@@LighthoofDryden For a boss fight ideal the widow the widow wishes to Control things it’s a spider shaped boss In the area it is in there are puppet enemy types rather then Them being attached to a string there attached to her web also when one sees you they All know where you are this is because there part of a hive mind controlled by the widow Next Ideal is for lore there should be books scattered around next off I remember you saying Something about the main character Having a diary what if your able to write poems about the bosses if you wanna write about The pain monk then you write about pain and stuff then after that you get judged And if you get a high enough score you will get a artifact based on the boss Except for main character dad since the main character does not like his dad He rather not make a poem about him so instead the main character goes into his bank and steals a Artifact from there that’s how you would get his artifact the bank should also be filled With bones in the vault that was actually my mini game ideal final ideal is a enemy ideal it Is a brazen bull it would be in the monk of pain area when you look away it attacks kinda like A weeping angel it stops if you look at it but if you don’t it will lounge at Samuel and do A little damage then shove Samuel in his back amd will burn Samuel doing Small amount damage but the longer Samuel stays inside of his back he does more damage The longer he stays in so Samuel can attack inside the bull breaking it open Killing the bull also the bull has a 20 percent chance of having a artifact called the red Cape inside of it and I could only imagine how you would implement this attack with The pain monk And add leader board feature
a small UX nitpicky detail. When you make a custom cursor, its good to have the point in the top left, because that's what people are used to. Yours is the bottom left.
Suggestion for the stamina bar: While I really liked your approach at the stamina bar not being this classic line, I think the sweat shape becomes a little hard to recognize the more the bar fills back up. My suggestion would be to make a reverse bar, filling out the sweat shape the more stamina Samuel loses, so the sweat drop can be seen once Samuel has no stamina (and would be sweating). Also it would automatically disappear once all the stamina is regenerated as the bar grows smaller with more stamina. I really enjoy watching your Devlogs and I’m looking forward to the game releasing! I hope this was understandable :)
hello! Little tip for the menu, even if it is on the right, try always to align text on the left. We read from left to right and it is kind of “awkward” to go from line to line and don’t find the starting letter of the world in the same column. Hope it helps, great job as always!
I think the visuals are suffering from a lack of greater depth/foreground elements personally, but the game looks great nonetheless, especially considering it's been done in just under 100 days
Nearing 100 days 🎉 Also might be good to lock the sweat/stamina on one side of the player and not flip it when you change direction, can be quite hard to track if it keeps moving about
My brain immediatly went to: it has to be the Zelda Breath of the Wild stamina bar/system and there we go! You nailed it and still didnt fully copy the exact design and made it your own. This is so cool! :D
I think a level made out of origami would be a cool design for the level and the enemies and the boss an origami craftsman could have some cool attacks like create origami creatures and use supplies to make origami like scissors and tape. As for his story I don't know but l think it should include the myth that if you make a thousand paper cranes you will get a wish
The last fan art with the cuphead reference was absoulutley fantastic. I love it. Also good kuck to finishing the game in time and i hope that i will be able to afford it once it comes out.
No spoilers but that’s my next priority after the 100 days is up! It’s hard to decide when to do it since I always want everything to keep looking better 🤪
woah, i really love to see the progress, this 100 days have been amazing and have certainly how much of a skilled developer and a centered and organized person you are, i really really admire you. I think i might have to continue with my own challenge though: 100 days (or more) without working in any of my gamedev projects because of self pressure and lack of passion, wish me luck in getting to day 1000 🤭
As someone who has run several teams of developers in the past, I feel I could make a couple of estimates for you. My developers, when asked for time estimates, were often out by a factor of 2. Which is a serious problem when you are quoting in a software bid! Main reasons, underdeveloped initial plan, scope creep, over optimism, responses to other ideas and rework. Nevertheless you are one of the most productive developers I have followed. (Using your planning metrics) So I feel it will be 7 weeks until you get a viable working demo released, then possibly another 7 weeks until you can release the Game. Interestingly that will then be close to 200 days (twice the original target). However that would still be a major success, to complete a high quality Game, which uses a well worn format (platformer) but imbued with innovation, great art and music and significant challenges for the players, I am sure you are on your way to greatness! However I think you need a new plan which you can stick to as your tagline '100-Day Deadline' is dead. Best wishes and good luck, I will definitely buy this when its is released in 2025?
