Giving You A MAP Of My Indie Game [Disinherited Overview Devlog]
ฝัง
- เผยแพร่เมื่อ 4 ก.ย. 2024
- This thumbnail is kinda like the antidote to last week's, huh
Join the Channel! / @lighthoofdryden
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Wishlist Disinherited! store.steampow...
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Discord: / discord
All music composed by Dryden Thomas. Except that moment where i played the chocobo theme on recorder for some reason
MINI GAME SUBMISSIONS HERE!
docs.google.co...
Some ideas for bosses;
• An architect who sought immortality through the construction of a "perfect" city.
• A doctor who sought to eliminate all frailties of the flesh.
• A great lover who sought to have many partners and fill the world with their bloodline.
• A playwright who sought to immortalize themself through an autobiographical work that would last the ages.
• A gardener who sought to become one with the plants that they tended.
...as you said, there's a lot that can be done with the concept.
i love the doctor one!😊
i really like the architect and doctor, but also the writer as he could have some impact on the story or the development of samuel who has a similar passion
I like the idea of the third one cause I can just see the incest babies
the great lover idea is making me think of genghis khan and his many, many descendents lmao
but your ideas are so cool! i really like the gardener one, i think that's such a neat contrast against the Very Mechanical Augusta
(and having a doctor boss would mean More Bones)
You could even have historical figures, like Paul Morphy, the chess player who played the so called "immortal game" and the "evergreen game"
THE BONE LOVERS RISE
ASCEND
HELLO FELLOW BONE LOVER
@@LighthoofDryden Samuel must be a bone lover. Remember that trap development stream where we achieved liftoff? Solid proof that Samuel is on the bone lovers squad
ASCEND
@AngelicoIsking Let Dryden design the game. You're commenting like a paparazzi.
What if you could find the bones of the human body in your run in order to slowly assemble a human skeleton at the manor? They'd be the perfect collectables:
->There's 206 of them and they all already have names
->It would fit the theme of the game
->The community would love it
->You could probably tie it into the lore
->It's a clear goal where you could even see some progression after every run
This is brilliant, there's *got* to be just a perfect way to tie it in, I'm gonna find it.
Lmao you assemble them all and it's Skelly from Hades
@@LighthoofDryden If you were to actually implement this my idea would be to have two models of a skeleton for the manor. One low detail one present in like a journal or something that shows your progress with a number and by acting like a progress bar (It starts out gray and fill up with white from the bottom as you find more bones) and one high detail skeleton with its model split into parts for the actual manor. Those parts would show up incrementally as you find more of the skeleton and could maybe also represent some sort of stat upgrades for Samuel if the game balance allows for it. The model you actually pick up while playing could just be a simple bone with either a number or the name of an actual human bone (or both) attached to it.
Mind you this could turn out as an absolute slog and/or ruin the games progression, so please be careful if you ever plan on implementing anything like this.
@@LighthoofDryden assembling into Skelly from Hades is HILARIOUS
You could also do a suit of armour or something similar if you want to go all in on sets of collectables
Or maybe you can collect some items that Samuel's father left throughout the catacombs on his journey down
This man is cooking a 12 course dinner here. I love your plans and I am EXCITED for the Kickstarter
Thank you, you're too kind!!!
I hope there's MORE BONES
The map is MADE of bones!
Bro, this thing goes live in 6 hours and there 5 people live waiting for it, kinda wild.
I know right?
The journal might write down weaknesses of enemies or write down what certain relics do so you have to grab the relic first to figure out what it does
Yess, and track things like relic upgrades and fusions! I hadn't thought of hiding a relic's description before you get it for the first time...
Oooh, what if the journal's entries were written as poetry, so it seems like Samuel wrote it?
Yes
Samuel: what are you gonna get from this?
Red Eye: oh, you wouldn't want to know.....
Hehehe precisely. But he's helpful... right...?
@@LighthoofDryden Secret boss?
@@LighthoofDryden Maybe combine this with the bone collection idea someone else mentioned? Could be collecting Redeye's body for him... for "reasons"...
