@@Poepy the outline was added so the slimepet doesnt get lost in the background. When removing it then you got the problem that you cant find it at all lol Also the slimepet has skins so once you buy an upgrade its way more visible too
I think the loading screen feels.. lackluster. Not the loading screen itself, but when you die it just sort of slides on screen. A more fluid transition from death to death screen would be cool.
hello mr bonk, I followed you back when you started developing the game. I remember continuously requesting slime king. I am glad you came through and are still developing :)
I think bazooka has to be not a bazooka, but rather an airstrike launcher. It seems illogical when you point your bazooka and the projectile comes from the sky
I just realized this is the 1st game on computer im gonna buy (apart from Minecraft) Can't wait!! I think i have been watching you now for 2 years (I think). This game has evolved so much! Also congrats on 75k subs!
dude some post processing effects would make this game look so good, like lighting with normal maps, motion blur or making things near the edge of the screen slightly out of focus. (W vid btw)
really love the new details! although I noticed that the lighting shot from the coiler doesnt seem to target the nearest enemy after bouncing off the first one, however I' m probably wrong about that
I think the bubble wand needs to be more unique, since it's basically the same as the banjo. for example you could make it more like real bubbles, so they could pop immediately or go to all the way to the edge of the screen if you're lucky
this looks SICK and is very high quality. the art is quite nice, but isn't too crazy or complex. i absolutely l o v e roguelikes, so looking forward to seeing how this turns out. anyhow, ima just throw random things down here for absolutely no reason weapons or smth Chaotic Singularity: Sends a random projectile from any currently unlocked weapons. The cooldown is dependent on the projectile used. Bullet Hell: Fires several circular waves of projectiles that bounce off of walls. Can only be used once per room. Beam Up: Beams up any non-boss enemy. The enemy is dropped into the room you're in after five rooms (or the final rooms if no further rooms exist). tl;dr a temporary skip button Self-Destruct: Gain an extra life. Upon being hit, instantly explode and clear the room you're in. funni slime guys Seekers: Slimes that can melt into the ground, reforming next to the player before attacking. If struck, it is stunned and unable to melt for a few seconds. Seekers can follow you into other rooms, but not boss rooms. Replicator: Boss slime that copies your weapons and items. Shifter: literally just a normal slime, but it's a random non-green color. why? imagine just seeing a jarringly purple slime randomly. even better if it's REALLY rare
Hey, thanks so much! And these are great suggestions, just not sure how much "new" content I'm planning to add as we are getting closer and closer to release, but I really appreciate it.
Ive watched every video when it came out and I just heard you say "Rougelike" I've gone this time not knowing it was a rougelike. Man thats so cool, I love rougelikes
As i said before, it doesn't make sense that you are in a field with one or two randomly placed buildings. I suggest organising them into city areas or making all rooms a city.
While this would help continuity, it would both lower the difficulty (since everything is in one or two areas) and make exploration less fun as there would be way less areas with buildings
@@ghastdude589 why would everything be in one or two areas? I just said to change the theme, add buildings instead of cliffs, roads, parks and squares as rooms. As for buildings being less unique, they could just be different from other buildings.
@@fishingfishka Oh, I didn't realize you meant changing the style, I thought you meant taking all of the buildings in the game and putting them in one or two rooms to make town areas
Hey Benbonk, this was an especially great devlog, I love how you truly do take note of feedback. I just have a weapon idea I would like to share, firstly I would like to say I totally understand if your skeptical about the idea because I havent made any drawings of it or put it on discord ort anything. But I think it would be cool to have like a "Medusa's head" weapon that would shoot little snakes and would freeze an enemy on impact for a short duration of time, this could also instead be like a "Midas' touch" weapon that would turn the slimes gold for a short time, but also since its gold, it would give more slimeballs when killed. Im not sure how you feel about these but its just smth I came up with. Keep up the great work!
Hey thanks so much. I do think that sounds like a really cool idea, it's just I think after this devlog I'll probably be done adding weapons to the game, at least until launch. But we'll see, thanks for the suggestion!
You should add a melee weapon, like a spear or something! Also, for that Banjo weapon, I think it would be a little helpful to change the ammo icons to show 3 notes instead of 1 :)
I think the issue of not being able to see enemies could be helped by drawing in the eye better as the fog is very bright and saturated compared to the actual room. Making it darker could help increase the contrast of the enemies and the overall screen.