2025 is the hopeful goal!!! At least, for maybe an early access, I’m not totally sure. Thanks for your encouragement-I know I definitely am MOST prey to overoptimism and rework. 😅
You have got this far and you have only just discovered Event Channels! Wow, your code structure must be interesting. Given that 100 days will be gone by next week, is there a New Target?
Mostly I’ve just used static Actions, singletons or dependency injection up to this point! I’m not sure about a new target yet-I’m going to get a playable demo out to folks, then I need to get it ready for a trailer and general steam page update, and then I’ll be back to adding more content to the game 😄
It's insane that one hundred days are almost over! For the ceiling decorations or for decorations in general, if the light source in your drawings doesn't come from the right/left or if the decorations don't really have a light source, you can flip the on the x axis to give more variety :D Maybe it could work on the banners?
I think that the stamina bar would be a bit more readable if it didn't switch sides when you turn around, right now it keeps teleporting around while you're trying to look at it
@@LighthoofDryden maybe just at the center above the head then? I think it also could be not a bar but like the more tired he is the more drops there are?
I agree, blue would match the "sweat drop" motif better than green. Also, red/green color-blindness is the most common type of color blindness, so for such people, the green outline transitioning to red (as it currently does) will very little contrast. I don't believe there's a blue/red color blindness however, so that would work for nearly everyone.
Are you going to work after the release? If so i on the last video i commented some ideas about new areas and bosses. And i am already really excited for the premiere 🙃😁 Edit: I realise now that i was on another account so the comment on the previous video was frop hannehabraken52 Basically it was about a vampire ,a fituristic boss (horizon 2 zeniths) and a cowboy
I heard you might use my idea of a tyrannical king boss/room!! So excited to see how it looks if you end up using it! Keep up the good work! Edit: PLEASE MAKE THIS GAME AVAILABLE FOR MAC
@@LighthoofDrydenyuh please do a mobile version, no problem even if u took another month to make a mobile version after the challenge ends, but it worth it
Personally, I feel like having 3-5 difficulty settings to choose from, rather than five different custom sliders for various aspects, would simplify things for the player. I understand that some players may want to fully customize their difficulty, but the more important question is: should they really need to do that in this game? Having a difficulty selection with pre-set values and a small description for each setting would make it easier for a new player to select one and start playing right away. Additionally, having a difficulty setting like this could allow for a scoring system at the end of the game based on the chosen difficulty (e.g., easy = 0.75, normal = 1.00, hard = 1.25), so if you want a higher score, you have to play on a harder difficulty. Of course, that depends on the type of game it is. (It's just how I see it, please don't hate me.) Can't wait to see the full game!
I seriously can't believe how talented you are. Everything from spectacularly executing your artistic vision, composing and recording your soundtrack, using solid programming techniques, and seemingly good game design. On top of that, you can produce a weekly update video. You seem super human, got any tips for time management?
Broooooooo I can’t believe the challenge is over. Being with you every step of the way has been amazing and I’m really excited to see Disinherited continue. Good job!!!!!
I really REALLY want to see where this game goes. This could be a huge success with the right push. I hope you keep going. I would like to see this game really go up in scale. Once you have your systems set up more modularly, I'd like to see it be a several hour long journey across multiple game areas. I think you can still keep it a rouguelite while allowing players to progress through a much longer story. You could do this by dividing it into chapters. When a player dies, they can go to a room with multiple doors. Each door is locked by default and correlates to the different game areas. Once a player enters that new major area, the door unlocks so they can go back to that chapter. Since the levels are proceeduraly generated, the areas won't feel stale. All of this would allow for the player to get to experience the entire story without having to restart the entire game when they die. I would also like to see some poems relating to the new areas, and new enemies discovered that are unlocked as you encounter these. They could go into a "poetry book" that acts as an index for the game, explaining lore behind the areas, enemies, bosses, and items in the form of poems. This would fit the theme really well and really make it feel like a tied together experience. Again. With the right features and execution, this game could really be a massive success. I see so much potential in it, and I am so excited at the thought of having this in my library and getting to experience it.
