The rate at which you guys are able to produce these devlogs are incredible and I really enjoy them, but don't be afraid to take a break! Game dev on top of video production is insanely hard work -- don't overwork yourselves! That being said, I love seeing the progress and I wish yall the best!
This is why I am so overjoyed when a game contains something minor that they had not need to go to the effort of including such as wet footprints when you run through water. The game would be the same without it but they knew that the world of the game would be just a little bit more immersive with it so they went to the effort of making sure that tiny detail was there. When people go to that extra effort to make the end result wonderful I know they cared about the hing they were making more that the money they were going to earn.
Holy shit Iconoclasts footage. All jokes aside, love the new stuff you’re working on, and Im glad my favorite metroidvania of all time is inspiring this stunning project.
The animations have a nice amount of detail and speed giving it more satisfaction of just playing than many other games. Small details like the exact variables of every animation add to the players willingness to play the game. Everything also looks great and controls with platforms are very interesting and all the work was definitely worth it.
Man, i still can't get over hw talented you guys are. I love the idea of different nectars, and the UI really is a nice way to tie gameplay and story!All of those hours implementing features really are worth it.
I love the look of the crystals! It's nice seeing the art come together after seeing all the programmer art of the past few devlogs. Clearly you are putting a lot of effort into this game, and the results look so lovely!
I'm going to be UA-camr (cause I need SOME way to make money while I'm developing my game. And I'm TERRIBLE at procrastinating, so I'll need another source of income.) and I'm going to play games and give feedback on them from a game dev standpoint. This stuff is what I'm talking about! I'll be able to compliment the devs on all the little things they did that tend to go unnoticed and behind the scenes, because it's nice to have the little things that you worked so hard on praised. Watching devlogs like this helps me see and learn about all sort of things that game devs put in their games, so that I can know the specifics of what I'm complimenting. So thanks for that! Thanks to videos like this, I'll be able to (hopefully) make a lot of people feel happy and acknowledged.
And yeah, I'll play your game on my channel as soon as it comes out! (Well, maybe not as soon as, cause I've got a busy schedule but you know what I mean!) I'm also pretty sure that your game will probably be what helps my channel explode. It's so recognizable and iconic! It's gonna be an instant classic. (Don't worry, I won't beg for a free key. I know you have to make a living too. And I'll happily pay full price for this masterpiece.)
Excited to hear from Noah on the art side of things. I want to hear all the design processes and the things that didn't work out but led to things that did
Shifting my mindset from how much time one person spends looking at something versus how long is spent noticing it period has helped a lot. This video was solid and insightful, loving following along with y’all’s process!
Great looking game! I'm not sure if the top left corner of the screen is a great place to show what nectar is up next to be used - it's quite far from the character and that would mean a lot of eye travel especially if the character is on the right side of the screen. I imagine if in Celeste, I needed to make a split second platforming decision based on whether I have a dash available, it would be a lot harder to do if I had to look into a corner of the screen, instead of where I am already looking - at Madeline's hair.
Great work! Have you thought about repositioning the nectar meter? While its current location doesn't seem to block key visuals, if it's crucial for quick decisions, moving your eyes from the center to the top corner might not be optimal. Maybe consider placing it at the screen's bottom or integrating an indicator on the player's sprite itself.
How do you handle and made moving platforms? Are they physic objects? How you move the player with it? When player steps on it, does it become a child of it and in Late Update you change it's position to whatever that moving platform is?
I was thinking maybe it's better to let the player freely move the ghost and make it red when it's not possible to join it rather than restricting how much you can move the ghost and stop it when they want to move it further. Especially I think it's gonna work best on timed parts like busy places or when timing needs to be more precise.
Lol thanks! Yes it includes writing the script. My process: 1) Write script (30min) 2) record/edit audio (30min) 3) record/import footage (2-3 hrs) I’ve been editing videos for 6+ years so I’ve gotten pretty quick I guess. My advice for starting a devlog is to work ahead. Most of the stuff I share in my devlog is stuff we built a month ago or longer. I have about 10 videos in my backlog. Planning a schedule is good too. We’re holding ourselves to a devlog every 2 weeks.
I mean, if you spend 3 hours making something that thousands(1.2k atm, so ~60 hours) will spend 3 minutes going through, that sounds like a pretty good ratio to me. The time spent playing your game will, past a certain number, always exceed the amount of time you spent making it, just not individually. And with these videos people even get to spend time appreciating the stuff that's going on behind the scenes
oooh there's big rocks that glow when you're in the spirit form, I didn't notice that before!
Oh yeah that's petty cool
The rate at which you guys are able to produce these devlogs are incredible and I really enjoy them, but don't be afraid to take a break! Game dev on top of video production is insanely hard work -- don't overwork yourselves! That being said, I love seeing the progress and I wish yall the best!
This is why I am so overjoyed when a game contains something minor that they had not need to go to the effort of including such as wet footprints when you run through water. The game would be the same without it but they knew that the world of the game would be just a little bit more immersive with it so they went to the effort of making sure that tiny detail was there. When people go to that extra effort to make the end result wonderful I know they cared about the hing they were making more that the money they were going to earn.
Holy shit Iconoclasts footage. All jokes aside, love the new stuff you’re working on, and Im glad my favorite metroidvania of all time is inspiring this stunning project.
This game is absolutely gorgeous! 😍 I love the look of the new checkpoints!
The animations have a nice amount of detail and speed giving it more satisfaction of just playing than many other games. Small details like the exact variables of every animation add to the players willingness to play the game. Everything also looks great and controls with platforms are very interesting and all the work was definitely worth it.
