so rooms which all look the same visually, just with different layouts. And between them, there are three mechanics, solid walls, pits, and destructible items. despite there being a bunch of variety when it comes to layout, none of that would matter in the game since the player would just think that everything FEELS the same, since everything aesthetically looks and works the same way.
I think it would be nice to have visibility options, such as options to make enemies more visible, disabling stuff that could clutter, ect...
i love the theme its so nice:):):)
Super cool the music transition
I think you should change the exclamation mark to a interrogation mark when the book is unexplored, and leave the exclamation mark on proximity after the player has already read it once
you could make the player with memory loss and the books remind him of something in the past.
You should add a seed system if you don't have one. It would help speedrunners be able to speedrun the same seed and also allow for you to play the same world as a friend
You should probably add some animated arrows in books which have text written on more pages
Let players find books instead ! And fill up their own library!!!
ya I was thinking of a similar system, where you would add the books you've found into a section of the menu/slime book thingy
Add this to the slimekeep devlogs playlist
Nice music!!! Love it!!!
(Slime) Keep up the good work!!!
The addition of pits is interesting but I have 1 question about them. Can the enemy slimes fall in pits?
cant wait for the game theory video
that day theme is FIRE
Try to keep the bullets on the ground but let them deal damage to any enemy that touches them. You could also design an enemy that can pick up your shells and use them against you
Excellent updates! It'll be cool to have more types of rooms and I love the new tavern. Is it really even a game without being able to have a drink?
I know this would require a lot of work, but maybe if the textures were made in grayscale and then gained a hue in-game, it woild look better when playing on colours other than green
10:09 Why does the slime catcher hang in the house when you literally have it in your inventory?
you could add npcs that give you missions and rewards for completion
The music isn't something I feel I'd want blasted into my ears all the time, maybe make it chiller while saving this version for something rarer.
The fact the books say B. C. which stands for Before Christ, implies in the slimekeep world there's Slime Jesus.
Before corruption
Ahhh, makes sense.@@BenBonk
Could be cool to add some more reason for the player to defeat the slime King. Such as, the slime pet could be the player's wife/husband/child turned into a slime by the corruption.
The music sounds awesome!
I like the bullets sticking to the ground sometimes, perhaps it would be better to have an option to turn it on and off - if you want to still include it.
I think if there were those little white dots spaced out farther than the wall texture the rooms would look better
You should add an option to switch the pallet after beating the game, because game boy green can get a bit plain after a while.
i don't know how your rooms work, but you could rotate them. that way it would look something totally different
How is that music change NOT your leading bit? That's sick!
It'd be really awesome if you could add a way to enhance your items! Like more bullets, different abilities for the weapon at hand. Also an upstairs to forge the upgrades on! Maybe you could get a piece of slime that could produce from slimes that could help you upgrade! Ps. (I haven't watched all the episodes so correct me if there IS a system in the game for enhancements!) Anyways hope you make a feature like this unless you already have! Have a good day everyone!
Can you make this into a movie like video or a Playlist
maybe instead of a library you could put runestones that have a very rare chance of showing that gives a short 5 second animation about the lore. This could make the casual player want to see what's the lore of the game instead of only people who want to see the lore only.
Matpat must love this video because of the LOOOOOOORE but hey that's just a theory