As a player who likes to play and beat games on the hardest difficulty, i've always really disliked when games have sliders that can be used to increase difficulty. I think it feels kinda janky and not as exciting when you add difficulty through customizable sliders
You should flip the quill cursor to the left to be more like the windows and linux cursors. Also I found the game through the BTP video and I gotta say its gone so far 👍
Looking amazing so far!!! The UI stuff is super interesting it’s one of those things that I forget about in a lot of games but is really important Also the stamina meter is great! I love how you used smn similar to botw, from the brief experience I’ve had of that it’s a really good system
I love this series so much! My only input so far would be to add a tiny bit more weathering and shading the new Assist Mode UI. I think that it would really fit the games overall theme a little better. Keep it up and your crushing it!
For a boss fight ideal the widow the widow wishes to Control things it’s a spider shaped boss In the area it is in there are puppet enemy types rather then Them being attached to a string there attached to her web also when one sees you they All know where you are this is because there part of a hive mind controlled by the widow Next Ideal is for lore there should be books scattered around next off I remember you saying Something about the main character Having a diary what if your able to write poems about the bosses if you wanna write about The pain monk then you write about pain and stuff then after that you get judged And if you get a high enough score you will get a artifact based on the boss Except for main character dad since the main character does not like his dad He rather not make a poem about him so instead the main character goes into his bank and steals a Artifact from there that’s how you would get his artifact the bank should also be filled With bones in the vault that was actually my mini game ideal final ideal is a enemy ideal it Is a brazen bull it would be in the monk of pain area when you look away it attacks kinda like A weeping angel it stops if you look at it but if you don’t it will lounge at Samuel and do A little damage then shove Samuel in his back amd will burn Samuel doing Small amount damage but the longer Samuel stays inside of his back he does more damage The longer he stays in so Samuel can attack inside the bull breaking it open Killing the bull also the bull has a 20 percent chance of having a artifact called the red Cape inside of it and I could only imagine how you would implement this attack with The pain monk and add leader board feature
It’s Unity Events piped through ScriptableObjects-the setup is mildly cumbersome but the decoupling is nice! Check out the video on @git-amend to see the full workings
@@LighthoofDryden Gotcha! That sounds interesting! I'm already imagining the tooling potential. This is another thing to get lost in while not making progress on my game XD
Idea:maybe you could add a small accessory to samuel after every boss he fights, such as a cog necklace for augusta. Edit: Actually his outfit might get a bit crowded
hey ive been watching you for sometime and i think assist mode is not a good feature i have played hades and they dont have an assist mode and when i won after many many tries it felt so rewarding cuz there isnt an assist mode theres an upgrading style so im saying you should maybe make it a feature after the player had already finished the game once then he can use that feature to his wantings but there is already an upgrading in disinherited so id think you need to make it easier then it is
Hades does have an assist mode! It’s called God Mode. My “assist mode” is currently for playtesting and messing around-this isn’t its final form, by a longshot-but there will be some form of one in the final game, because I want people who are newer to games to be able to experience Disinherited at a level of challenge that best matches their skill As a skill-enjoyer myself, I still had plenty of fun (and frustration, and challenge) with Rogue Legacy 2, even though they let you set all the “House Rules” you want. I just didn’t use them because for me, it would have tarnished the experience.
It's insane how much you've already accomplished in just 100 days! I'm really looking forward to see what's next!