I think that if he did add that then he should also add another musical weapon to get some more use out of such a cool feature and to make it feel less out of place
Do you have any piercing weapons? I think a few weapons that can hit through slimes to damage other slimes could be really neat, could give a nice incentive to save amo by lining up shots
Yeah there are a few such as the nailinator that shoots piercing nails and the sniper, which are pretty cool weapons you can see mentioned in previous devlogs.
Personally, I think that a) the bazooka needs tp have bigger prijectiles and more impressive explosions and b) the impact of the bombs needs a bunch of screenshake.
I'm not a Unity expert, but I got a couple ideas. - Is it possible to convert the audio from Vorbis to Opus? This would let you save even more space. - PNG files can be run through something like PngGauntlet to reduce their filesize losslessly. - That’s an awful lot of green. If you add a slightly cooler hue to darker shades, and a slightly warmer hue to lighter shades, it might make it look a bit less monochromatic.
well, there is a hue slider, you can use it to change the overall color to be a yellow or red or whatever color theme instead of green. you can also change post processing settings and brightness
I don’t know if someone has requested this before, but have you considered adding certain status effects? Like maybe the lightning gun could electrify enemy slimes, immobilizing them for a short period of time or the blow gun possibility slowing down or poisoning enemy slimes. I think that it adds a bit more value to the weapon overall.
The death screen definitely needs a better animation. I think you should have your charecter melt into slime as slime starts splatting the screen until it's all covered before the actual death board scrolls down a bit slower and its corners also splatted with slime. Other transitions could be slime filling your screen from the bottom, or a massive slime could jump on the screen before jumping away and revealing the death screen
@@Selrisitai no, I know that. I just think that it just popping up is a little boring. It's something you'll probably see a lot given this is a rougelike, so I think there could have been a bit more work making it feel a bit more impactful.
Dang, Wonder who did a whole rant about the boat section 👀 All Jokes aside this looks really cool, and Dualies always make a game a 10/10 in my eyes. Of course its a mandatory practice for me to give idea so ill focus on Unlockable by doing a task type guns. Mech Arm, Unlocks after beating the mech boss. A high fireing, Strong weapon that is incredibly rare and has a long recharge time. Slime Gun, Unlocks after killing 500 slimes. A Beam like weapon that shoots slime at the enemy Achilles Sword, Unlocks After beating the Slime Samerai. A short range weapon that does the most damage to the back of enemies. Not conecting A hit would send you backwards. Boombox, Unlocked after beating DJ slime. The boombox would have a faint music and timing your attacks to the beat does extra damage. Regal Gun, Unlocks After beating slime king. This gun is no different from the base gun, but it shoots crowns. How fancy Benbonk Gun, Unlocks after Typing "BenBonk" in the lobby area. 2 damage fast gun that when fired uses your voice. Thats all I came up with today
Its kinda hard to differentiate between everything because of the color scheme. If you want to make everything really distinguishable you should try to focus on making the artwork have unique shapes (like how the slimes have really different textures)
I don’t know if someone has requested this before, but have you considered adding certain status effects? Like maybe the colier could electrify enemy slimes, immobilizing them for a short period of time or the blow possibility slowing down or poisoning enemy slimes. I think that it adds a bit more value to the weapon overall.
I have an idea for the game over screen! Inspired by the game over in "have a nice death", maybe the player could launch into the screen after they die, creating a splatter with the word "Slimed" or "you got slimed" I'd be happy if you considered this idea and gave it a shot :3
I feel like it would be interesting if there was a weapon that would speed up the Slime's growing process if you shoot it at one. Like you shoot it twice or something and then the slime goes into the next stage.
Not that it's a big deal, but that dude would burn alive from holding the back of the bazooka in his face. And also bazookas shoot directly out of the bazooka, so for me it wouldn't sit right to have it just summon an aerial strike.
Hear me out... Increase the splitters damage to make it more powerful but make the bullets also damage the player, making it a high risk high reward weapon. You could easily clear out rooms with it but if you're not careful you'll get yourself killed.
3:15 Sometimes you can see some vertical back lines when moving (and then stopping, letting the camera catch up). Since I had this issue too (however in godot or custom engine), I would recommend to add texture padding or sth similar to solve this problem. you can see the issue at 4:10 even better.
Hey Benbonk, I have a weapon suggestion that I really wanted to tell you because I think it would be fun and would fit the flow of the game. (Plus, a good portion of this video was talking about new weapons) So I was wondering if you could make a shield/weapon. I'm thinking like a glock that has a shield at the end, ya know? It shoots pretty quickly with not much damage. But the cool thing that would make the weapon stand out is that if you dash, at the end of the dash, a shield will pop up, which can take a good few enemy projectiles before breaking. It'll also go down after 5 seconds and can be disabled by clicking the left mouse. (It's up to you if you make my weapon idea or not and you can make tweaks and adjustments to it, but things like the spears from the royal guards in the King slime bossfight would go through the shield for balancing so it isn't too op). Thanks for listening, and I think the new changes you made were spectacular (especially the slime outlines). Thanks for another great devlog!!