The second currency should be called Hope
Oooh that’s interesting! Lemme think on that
A MAD KING boss would be neat,
wanting to rule forever
or crown relic
@Lighthoof Dryden PLEASE ADD A REFERENCE IN GAME TO THE BONE LOVERS SQUAD
My initial reaction at the red eye lantern bit is that it seems to weaken the plot a little bit- considering it’s about Samuel doing something his father failed to, and at first glance the respawn mechanic seems to trivialize that (I understand there is deeper/spoilery stuff to it, I’m just concerned that it might not come across). Could we have red eye making veiled references to having met samuel’s father and maybe calling him weak or something? I was also imagining that the consistent usage of the lantern would sort of sap samuel’s humanity each day till an eventual end; and when he went back to sleep after a run, the minigame would be about fighting his demons (in whatever implementation) or the ghost of samuel’s dad or something (somehow tying back into the memento mori theme).
Glad to know how well the mansion part is going to be fleshed out, really excited for those devlogs as well. Personally I’m just hoping that a general undercurrent of dread is maintained well (you’re doing a fantastic job atm). I would maybe encourage a bit of caution in allowing the cat to be customized (I understand people love it and it wouldn’t detract that much, but it undercuts the vibe imo. Maybe samuel likes to paint the cat for poetic inspiration.)
Cat customization does not harm the game. Be serious.
Overall I think the manor area is going to have a contrasting feeling! It’ll still have the same artstyle of course, but the vibe up there will be friendlier, which I think will increase the menacing quality of the underworld by comparison
The lantern thing, we’ll see. Keep in mind that the ability to come back when you’re k*lled isn’t necessarily the same thing as living forever 😉
Yay! I was hoping that there be something to do between runs, like, i like deadcels, but between runs, you just run past the npcs and do a run again, with i find boring.
Btw, i love the idea of the food, playing with the historys and myths of infinite food or regenerating food would be cool, and the idea of having buffs because you picked up a ingredient is a nice one. Keep the good work and good luck 😊
Yess! I wanna make the manor feel quite "lively" :D
Thanks for the kind words, and I gotta read up on some food myths now bc that sounds like a perfect source of inspiration!
I remember in some old animated movie having a bowl of soup that never ended, but i forgot the movie :P but searching about it, i found the cauldron of Daghda
actually really helpful. Knowing how the game actually plays out really helps me understand if its something i want to play or not. This game is definitely a play!
Thank you 🥹
Random idea: what if in between each run you have a playable flashback. So like at the very beginning maybe there's one where you choose a cat with your dad, and then you see it when you play. Then after your first death you have another flashback where you do something else that you then see in the manor. So like the managerie thing but more rooted in the past. They could also give you clues for what you could look into to find out more about the truth of the family.
I think a very interesting end with the loss you could do, is transform Samuel in one of the boss
Like his love for poetry.
A poem can be immortal
Writing is immortal
Maybe juste maybe ?
Just maybe 👀👀👀
Room idea: a tyrannical king who descended the catacombs to find eternal life so he can extend his rule forever.
You should have a room in the manor being a museum of all the collectibles you've found. Plaques describing the collectibles could be in poems. For meta progression you might be able to select a thing from your collection
Even youtube is recognizing you now disinherited has its own page!
Whoa, I hadn't seen that before!!
I really really hope this game catches on like wildfire. I think the aesthetic, premise, and gameplay loop have the potential to be a classic for the genre. I wishlisted and I'll be telling my friends about it!
Aaahhh thank you, and I certainly hope so!!
Glad to see everything explained and given more context so I can now see the bigger picture. Very well thought out and lots of careful detail. Incredible!
Samuel unlocks a relic that lets him collect more money, how does he do this? By asking the cat for financial advice
Cat is clearly a financial wizard
With the structure of choosing levels, you could have multiple storybeats and/or rewards for successfully ending the run and not having whatever requirements are needed for the final ending. You could even include the different rewards as a requirement for the ending. Or have secret content by getting them all. Love what youre doing and can't wait to get the game!
I think your game really needs a touch of alchemy, because this is where a lot of the sience to reach eternal life comes from.