Thank you so much!! I’m gonna keep going 💪
@@LighthoofDryden For a boss fight ideal the widow the widow wishes to
Control things it’s a spider shaped boss
In the area it is in there are puppet enemy types rather then
Them being attached to a string there attached to her web also when one sees you they
All know where you are this is because there part of a hive mind controlled by the widow
Next Ideal is for lore there should be books scattered around next off I remember you saying
Something about the main character
Having a diary what if your able to write poems about the bosses if you wanna write about
The pain monk then you write about pain and stuff then after that you get judged
And if you get a high enough score you will get a artifact based on the boss
Except for main character dad since the main character does not like his dad
He rather not make a poem about him so instead the main character goes into his bank and steals a
Artifact from there that’s how you would get his artifact the bank should also be filled
With bones in the vault that was actually my mini game ideal final ideal is a enemy ideal it
Is a brazen bull it would be in the monk of pain area when you look away it attacks kinda like
A weeping angel it stops if you look at it but if you don’t it will lounge at Samuel and do
A little damage then shove Samuel in his back amd will burn Samuel doing
Small amount damage but the longer Samuel stays inside of his back he does more damage
The longer he stays in so Samuel can attack inside the bull breaking it open
Killing the bull also the bull has a 20 percent chance of having a artifact called the red
Cape inside of it and I could only imagine how you would implement this attack with
The pain monk
And add leader board feature
Hand: We have been trying to contact you about your horse carriages extended warrenty
lmaoo
a small UX nitpicky detail. When you make a custom cursor, its good to have the point in the top left, because that's what people are used to. Yours is the bottom left.
Totally ez to flip, thanks!
Suggestion for the stamina bar: While I really liked your approach at the stamina bar not being this classic line, I think the sweat shape becomes a little hard to recognize the more the bar fills back up. My suggestion would be to make a reverse bar, filling out the sweat shape the more stamina Samuel loses, so the sweat drop can be seen once Samuel has no stamina (and would be sweating). Also it would automatically disappear once all the stamina is regenerated as the bar grows smaller with more stamina. I really enjoy watching your Devlogs and I’m looking forward to the game releasing! I hope this was understandable :)
I second this!
We are at the finish line Bois!
hello!
Little tip for the menu, even if it is on the right, try always to align text on the left. We read from left to right and it is kind of “awkward” to go from line to line and don’t find the starting letter of the world in the same column.
Hope it helps,
great job as always!
Oh true!
Thank you!
I think the visuals are suffering from a lack of greater depth/foreground elements personally, but the game looks great nonetheless, especially considering it's been done in just under 100 days
Agreed! They’re not even close to done
You should 100% add chains you swing on as a obstacle, kinda like how the infinite machine has the moving platforms!
It does feel very correct doesn’t it??
WE GOT JUMPING OFF WALLS AHHHHHHHH
Lets head straight back into playtesting!
Also yay I am in the video!
Nearing 100 days 🎉
Also might be good to lock the sweat/stamina on one side of the player and not flip it when you change direction, can be quite hard to track if it keeps moving about
No. I refuse to believe it. It was day 50, like, yesterday 😭
My feelings EXACTLY
My brain immediatly went to: it has to be the Zelda Breath of the Wild stamina bar/system and there we go!
You nailed it and still didnt fully copy the exact design and made it your own. This is so cool! :D
Thank you!! It was a fun friday project :D
First comment. So excited for this devlog and the game's release and keep up the good work.
Thank you for the encouragement!!
I think a level made out of origami would be a cool design for the level and the enemies and the boss an origami craftsman could have some cool attacks like create origami creatures and use supplies to make origami like scissors and tape. As for his story I don't know but l think it should include the myth that if you make a thousand paper cranes you will get a wish
Oooh that with the paper motif could be sick!!
Your charisma is everything! I love hearing you talk.
That’s always nice to hear 😅 thank you!
I got an ad bro
Can you please please please please PLEASE bring this to PlayStation I want this game sooooooooo badly
The last fan art with the cuphead reference was absoulutley fantastic. I love it. Also good kuck to finishing the game in time and i hope that i will be able to afford it once it comes out.
Huhhh this game good so...I won't to see what u can do in more time ? Ok ;) and u sleep? Huh and u health? Hug u good ?
Haha I will be honest I haven’t been sleeping much lately 😅 but I am having fun so it’s okay!
when will you update the steam page and/or make a game trailer?
No spoilers but that’s my next priority after the 100 days is up! It’s hard to decide when to do it since I always want everything to keep looking better 🤪
woah, i really love to see the progress, this 100 days have been amazing and have certainly how much of a skilled developer and a centered and organized person you are, i really really admire you.