I love the way the environmental objects light up and react to the player (1.28). That one's definitely not an unappreciated detail here!
Good catch!
Just went through all aix devlogs in like 20 minutes--already hyped to see where this game will go!
Rate of production is crazy!! Good job
Man, i still can't get over hw talented you guys are. I love the idea of different nectars, and the UI really is a nice way to tie gameplay and story!All of those hours implementing features really are worth it.
Awe shucks. Thank you!
I love the look of the crystals! It's nice seeing the art come together after seeing all the programmer art of the past few devlogs.
Clearly you are putting a lot of effort into this game, and the results look so lovely!
I'm going to be UA-camr (cause I need SOME way to make money while I'm developing my game. And I'm TERRIBLE at procrastinating, so I'll need another source of income.) and I'm going to play games and give feedback on them from a game dev standpoint. This stuff is what I'm talking about! I'll be able to compliment the devs on all the little things they did that tend to go unnoticed and behind the scenes, because it's nice to have the little things that you worked so hard on praised. Watching devlogs like this helps me see and learn about all sort of things that game devs put in their games, so that I can know the specifics of what I'm complimenting. So thanks for that! Thanks to videos like this, I'll be able to (hopefully) make a lot of people feel happy and acknowledged.
And yeah, I'll play your game on my channel as soon as it comes out! (Well, maybe not as soon as, cause I've got a busy schedule but you know what I mean!) I'm also pretty sure that your game will probably be what helps my channel explode. It's so recognizable and iconic! It's gonna be an instant classic. (Don't worry, I won't beg for a free key. I know you have to make a living too. And I'll happily pay full price for this masterpiece.)
Really excited for the game! Can't wait to play it!
Excited to hear from Noah on the art side of things. I want to hear all the design processes and the things that didn't work out but led to things that did
Shifting my mindset from how much time one person spends looking at something versus how long is spent noticing it period has helped a lot. This video was solid and insightful, loving following along with y’all’s process!
I definitely wouldn't have noticed these if you didnt point them out, but they look really nice!
game dev takes time??? NUH UHHHHHHH it makes me go crazyyyyyyy!!!!!!~
lol well put.
Looks better and better, nice!
Dude I really like these devlog
Good job!
The game's just getting better and better. Really intrigued to see how it progresses, keep up the amazing work
That's really cute! I'm sorry, but I don't have much to say, I've already said everything on the earlier devlogs
Hehe it’s just great to have you here :)
Awesome work!
Great looking game! I'm not sure if the top left corner of the screen is a great place to show what nectar is up next to be used - it's quite far from the character and that would mean a lot of eye travel especially if the character is on the right side of the screen. I imagine if in Celeste, I needed to make a split second platforming decision based on whether I have a dash available, it would be a lot harder to do if I had to look into a corner of the screen, instead of where I am already looking - at Madeline's hair.
Great call out. A few folks in our discord said the same thing. We'll definitely be exploring ways to indicate on the character directly.
Your game looks so nice and is so well made! Keep it up!!!
❤
Great work! Have you thought about repositioning the nectar meter?
While its current location doesn't seem to block key visuals, if it's crucial for quick decisions, moving your eyes from the center to the top corner might not be optimal.
Maybe consider placing it at the screen's bottom or integrating an indicator on the player's sprite itself.
Yeah a lot of people brought this up on our discord server. Definitely will be incorporating some sort of indicator in the player’s sprite
this game looks dope
Lookin good
How do you handle and made moving platforms? Are they physic objects? How you move the player with it? When player steps on it, does it become a child of it and in Late Update you change it's position to whatever that moving platform is?
You can check out Shaun Spalding’s tutorials on moving platforms to see how it works.
I was thinking maybe it's better to let the player freely move the ghost and make it red when it's not possible to join it rather than restricting how much you can move the ghost and stop it when they want to move it further.
Especially I think it's gonna work best on timed parts like busy places or when timing needs to be more precise.
Only 3-4 hours to create a devlog? That’s incredible! Does this include writing the script? Do you have any advice for devs making their first devlog?
Lol thanks! Yes it includes writing the script. My process:
1) Write script (30min)
2) record/edit audio (30min)
3) record/import footage (2-3 hrs)
I’ve been editing videos for 6+ years so I’ve gotten pretty quick I guess. My advice for starting a devlog is to work ahead. Most of the stuff I share in my devlog is stuff we built a month ago or longer. I have about 10 videos in my backlog. Planning a schedule is good too. We’re holding ourselves to a devlog every 2 weeks.
I mean, if you spend 3 hours making something that thousands(1.2k atm, so ~60 hours) will spend 3 minutes going through, that sounds like a pretty good ratio to me. The time spent playing your game will, past a certain number, always exceed the amount of time you spent making it, just not individually. And with these videos people even get to spend time appreciating the stuff that's going on behind the scenes
It's a beautiful truth.
Iconoclasts mentioned
It's a great example of what a small dev team can do! Or in their case, just a solo dev.
Will tethergeist be available on mac? I would love to play it but sadly only have an apple silicon mac.
Yup!
In 4:42, if it's possible to traverse freely and infinitely, why would I bother with a moving platform?
There’s a limit to how far the ghost can go
Are there things that hurt the spirit form
Shhh no spoilers ;)
@@OandCoGames U already exposed it
@@Fugottin 😅
The dichotomy you mention is huge in game dev... but on the flip side it can reach countless people as a digital product.
Ok you say that. :]