Could be a region designed with that concept in mind, an alchemist shopkeeper, a rework of the stew into alchemy and potions and stuff or maybe even a metaprogression where you can build your own attacks by throwing potions that have 2-3 effects based on what you brew.
I really love alchemy (big FMA fan here)
Oooh-that just made me imagine an alchemist player character!! 🫨
@@LighthoofDryden Great idea. Looking forward to your next updates
The level progressions reminds me a lot of floors progression in The Binding of Isaac with certain condtions that needs to be met to be able to unlock a specific level/floor
I didn't know that about TBoI! Probably because I always died on the second floor haha.
Yeah, it's quite hard haha
But seriously, I think you can take a look at it to improve the replay loop/runs for the game
the first time samuel seems to be happy
our boy is finally having a nice time
He's probably happy because with all those new maps mentioned, there's sure to be new bones
The pets are such a cute ideas, I think it would be nioce if you could somehow find/rescue/befriend them during your trips! Just like the bone skeleton comment, it would give you some kind of sense of progression after a run to see your house slowly fill up with companions. Maybe each boss/boss area could have its specific animal that you could find and befriend/rescue/adopt after defeating the boss :) Orrrrrrr there are altars scattered around the map and if you activate them with a certain iotem/bead or smth you can collect the correspondent pet? idk i'm sure you'll come up with something amazing, can't wait to see
Like if you are going to include ingredients for the perpetual stew (amazing idea btw) you could use those ingredients to befriend pets? or unlock altars? etc
YES maybe the pets even enjoy different types of food, that sort of thing! The pets (other than the cat?) may or may not be ghosts, too, I'm not sure!
hear me out:
catacombs > randomly picked 1 star difficulty room > randomly picked 2 star difficulty room > so on > bank > end of game
I think that’s perfectly viable as an option!! I just like the idea of giving players more agency so they can be like “well, if I go to the Infinite Machine, I can get Augusta’s relic, but my build is stronger for Chained Monastery right now…”
That sort of thing!
While I love the idea of choice while descending, if i were to play, I'd wanna go through the game in a thorough and more explorive manner, completing the whole level before descending further. So I think getting the option to pick what you didn't pick aka going to the infinite machine after chained monestry and vice versa, would be great for players who like to explore and complete everything before progressing further. :)
Great work I really love the progression.
What I think would help for replayability is to have alternative endings depending on how you play the game and for each alternative ending you get a new pet. Then you can for example connect some of the pet’s traits to describe the ending or playstyle. For example one could be that you get a fox if you are very clever during your playthrough.
Oooh tying getting pets to your playstyle, and then having pets be “summonable” or something during a run, would be a nice way to make the pet system interlock with the core gameplay! I love it!
Lets go man hoping their becomes a practical use for the cat.
Me too! And the pets in general! I feel like they could have a great gameplay application during runs somehow
@@LighthoofDryden maybe you could take them along with you on runs and each one does something unique? Kinda like how hades 2 is doing
I would suggest to have the pets, poems and maybe different canes or capes give special effects wich the player can gather and take one of each type down with them every round (Something like the different capes in Cult of the Lamb).
This would also allow for progression without just giving stat boosts.
Been following along on your journey since my gf and I stumbled across your "create a game" competition. We had your back the whole way!
Anyway, I've been thinking about the builds that you mentioned a while back and it occurred to me that perhaps the light you gather from slain enemies should be stored as a "consumable" of sorts and used with a command. You can store a finite amount and use it at will to top up your lantern. This way, you can more easily manage your light level and gear it towards your build (dark, twilight, light) kind of thing. I can foresee times when you're in a tiny corridor and have no choice but to collect the light when you don't want to.
I’ve been thinking about that last situation! I’m considering a Sekiro-style “vacuum” where you hold down the interact key for a moment to soak it up, rather than getting it on contact.
And thank you for your kind words!
@LighthoofDryden no worries, you're welcome! Yeah that sounds like a plan to me.
Keep up the great content and I'm sure your subscriber base will catch up with the quality of the content. Has grown pretty quick since the BTP videos tbf, but just need the algorithm to bump a video once or twice to the mainstream.