I think i might have to continue with my own challenge though: 100 days (or more) without working in any of my gamedev projects because of self pressure and lack of passion, wish me luck in getting to day 1000 🤭
As someone who has run several teams of developers in the past, I feel I could make a couple of estimates for you. My developers, when asked for time estimates, were often out by a factor of 2. Which is a serious problem when you are quoting in a software bid! Main reasons, underdeveloped initial plan, scope creep, over optimism, responses to other ideas and rework. Nevertheless you are one of the most productive developers I have followed. (Using your planning metrics) So I feel it will be 7 weeks until you get a viable working demo released, then possibly another 7 weeks until you can release the Game. Interestingly that will then be close to 200 days (twice the original target). However that would still be a major success, to complete a high quality Game, which uses a well worn format (platformer) but imbued with innovation, great art and music and significant challenges for the players, I am sure you are on your way to greatness! However I think you need a new plan which you can stick to as your tagline '100-Day Deadline' is dead. Best wishes and good luck, I will definitely buy this when its is released in 2025?
2025 is the hopeful goal!!! At least, for maybe an early access, I’m not totally sure. Thanks for your encouragement-I know I definitely am MOST prey to overoptimism and rework. 😅
Can't Wait!
You have got this far and you have only just discovered Event Channels! Wow, your code structure must be interesting. Given that 100 days will be gone by next week, is there a New Target?
Mostly I’ve just used static Actions, singletons or dependency injection up to this point!
I’m not sure about a new target yet-I’m going to get a playable demo out to folks, then I need to get it ready for a trailer and general steam page update, and then I’ll be back to adding more content to the game 😄
It's insane that one hundred days are almost over! For the ceiling decorations or for decorations in general, if the light source in your drawings doesn't come from the right/left or if the decorations don't really have a light source, you can flip the on the x axis to give more variety :D
Maybe it could work on the banners?
Your approach to procedural decorations is really clever.
Aww thank you! It's one of those things that I just constantly work on in the back of my mind 😅
I think that the stamina bar would be a bit more readable if it didn't switch sides when you turn around, right now it keeps teleporting around while you're trying to look at it
Oh, good point! At the same time, it seems weird in my mind to have it in front of him, but maybe it won’t be in practice
@@LighthoofDryden maybe just at the center above the head then? I think it also could be not a bar but like the more tired he is the more drops there are?
Technical implementation of UI is the bane of my existence.
Devs unite to BAN UI
i think the stamina indicator might look nicer in blue but what do i know
I agree, blue would match the "sweat drop" motif better than green. Also, red/green color-blindness is the most common type of color blindness, so for such people, the green outline transitioning to red (as it currently does) will very little contrast. I don't believe there's a blue/red color blindness however, so that would work for nearly everyone.
What can u do while time
As much as I can 😅
Are you going to work after the release? If so i on the last video i commented some ideas about new areas and bosses. And i am already really excited for the premiere 🙃😁
Edit: I realise now that i was on another account so the comment on the previous video was frop hannehabraken52
Basically it was about a vampire ,a fituristic boss (horizon 2 zeniths) and a cowboy
Yes he will
Oh yes! I will be working on this for many many more days :D Thank you for the ideas, they're really cool!
I heard you might use my idea of a tyrannical king boss/room!! So excited to see how it looks if you end up using it! Keep up the good work! Edit: PLEASE MAKE THIS GAME AVAILABLE FOR MAC
New objective: Make a DLC where Samuel kills Mother Nature for her crimes against Lighthoff Dryden
Will u make a mobile versione of the game?
I think It might lead to lots of players and make u gain more money
I’d like to try! Theoretically it should be lightweight enough, but mobile does present some challenges here and there
@@LighthoofDrydenyuh please do a mobile version, no problem even if u took another month to make a mobile version after the challenge ends, but it worth it
dude that cuphead inspired fanart is so cool!