Quick suggestion: Update the title screen and "invert" the title (make it white, with some green reflections). This way it would pop more from the background. It has the same contrast issue as the blobs before this update :)
Can you make it so you can change the color palette of the walls and floor separately? I think it would give tons of variety to customization. Imagine having nice green grass with rocky gray walls and that's only the tip of the iceberg if you make this a feature! Maybe you could even change your slime pets color if you wanted! That way you can make your pet easily distinguishable from other slimes!
i think it might be better to have fewer words in the tutorial - so like just having a symbol for the key and designing the area so that the player can learn what the mechanics do themselves
I like the fact you added back the boat rooms in all the days, speedrunning was gonna be a nightmare if that wasn't the case. and btw you added some weapons that seem to do a lot of damage, idk if it was intentional but those are gonna be slime king speedrunning weapons (because the slime king barely moves) but yeah great changes 👍.
Not sure if this would fit the play style of the base game, but a weapon that you could control the direction of the bullet after you fire it would be sick. The downside of it is that it would stop the player from moving. Would be fun to clear out rooms with, while also having the risk reward factor of not being able to protect yourself. However, it could be hard to implement and might be op if not made right but it was just an idea I had.
I actually do have a weapon like this in the game right now, and an upgrade called "Remote Control" which allows you to control all bullets with your mouse :)
When the Bazooka's launched it's not obvious enough where it's gonna land as the marker takes a second to appear. When you first showed it in action I thought it was broken. Imo the marker should appear almost immediately after the mouse click.
you should make the blowgun a single clip(reload after every shot), do decently high(something like 1x4-5) poison damage & the initial hit doing 0 dmg(making the overall dmg 4/5 dmg per shot)
Idk if it’s just me who thinks this, but doesn’t it make more sense for the slimes to start big and give more slimeballs and the more time you use for each slimes the smaller and less slimeballs you get
Suggestions: Making the Cursor juuuust a tad bigger, sometimes it's kinda hard to see with a lot happening on the screen (also, if possible, making it white when it's right above a hole would also be good) Also, just flesh out a bit some buttons, most feel like a simple green square with a ">" or any symbol in them, maybe just a simple outline would also be noce
I really like a lot of the new weapons you added but I'd like to request a melee weapon. it could be high risk high reward weapon that only the most skilled players could use effectively! not necessary but it would be REALLY cool to see!
Yeah, I totally agree, although I've tried to create melee weapons for a while now, and the only issue, is that I've set up the weapons system in a pretty bad way. So admittedly this probably won't happen because I would have to rework a bunch of stuff the weapon system. But who knows.
You should probably make a few melee weapons like a katana or a knife. it could add some more short range weapons. and also, maybe some movement weapons like a grappling hook.
Mb, I just used the wrong screenshot for that image. We've had 20k additions, but also 3k deletions of wishlists. So that screenshot I used only shows additions (which are 20k) when the real balance is 17k.
Would it be possible if we could change the outline of enemys/bosses/pet/player in teh settings separately? So we can tell the difference between each thing
i feel like rainy days should give you more loot or something, also the rain overlay looks weird cuz it follows the player, but im looking forward to your updates!
i think a really cool feature would be to change the main color/theme of the game like if I wanted the game to be purple, dark blue, or something. Basically replace the green with the chosen color. Because not everyone likes how green looks.
Large sized games get warnings when trying to download over a cellular connection. You can obviously still download, but ideally if you can get under this then you save your users any concern. This is not specific advice for your game, but for people having watched a video with filesize optimisation as it is topical. I think in Apple that limit is 200Mb.
hi! so i dont know every weapon you have made, but if you havent already, you should make a weapon that works similar to brimstone in the binding of isaac, you charge up a shot, and then fire a laser which pierces enemies and deals damage per tick, that would be super cool!
It is a problem how now the slimes and the player and pet look the same with the outline and are hard to distinguish. Maybe consider changing the color for the enemy outline to something similar to the dark green of the walls? Or whatever fix. I understand the necessity of the outline but it needs tweaking
1:05 Hm, I don't know that I really like it personally, the slimes have two separate outlines, the black outline you manually drew and then a white outline just slapped on top, it looks really odd to me, wouldn't it make more sense if that white outline was only added to highlight certain things? Like if something you've never encountered before shows up then the white outline will indicate as much.