Thank you!! At the moment I'm just thrilled at how consistent it's been. Maybe if/when I start posting somewhat more general vids, it might go broader, but to have even this much of an audience for devlogs while growing is quite a gift :D
Loving the devlogs and the passion that goes into them and the game! How long do you expect/hope a complete runthrough of Disinherited will take for the average person going in blind?
I expect it’ll take some hours to get so you can survive til the end! And then you’ll need to beat it multiple times to make the story progress to see the true ending :D
So after you beat these bosses maybe through multiple choice you can make a poem about them or find items in their domain to inspire poem lines. Complete the poem for each boss and you functionally "immortalize" each fallen soul and in the end cleanse the catacombs
I love how receptive to feedback you are by at the same time following your dream for the game!
Thank you!! It's really a gift to have this kind of energy in community feedback, especially this early! It's genuinely helped me see so many more possibilities for the game than I could have come up with on my own :D
You could add a sort of timer of deaths, so that a cat appears in a different place every time you die and go back to the start, but after nine deaths a new cat is there.
Hear me out. What if the inspiration/poem meta progression actually allowed people to share and write small poems. like some form of online peoms leaderboard; seems neat but I don't really know if it's implementable.
I have an idea about how the metaprogression could work, you could write a poem to take with you into the catacombs. There could be keywords that each have a unique effect if included in your poem. There will have to be a notebook (or something) to save the poems to, as it could get annoying to rewrite a poem if you decide to switch back your play style.
Oh and love your videos.
I get so excited everytime you reveal something newwwwwwwww!! I'm so excited for the game release but I know I'll also miss the devlogs so much :( hope you keep going or find smth else after!!
Bonus points because I've played the violin since I was 5 but when I moved countries 3 years ago I just kinda stopped and seeing you talk about it or the video with your mom brings me so much joy
I just watched until the end, happy you*ll keep going after the 100 days :DD
I feel like this is gonna be the next hollow knight c:
Don't worry!! I'll keep making videos even after the 100 days is up--I know that I won't possibly be even close to done in 2 weeks, so we're gonna be keepin on keepin on :D
BONE GANG
EMOJI FLEX
11:54 Cannot wait for the Hatsune Miku area and boss!!
Can you IMAGINE
What if as you beat a boss, a new pet appears at the manor? Like a pet that represents the boss. Maybe as like a subtle metaphor that they are on your side after in hopes that you can achieve what they all have failed
I'd love it if you added an option in a save file to decline Red Eye's lantern and make that save into a sort of Hardcore mode where you only get one attempt or else you have to restart, not to mention fully in the dark
Maybe it could be unlocked after beating the game regularly on a normal save. It'd be a really cool challenge
Oh this is genius! I might actually separate out the lantern and the reincarnation ability now, just because having it separate would mean you can have an otherwise “normal” playthrough (light and stuff) without the ability to respawn lol
@@LighthoofDryden He's gonna make his father eat his words about him not being Daring, lol
i love this series, the game is really shaping up
i'm sure the music area is already planned out, maybe completely, but it would be cool if there was like 5 different enemies with special abilities, but they can only perform their special ability while their preferred genre of music is playing. Like maybe sometimes when rock music is playing a special kind of enemy can shred an electric guitar that sends an electric projectile flying towards the player or when piano/classical music is playing some enemies spawn little music note goblins that run around and pester the player
Oh I'm so excited to see what the mystery areas could be and their bosses! A Genghis Khan type who tries to spread his bloodline for immortality maybe, or a Royal obsessed with their legacy as a ruler and their children carrying on their will forever, or maybe an alchemist even who tries to use their plants and animals to make an elixir of life!
13:05 what if every successful run the next run adds more possibly levels and the true story of the reaper could be that yes you can find his heart and fight him but just like the lantern the reaper also gots a way to come back to life. Maybe the heart is just one of the things that keep him alive maybe another thing could be his soul or the souls of others that he keeps far down in his farthest of rooms, this could be fun because it could be locked and maybe through the runs the player could have gotten clues or the keys to unlock it maybe even the power ups could have been the keys all along, or maybe the difference levels could have a letter spelling out the were abouts of the key meaning that eventually all levels could be discovered even if not played through the first time
im excited for the music area, sounds really cool! i wonder if the boss will be some kind of vivaldi influence, who was living in poverty and his works were unrecognised until years later. maybe some sound based enemies which can only hear and traps that make noises when you pass near them!