It blew my mind ngl, noahdot is incredible
Personally, I feel like having 3-5 difficulty settings to choose from, rather than five different custom sliders for various aspects, would simplify things for the player. I understand that some players may want to fully customize their difficulty, but the more important question is: should they really need to do that in this game? Having a difficulty selection with pre-set values and a small description for each setting would make it easier for a new player to select one and start playing right away.
Additionally, having a difficulty setting like this could allow for a scoring system at the end of the game based on the chosen difficulty (e.g., easy = 0.75, normal = 1.00, hard = 1.25), so if you want a higher score, you have to play on a harder difficulty. Of course, that depends on the type of game it is. (It's just how I see it, please don't hate me.)
Can't wait to see the full game!
I seriously can't believe how talented you are. Everything from spectacularly executing your artistic vision, composing and recording your soundtrack, using solid programming techniques, and seemingly good game design. On top of that, you can produce a weekly update video. You seem super human, got any tips for time management?
Broooooooo I can’t believe the challenge is over. Being with you every step of the way has been amazing and I’m really excited to see Disinherited continue. Good job!!!!!
I really REALLY want to see where this game goes. This could be a huge success with the right push. I hope you keep going.
I would like to see this game really go up in scale. Once you have your systems set up more modularly, I'd like to see it be a several hour long journey across multiple game areas.
I think you can still keep it a rouguelite while allowing players to progress through a much longer story. You could do this by dividing it into chapters. When a player dies, they can go to a room with multiple doors. Each door is locked by default and correlates to the different game areas. Once a player enters that new major area, the door unlocks so they can go back to that chapter. Since the levels are proceeduraly generated, the areas won't feel stale.
All of this would allow for the player to get to experience the entire story without having to restart the entire game when they die.
I would also like to see some poems relating to the new areas, and new enemies discovered that are unlocked as you encounter these.
They could go into a "poetry book" that acts as an index for the game, explaining lore behind the areas, enemies, bosses, and items in the form of poems.
This would fit the theme really well and really make it feel like a tied together experience.
Again. With the right features and execution, this game could really be a massive success. I see so much potential in it, and I am so excited at the thought of having this in my library and getting to experience it.
please make the quill cursor click with the end of the quill rather than the base. Also idk what im going to do without my weekly friday devlog
As a player who likes to play and beat games on the hardest difficulty, i've always really disliked when games have sliders that can be used to increase difficulty. I think it feels kinda janky and not as exciting when you add difficulty through customizable sliders
You should flip the quill cursor to the left to be more like the windows and linux cursors. Also I found the game through the BTP video and I gotta say its gone so far 👍
Looking amazing so far!!! The UI stuff is super interesting it’s one of those things that I forget about in a lot of games but is really important
Also the stamina meter is great! I love how you used smn similar to botw, from the brief experience I’ve had of that it’s a really good system
I love this series so much! My only input so far would be to add a tiny bit more weathering and shading the new Assist Mode UI. I think that it would really fit the games overall theme a little better. Keep it up and your crushing it!
For a boss fight ideal the widow the widow wishes to
Control things it’s a spider shaped boss
In the area it is in there are puppet enemy types rather then
Them being attached to a string there attached to her web also when one sees you they
All know where you are this is because there part of a hive mind controlled by the widow
Next Ideal is for lore there should be books scattered around next off I remember you saying
Something about the main character
Having a diary what if your able to write poems about the bosses if you wanna write about
The pain monk then you write about pain and stuff then after that you get judged
And if you get a high enough score you will get a artifact based on the boss
Except for main character dad since the main character does not like his dad
He rather not make a poem about him so instead the main character goes into his bank and steals a
Artifact from there that’s how you would get his artifact the bank should also be filled
With bones in the vault that was actually my mini game ideal final ideal is a enemy ideal it
Is a brazen bull it would be in the monk of pain area when you look away it attacks kinda like
A weeping angel it stops if you look at it but if you don’t it will lounge at Samuel and do
A little damage then shove Samuel in his back amd will burn Samuel doing
Small amount damage but the longer Samuel stays inside of his back he does more damage
The longer he stays in so Samuel can attack inside the bull breaking it open
Killing the bull also the bull has a 20 percent chance of having a artifact called the red
Cape inside of it and I could only imagine how you would implement this attack with
The pain monk and add leader board feature
I remember watching the black thorn prod video the day it came out and now you are 100 days in. Crazy how good this game is getting!