I can understand wanting to make the boss room always available, but I kinda feel like, to discourage beating the game on day 1, you should make a system for upgrading the player's base stats (like more available dash bars, or base HP, or dash range etc.) so that the boss fight is nearly impossible to win without gathering more buffs. Idk, that might just be me
Hey Ben, love your videos! Unpopular opinion: The game could change its color palette. The one thing that makes me know I won't be playing the game is that my eyes get tired, and my head hurts with the vivid green just by watching the video. Imagine playing it! The game would benefit a lot from adding other colors and then applying a green filter, so we would have different tones of green with different intensities. Also, it would help with the differentiation of enemy slimes.
Hey, I saw your reply, in another comment, but yes you can change the color palette in the graphics settings. I know the game is only 4 colors, and it might not be everyone's cup of tea as it is too late to add more colors into the game, but I tried my best to make the game as customizable as I could.
@@BenBonk oh perfect! I probably missed the color change add, and didn't knew about. I actually love the design decision of the unique color palette, but the green was too strong for my eyes, so knowing that there are other options is great!
The slime outlines look amazing! But now it's really hard to see the difference between the slime pet and the enemy slimes😮
Well, you cannot kill your slimepet so its not like its going to die or anything
@@Splash029 You might waste ammo attacking a friend though D:
@@hypercube34 well, when I was playing it I never had an issue like that.
@@Splash029other people might though. removing the outline from the slime pet could fix it
@@Poepy the outline was added so the slimepet doesnt get lost in the background.
When removing it then you got the problem that you cant find it at all lol
Also the slimepet has skins so once you buy an upgrade its way more visible too
I think the loading screen feels.. lackluster. Not the loading screen itself, but when you die it just sort of slides on screen. A more fluid transition from death to death screen would be cool.
Brother forgot the RB in RGB
lmao
Best comment
technically he didn't, white needs red and blue lol
I mean it has a good bit of blue
9:26 no problem :D
hello mr bonk, I followed you back when you started developing the game. I remember continuously requesting slime king. I am glad you came through and are still developing :)
Awesome, thanks so much. The slime king has become super important to the game, so I appreciate all the suggestions you made for it :)
I think bazooka has to be not a bazooka, but rather an airstrike launcher. It seems illogical when you point your bazooka and the projectile comes from the sky
or add some animation of the rocket going into the sky
Agreed. Take inspiration from the Air Strike in Worms. So much fun.
A mortar
I just realized this is the 1st game on computer im gonna buy (apart from Minecraft)
Can't wait!! I think i have been watching you now for 2 years (I think). This game has evolved so much! Also congrats on 75k subs!
That's awesome thanks so much for your continued support, I'm honored :)
dude some post processing effects would make this game look so good, like lighting with normal maps, motion blur or making things near the edge of the screen slightly out of focus. (W vid btw)
Screen shake
I’m not a fan of making things out-of-focus. But normal maps would definitely be a good idea.
really love the new details! although I noticed that the lighting shot from the coiler doesnt seem to target the nearest enemy after bouncing off the first one, however I' m probably wrong about that
Yeah, I realized I might've said that wrong. I might've actually ended up coding it to just target a random one.
I think the bubble wand needs to be more unique, since it's basically the same as the banjo. for example you could make it more like real bubbles, so they could pop immediately or go to all the way to the edge of the screen if you're lucky
That is actually a pretty good idea. Making the distance traveled a bit random would certainly make it unique.
I cant wait! Slimekeep might be my new favorite roguelike!
Thank you!
this looks SICK and is very high quality. the art is quite nice, but isn't too crazy or complex.
i absolutely l o v e roguelikes, so looking forward to seeing how this turns out.
anyhow, ima just throw random things down here for absolutely no reason
weapons or smth
Chaotic Singularity: Sends a random projectile from any currently unlocked weapons. The cooldown is dependent on the projectile used.
Bullet Hell: Fires several circular waves of projectiles that bounce off of walls. Can only be used once per room.
Beam Up: Beams up any non-boss enemy. The enemy is dropped into the room you're in after five rooms (or the final rooms if no further rooms exist). tl;dr a temporary skip button
Self-Destruct: Gain an extra life. Upon being hit, instantly explode and clear the room you're in.
funni slime guys
Seekers: Slimes that can melt into the ground, reforming next to the player before attacking. If struck, it is stunned and unable to melt for a few seconds. Seekers can follow you into other rooms, but not boss rooms.