How about using "Facets" on your bigger upgrades like starting a run with already a relic in hand.
Love this channel, and bones 🦴
Yoo thank you for joining!!!
@@LighthoofDryden Your work is so inspiring! The art in this game is something else!
No way, I asked about this when the suggestions came out. Looking forward to it!
That specific question inspired the thumbnail and title 100%! I took it in a sort of... metaphorical direction haha
Sounds good love the concept and theme of a peritain underworld for advantures!
Hold up… is red eye the reapers dad? Maybe he’s helping Samuel because he feels like he failed as a father and wants to help this son get revenge on his father or something???
You should have the journal in poem form! That would be so cool!
I'm so sad I missed the premiere ... the only thing that could make up for it is BONES. Also, I may or may not have entered like 9 of the 300 submissions (don't worry, they were each different ideas)
Statistically though, each time you reenter the same idea you are more likely to get chosen
BONES. Also, multi-submission is *very* allowed :D I look forward to reading them!
Game sounds way better than I thought it would be. I didn’t really get the lore concept before but the story is actually pretty sick. Here’s an idea tho instead of just the monastery being a cross the street there could be other places above ground like a shop or smth. Hard to do with a 2d postmortem game but the above ground area was probably the coolest thing you mentioned to me. I would also say don’t release it with the bare minimum just to reach 100 days though. The most money you get when releasing a game is from the initial launch so if you release the game and then proceed to basically double it in size you will miss out on a lot more wishlists and orders in general. Anyways good luck!
I would love to see some ancient Greek or Norse themed location!!!!! A philosopher as a boss
Ooooh this is real tempting ngl 👀
Hi! I was watching the gameplay and i thought it still kinda looked stiff. But the animations look great and the gravity and physics are good too! So i think some squash and stretch would go a long way
The jump and walk animations are from day 1 speed-development and are on my list to redo, there's just so much left to make haha. Thank you!
Nice! Decently excited about your plans! Have you thought about the cooking character being the meta-progression mechanic? That way it is very "opt-in". Choosing to collect ingredients can be the way to make life easier when playing, or ignored by hardcore players. Given how much is on your plate, condensing these ideas might be useful, though I can absolutely see the range of experiences added otherwise: Meta progression + temp boosts would allow some nifty speed running strategies.
I'm happy to be here to see how your choices unfold and seems like you have a clear vision. As always dont let well meaning advice let you stray from it. Thanks for the journey!
Thank you so much!!
I'm seeing the cooking pot as those standard "drink from the fountain to restore your health!" but with a *twist.* At the moment, your recovery option is just "pay 10 and get a blood salve for 50 health" which is *fine* but not that interesting.
I'm thinking though that not all the ingredients you find would be positive, to give it more range. Like some ingredients might make it so your next two bowls *don't* give health restoration, but you *do* get more speed or bash damage or darkvision or something.
@@LighthoofDryden That DOES sound good!
These devlogs actually became my go-to every Friday after I get home from work, amazing work! It's impressive how much you advanced in the past few months.
Just out of curiosity, do you plan to add Linux support for the game some time in the future?
Thank you so much, that's such an honor!!
And yes! I have a Linux buddy who's gonna help me make sure it all works well on there :D
what about writing poems as some sort of creating/crafting a one shot spell? the player might be prompted to choose between some already made sentences, and picking them up and putting together would result in a final spell. Or even better, but I am not sure how easy is to implement it, the player is actually free to write their own poems and the spell will be created following keywords used by the player? and then at the end of the game the player will have his own book of poems :)
I didnt miss the disinherited grind shhhhhh
I won't tell shhhh
I love the perpetual stew idea!