If you are interested i can make a french translate version of the game. I don't know if you are looking for it, i just saw it's english only.
98 already???
Yer tellin me 😅😅😅
Greek fire
Is the event system using C# events or Unity events, or is it something entirely different?
It’s Unity Events piped through ScriptableObjects-the setup is mildly cumbersome but the decoupling is nice! Check out the video on @git-amend to see the full workings
@@LighthoofDryden Gotcha! That sounds interesting! I'm already imagining the tooling potential. This is another thing to get lost in while not making progress on my game XD
Idk why but I think a library area would be really cool :), love your videos and ideas - keep up the great work ❤
I dont have any creative ideas right now, but I will leave a comment for the algorythm anyway.
How much will it cost on steam? when it comes out
I’m thinkin $9.99 USD, and then scaling to other countries based on economic factors!
You could make him hunch over a bit if his stamina is very low, it's just a small thing that adds polish
Hope you catch up gl
Me too hahah
game is looking great (:
Ty
Idea:maybe you could add a small accessory to samuel after every boss he fights, such as a cog necklace for augusta. Edit: Actually his outfit might get a bit crowded
Just realised u only have 2 days 😅
I am so exited for the game!!!❤❤❤
Thank youuuu
Can there be option to have just a normal bar for stamina
100 days... and still too many ways to improve and finish the game. Thats for sure a great but really hard job
It definitely is haha. If I think about the size of the job I’ll never start; just gotta keep pushing forward!
Waaaaiiiiting
The video is really cool as always but can we talk about how NICE his shirt is?? Like I'm obsessed omg
Why thank you!!!
A Dryden video! Fantastic!
OH MY STARS THIS IS ENDING ON MY BIRTHDAY.
CANT WAIT FOR MUSIC EPISODE
Sweet shirt
Ay thanks!
Aw, I can't make it to this première. I'll have to watch it later :/
It’ll be here waiting for you :D
So much talent in such a cute package
Aww shucks
We are so back
We really really are!!!
Will this come out on Nintendo?
That’s my first goal after Steam, if the forces of the universe align!!
@@LighthoofDryden awesome I can’t wait to play it
Is this the last devlog then
BONE cursor please
"Me Proof- I Am The Fool" the way i died 😭
I know, I loved that joke!
I think a great way to add variety to the rooms would be to make the same room multiple times with different decoration arrangements!
Sounds good. 👍👍
You’re so close to the finish line! And the game is looking so good! You’ve got this!
BACK FROM THE SHADOW REALM LETS GOOOOOOO
Premieres in 100 minutes
Can't wait to hear all the new music/sound effects!
Looking forward to it
Wait is this day 100 already? Or still more days?
Day 97 or 98 I think
day 98
Lovely Video!
Thank you for all of these videos!
I liked the old non-existing stamina bar
Banger inbound fellas!
Thank youuu
@@LighthoofDryden hell yeah brother, wishlisted 🙏
Love your videos!
Thank youuuu
Amazing as always🎉
hey ive been watching you for sometime and i think assist mode is not a good feature i have played hades and they dont have an assist mode and when i won after many many tries it felt so rewarding cuz there isnt an assist mode theres an upgrading style so im saying you should maybe make it a feature after the player had already finished the game once then he can use that feature to his wantings but there is already an upgrading in disinherited so id think you need to make it easier then it is
Hades does have an assist mode! It’s called God Mode. My “assist mode” is currently for playtesting and messing around-this isn’t its final form, by a longshot-but there will be some form of one in the final game, because I want people who are newer to games to be able to experience Disinherited at a level of challenge that best matches their skill
As a skill-enjoyer myself, I still had plenty of fun (and frustration, and challenge) with Rogue Legacy 2, even though they let you set all the “House Rules” you want. I just didn’t use them because for me, it would have tarnished the experience.
98 days!!! Aaack! Im so excited