Replicator: Boss slime that copies your weapons and items.
Shifter: literally just a normal slime, but it's a random non-green color. why? imagine just seeing a jarringly purple slime randomly. even better if it's REALLY rare
Hey, thanks so much! And these are great suggestions, just not sure how much "new" content I'm planning to add as we are getting closer and closer to release, but I really appreciate it.
I feel like the bazooka works more similarly to something like a mortar. But I like that.
Ive watched every video when it came out and I just heard you say "Rougelike" I've gone this time not knowing it was a rougelike.
Man thats so cool, I love rougelikes
6:45 might want to rework those dart textures 😬
Lmao, I guess I will have to yeah
LMAO
when i looked at the thumbnail from my desktop, it looked like it said "goon" instead of "good" because it was covering the bottom part o the D
As i said before, it doesn't make sense that you are in a field with one or two randomly placed buildings. I suggest organising them into city areas or making all rooms a city.
While this would help continuity, it would both lower the difficulty (since everything is in one or two areas) and make exploration less fun as there would be way less areas with buildings
@@ghastdude589 why would everything be in one or two areas? I just said to change the theme, add buildings instead of cliffs, roads, parks and squares as rooms. As for buildings being less unique, they could just be different from other buildings.
@@fishingfishka Oh, I didn't realize you meant changing the style, I thought you meant taking all of the buildings in the game and putting them in one or two rooms to make town areas
Hey Benbonk, this was an especially great devlog, I love how you truly do take note of feedback. I just have a weapon idea I would like to share, firstly I would like to say I totally understand if your skeptical about the idea because I havent made any drawings of it or put it on discord ort anything. But I think it would be cool to have like a "Medusa's head" weapon that would shoot little snakes and would freeze an enemy on impact for a short duration of time, this could also instead be like a "Midas' touch" weapon that would turn the slimes gold for a short time, but also since its gold, it would give more slimeballs when killed. Im not sure how you feel about these but its just smth I came up with. Keep up the great work!
Hey thanks so much. I do think that sounds like a really cool idea, it's just I think after this devlog I'll probably be done adding weapons to the game, at least until launch. But we'll see, thanks for the suggestion!
@@BenBonk Oh yeah no problem!, also I totally understand not wanting to add more weapons right now haha
Goat devlog
You should add a melee weapon, like a spear or something!
Also, for that Banjo weapon, I think it would be a little helpful to change the ammo icons to show 3 notes instead of 1 :)
I like this game so far! I hope it develops to be something great and unique in the future >:3 We need more indie devs!
Thank you! I agree.
I think the issue of not being able to see enemies could be helped by drawing in the eye better as the fog is very bright and saturated compared to the actual room. Making it darker could help increase the contrast of the enemies and the overall screen.
i feel like the banjo should be rounder, i thougt it was a shovel
otherwise great advencment, good ideas, continue like this
It would be cool if the banjo would do bonus damage if you played it on beat with the music
I think that if he did add that then he should also add another musical weapon to get some more use out of such a cool feature and to make it feel less out of place
I think it would be cool to show the number of damage the cards will do on the card before you throw it!
They look amazing great job I absolutely love this
Thank you!
Banjo weapon looks like a shovel. Maybe u can make the base of it a little bigger/more detailed
Do you have any piercing weapons? I think a few weapons that can hit through slimes to damage other slimes could be really neat, could give a nice incentive to save amo by lining up shots
Yeah there are a few such as the nailinator that shoots piercing nails and the sniper, which are pretty cool weapons you can see mentioned in previous devlogs.
Personally, I think that a) the bazooka needs tp have bigger prijectiles and more impressive explosions and b) the impact of the bombs needs a bunch of screenshake.
darts aside, i love the visual changes
lmao I just changed them
I love all the funny death messages. So many memes. It's glorious.
Wooooo! New Slimekeep devlog!
The shooting range and in-world tutorial are awesome additions as they put these aspects into a more cohesive overall story.
This game is going to be great for challenge runs. If I wasn't terrible at games, I'd make a whole channel dedicated to challenge runs for this game.
I'm not a Unity expert, but I got a couple ideas.
- Is it possible to convert the audio from Vorbis to Opus? This would let you save even more space.
- PNG files can be run through something like PngGauntlet to reduce their filesize losslessly.
- That’s an awful lot of green. If you add a slightly cooler hue to darker shades, and a slightly warmer hue to lighter shades, it might make it look a bit less monochromatic.
You built a GameBoy colour palette game in 2024? That is a bold move.
Well, been building it since 2020, but yeah lol
the only thing this game really needs now are unlockable color palletes. or steam workshop support so the community can just do that
If BenBonk hears about this idea I'm sure he will entertain it. It's actually quite easy to do this without even modifying the spritework
well, there is a hue slider, you can use it to change the overall color to be a yellow or red or whatever color theme instead of green.
you can also change post processing settings and brightness
@@Splash029 true
@@Splash029 oh cool that's actually all I really need
@@TeamBobbo6326 yeah its pretty cool
I don’t know if someone has requested this before, but have you considered adding certain status effects? Like maybe the lightning gun could electrify enemy slimes, immobilizing them for a short period of time or the blow gun possibility slowing down or poisoning enemy slimes. I think that it adds a bit more value to the weapon overall.
The death screen definitely needs a better animation. I think you should have your charecter melt into slime as slime starts splatting the screen until it's all covered before the actual death board scrolls down a bit slower and its corners also splatted with slime.
Other transitions could be slime filling your screen from the bottom, or a massive slime could jump on the screen before jumping away and revealing the death screen
It's actually meant to show the slime that killed you, so it's not meant to be your character or anything.
@@Selrisitai no, I know that. I just think that it just popping up is a little boring. It's something you'll probably see a lot given this is a rougelike, so I think there could have been a bit more work making it feel a bit more impactful.
Dang, Wonder who did a whole rant about the boat section 👀
All Jokes aside this looks really cool, and Dualies always make a game a 10/10 in my eyes. Of course its a mandatory practice for me to give idea so ill focus on Unlockable by doing a task type guns.
Mech Arm, Unlocks after beating the mech boss. A high fireing, Strong weapon that is incredibly rare and has a long recharge time.
Slime Gun, Unlocks after killing 500 slimes. A Beam like weapon that shoots slime at the enemy
Achilles Sword, Unlocks After beating the Slime Samerai. A short range weapon that does the most damage to the back of enemies. Not conecting A hit would send you backwards.
Boombox, Unlocked after beating DJ slime. The boombox would have a faint music and timing your attacks to the beat does extra damage.
Regal Gun, Unlocks After beating slime king. This gun is no different from the base gun, but it shoots crowns. How fancy
Benbonk Gun, Unlocks after Typing "BenBonk" in the lobby area. 2 damage fast gun that when fired uses your voice.
Thats all I came up with today
Achilles sword is interesting but it would be hard to use considering you cannot see the rotation of slimes until they jump
how would that work ?
you just get the gun every time you beat that boss in a run ?
@@Splash029 The gun is put into the lootpull after achieving it once, Kinda like how enter the gungeon works with its achievements.
Its kinda hard to differentiate between everything because of the color scheme. If you want to make everything really distinguishable you should try to focus on making the artwork have unique shapes (like how the slimes have really different textures)
I don’t know if someone has requested this before, but have you considered adding certain status effects? Like maybe the colier could electrify enemy slimes, immobilizing them for a short period of time or the blow possibility slowing down or poisoning enemy slimes. I think that it adds a bit more value to the weapon overall.
Keep up the great work!
Thank you!
I have an idea for the game over screen! Inspired by the game over in "have a nice death", maybe the player could launch into the screen after they die, creating a splatter with the word "Slimed" or "you got slimed"
I'd be happy if you considered this idea and gave it a shot :3
I feel like it would be interesting if there was a weapon that would speed up the Slime's growing process if you shoot it at one. Like you shoot it twice or something and then the slime goes into the next stage.
I love the unknown orb. I think it would be cool if you could do something like get an upgrade that increases the goodness of the projectile launched.
Not that it's a big deal, but that dude would burn alive from holding the back of the bazooka in his face. And also bazookas shoot directly out of the bazooka, so for me it wouldn't sit right to have it just summon an aerial strike.
Yeah true, I might rename the weapon to not be a bazooka.
@@BenBonk i feel like having it be a mortar of sorts would make more sense. I was also confused when the bazooka was introduced as an aerial strike
Mortar gun
Hear me out... Increase the splitters damage to make it more powerful but make the bullets also damage the player, making it a high risk high reward weapon. You could easily clear out rooms with it but if you're not careful you'll get yourself killed.
3:15 Sometimes you can see some vertical back lines when moving (and then stopping, letting the camera catch up).
Since I had this issue too (however in godot or custom engine), I would recommend to add texture padding or sth similar to solve this problem.
you can see the issue at 4:10 even better.
itd be cool if the game had more weapons that have some sort of special properties such as piercing or setting slimes on fire or something
Hey Ben, how can I become a playtester for Slimekeep?
shouldnt the party hat be called the party popper?
great game though! you are really talented in my opinion. keep the good work up!
Hey Benbonk, I have a weapon suggestion that I really wanted to tell you because I think it would be fun and would fit the flow of the game. (Plus, a good portion of this video was talking about new weapons) So I was wondering if you could make a shield/weapon. I'm thinking like a glock that has a shield at the end, ya know? It shoots pretty quickly with not much damage. But the cool thing that would make the weapon stand out is that if you dash, at the end of the dash, a shield will pop up, which can take a good few enemy projectiles before breaking. It'll also go down after 5 seconds and can be disabled by clicking the left mouse. (It's up to you if you make my weapon idea or not and you can make tweaks and adjustments to it, but things like the spears from the royal guards in the King slime bossfight would go through the shield for balancing so it isn't too op). Thanks for listening, and I think the new changes you made were spectacular (especially the slime outlines). Thanks for another great devlog!!
I like the idea for the random projectile weapon but I think it would be cooler if it were a dice instead. Then it would REALLY be gambling
Quick suggestion: Update the title screen and "invert" the title (make it white, with some green reflections). This way it would pop more from the background. It has the same contrast issue as the blobs before this update :)
Can you make it so you can change the color palette of the walls and floor separately? I think it would give tons of variety to customization. Imagine having nice green grass with rocky gray walls and that's only the tip of the iceberg if you make this a feature!
Maybe you could even change your slime pets color if you wanted! That way you can make your pet easily distinguishable from other slimes!
i think it might be better to have fewer words in the tutorial - so like just having a symbol for the key and designing the area so that the player can learn what the mechanics do themselves
I like the fact you added back the boat rooms in all the days, speedrunning was gonna be a nightmare if that wasn't the case. and btw you added some weapons that seem to do a lot of damage, idk if it was intentional but those are gonna be slime king speedrunning weapons (because the slime king barely moves) but yeah great changes 👍.
Insanely cool looking game! Wishlisted & subbed
Great, thanks so much!
Not sure if this would fit the play style of the base game, but a weapon that you could control the direction of the bullet after you fire it would be sick. The downside of it is that it would stop the player from moving. Would be fun to clear out rooms with, while also having the risk reward factor of not being able to protect yourself. However, it could be hard to implement and might be op if not made right but it was just an idea I had.
Even weapons with crazy knockback or weapons that could pierce through enemies would be really interesting to see
I actually do have a weapon like this in the game right now, and an upgrade called "Remote Control" which allows you to control all bullets with your mouse :)
@@BenBonkOh, that's cool! Looking forward to playing slimekeep :)
When the Bazooka's launched it's not obvious enough where it's gonna land as the marker takes a second to appear. When you first showed it in action I thought it was broken. Imo the marker should appear almost immediately after the mouse click.
you should make the blowgun a single clip(reload after every shot), do decently high(something like 1x4-5) poison damage & the initial hit doing 0 dmg(making the overall dmg 4/5 dmg per shot)
Idk if it’s just me who thinks this, but doesn’t it make more sense for the slimes to start big and give more slimeballs and the more time you use for each slimes the smaller and less slimeballs you get
Suggestions:
Making the Cursor juuuust a tad bigger, sometimes it's kinda hard to see with a lot happening on the screen (also, if possible, making it white when it's right above a hole would also be good)
Also, just flesh out a bit some buttons, most feel like a simple green square with a ">" or any symbol in them, maybe just a simple outline would also be noce
Nice update!
Thank you!
I really like a lot of the new weapons you added but I'd like to request a melee weapon. it could be high risk high reward weapon that only the most skilled players could use effectively! not necessary but it would be REALLY cool to see!
Ok but it maybe can work as a update rather than adding it to the full game
Yeah, I totally agree, although I've tried to create melee weapons for a while now, and the only issue, is that I've set up the weapons system in a pretty bad way. So admittedly this probably won't happen because I would have to rework a bunch of stuff the weapon system. But who knows.
I can imagine something like Casey from Enter the Gungeon in Slimekeep
You should probably make a few melee weapons like a katana or a knife. it could add some more short range weapons. and also, maybe some movement weapons like a grappling hook.
3:35 It's already at over 20k. You read only the "unspecified" statistic.
i guess we're getting a discount then lol
Mb, I just used the wrong screenshot for that image. We've had 20k additions, but also 3k deletions of wishlists. So that screenshot I used only shows additions (which are 20k) when the real balance is 17k.
it is not lol
I just asked him and there are 3K wishlist deletions lol
Would it be possible if we could change the outline of enemys/bosses/pet/player in teh settings separately? So we can tell the difference between each thing
i feel like rainy days should give you more loot or something, also the rain overlay looks weird cuz it follows the player, but im looking forward to your updates!
Hi, as always I wanted to say I love this series, and can’t wait for the release ❤❤❤
Thank you! I really appreciate it.
Gosh how many more times are you gonna add more weapons?
AS MANY TIMES AS IT TAKES
@@TheRealLAC YES (Although I am 99% sure this will be the last time)
i think a really cool feature would be to change the main color/theme of the game like if I wanted the game to be purple, dark blue, or something. Basically replace the green with the chosen color. Because not everyone likes how green looks.
that already exists
As the guy above me said, it already exists and you can change other graphic settings like the bloom!
Large sized games get warnings when trying to download over a cellular connection. You can obviously still download, but ideally if you can get under this then you save your users any concern. This is not specific advice for your game, but for people having watched a video with filesize optimisation as it is topical. I think in Apple that limit is 200Mb.
make sure at the end there are steam achievements, for completionists like myself it gives me a reason to play!
Yes there are plenty of achievements, don't worry!
if only all games could decrease their file size be 50% without making it worse. Would save so much space on my HDD.
True
hi! so i dont know every weapon you have made, but if you havent already, you should make a weapon that works similar to brimstone in the binding of isaac, you charge up a shot, and then fire a laser which pierces enemies and deals damage per tick, that would be super cool!
also idk if this was inspired but the splitter is just like haemolarcia in the bidning of isaac and I LOVE IT
The bazooka is a cool weapon, but its not really a boozka. Making it something like a remote instead would be cool
it would be cool if you made a square slime statue for the basement
You should add some fog behind the challenge room door so it can look more natural
And add some particles for stuff like walking or taking damage
FYI in aseprite shift+o automatically outlines the sprite
People who have had it wishlisted since the beginning watching him propose a milestone they can't contribute to
I think you should change how the banjo looks so it actually looks like the player is holding it 🪕
Like this: 😶
🪕
Bonk the Ben!
Ben the Bonk
BeBonk
18 MINUTES WOOOOOO
something about the slimes jumping seems off... have you thought of hand animated jumping (ik its alot more work but it might look better)
What if the friendly slimes' outlines were a different color?
It is a problem how now the slimes and the player and pet look the same with the outline and are hard to distinguish. Maybe consider changing the color for the enemy outline to something similar to the dark green of the walls? Or whatever fix. I understand the necessity of the outline but it needs tweaking
Where'd you get that dungeon gen from? I been trying to look for something like that. Graph base procedural generation of premade rooms
The Asset is called "Edgar Pro - Procedural Level Generator". You can find it on the unity asset store :)
1:05 Hm, I don't know that I really like it personally, the slimes have two separate outlines, the black outline you manually drew and then a white outline just slapped on top, it looks really odd to me, wouldn't it make more sense if that white outline was only added to highlight certain things? Like if something you've never encountered before shows up then the white outline will indicate as much.
love it
I can understand wanting to make the boss room always available, but I kinda feel like, to discourage beating the game on day 1, you should make a system for upgrading the player's base stats (like more available dash bars, or base HP, or dash range etc.) so that the boss fight is nearly impossible to win without gathering more buffs. Idk, that might just be me
well, the boss is already very hard by default.
And when the player plays the game he gets wayy better guns and stats to make the bossfight easier
7:50 no way a roblox reference
bruh
Hey Ben, love your videos!
Unpopular opinion: The game could change its color palette. The one thing that makes me know I won't be playing the game is that my eyes get tired, and my head hurts with the vivid green just by watching the video. Imagine playing it!
The game would benefit a lot from adding other colors and then applying a green filter, so we would have different tones of green with different intensities. Also, it would help with the differentiation of enemy slimes.
Hey, I saw your reply, in another comment, but yes you can change the color palette in the graphics settings. I know the game is only 4 colors, and it might not be everyone's cup of tea as it is too late to add more colors into the game, but I tried my best to make the game as customizable as I could.
@@BenBonk oh perfect! I probably missed the color change add, and didn't knew about. I actually love the design decision of the unique color palette, but the green was too strong for my eyes, so knowing that there are other options is great!
can you add slime that will sometimes become invisible?
Can you make the title screen like, pixelized so it actually fits in with the rest of the game? Thank you.
Just stumbled on your content, But if you don't have it, I think a slime thrower, (a flame thrower) would be cool.
Can you add a whip that deals more dmg the closer enemies are to the tip