You could have the areas be randomly picked from a pool and then give the player two options to choose from to help keep the game fresh for every run, and if you have ideas for more areas after the game is done, you could release them as DLC, either free or paid as i suspect a lot of us would still be willing to buy more areas aftwerwards
theres definitly needs to be a boss that like a spanish
Conquistador who found the fountain of youth
maybe it would be cool to have doors to the other areas always spawn at the edges of each area with the theme sort of shifting around the door
If you need more ideas for things like the shop And replay-ability then PLEASE look at the game Skul. It is one of my favorite games and has TONS of replay-ability
I loved Skul!! I didn't get all that far, but I should really return to it! Gorgeous art in that game.
I really like the pets idea! Maybe each one could give a temporary upgrade for that run depending on which you choose. For example, the cat could let Samuel see in the dark better for low light runs. Franklin could increase your health because he loves you. 😊
The whole animals getting added to the mansion mechanic could be tied to Steam achievements. Each time you get one, you get a new friend or decoration to make the mansion more homey. Or connected to accomplishing challenging side quests within levels so skilled players can show off their "trophies."
post release dlc adding gilgamesh would go hard
you should be able to have different saves because that would be amazing
what if when you upgrade a relic you can't combine them.
I saw Blackthornprod posted a few days ago in their communiuty tab about a new game from one of the pass the game contestants. Maybe when Disinherited is released they could also post about it, considering it did sprout from one of their videos? 🤔
HILDEGARD OF BINGEN LETS GO LETS GOOOOOOOOOOOOO
I’ve been WAITING for someone to recognize
Collectable Pets are the new best Achievements system. Just get a new pet for every cool thing you accomplish. And of course the shiniest pet for getting all the other pets.
(obviously a skeletal pet for collecting all the bones from that other comment)
Watched every devlog, and can't wait till you release new ones :)) Also are you dropping the game when the 100 days are over?
You're underrated af
Damn Guillaume music caught me by surprise. I forgot about how much of a masterpiece it is. And the story that goes with is is just the best.
hey that happens to be when i set my wake up alarm! guess ill be up
perfecccttt! Glad you were there!
I want to go in blind with the story so I will wait to watch this videos but I’m going to assume it’s great as all ways
I don't know if it fits to the story of Disinherited, but I love the concept in Binding of Isaac, that the run can be extended beyond the normal ending after fulfilling certain conditions (in Binding of Isaac e.g. Heaven or Hell). This might make the progression even more interesting and makes the runs more interesting (and maybe more challenging)
Can you make an community post on how Samson(the cat) looks??
I do need another round of that!! :D
@@LighthoofDryden no like finished results?
Great coverage of what Disinherited is all about. Please be careful. Too many good ideas will mean time extension required or poor implementation (unlikely in your case though!). Perhaps you should do a brutal triage and choose only the most necessary and meaningful which will add real value to the initial release. Then follow up with all the others to boost Game sales after release when you can also include changes based on feedback. There is already the possibility that anyone getting near to the end won't really want to try again despite the character upgrades; unless of course there are also waypoints in the Game?
I think you’re absolutely right! I definitely don’t want to overscope for release. Like especially the pets thing would be a huge system that would be fun, but is not essential :)
I heard something about roguelikes, just upgrading stats is kinda poor technique, they said you could create items adding mecanics and also items with combos between, like splitting projectile, etc.
I'm kind of torn. On one hand, I really want to watch the video and support your content, but on another I want to avoid too many spoilers.
My solution to this problem is to leave this comment, and finally, finally wishlist the game.
I know im late but i was a bit buisy, i think i know how you can add pets to the game, at some point in the discord people were asking for owls and things like that abd i thought that maybe after beating a boss and having some sort of requirement like learning their backstory through facets you could "save their pet" which could be a representation of their soul or somethibg like that
Basically you kill a boss you get helpful pet
Some examples, a mechanical owl for agusta, a greyhound for guillerme a vulture for cilice and a fish / octopus for the pirate guy
You unlock a second cat if you beat the dad or something
9:16 so you mean there are more than one ending 😮
I love the ideas you have. Your doing what I want to do. That is Game designing. But Once I graduate from high school. I will make my game ideas a reality. I have a idea for A game triogy about Ninja and wizards. The first game in the series will be a RPG but chronologically takes place last, the 2nd game will take place during a war between ninja and wizards. The middle installment will be similar to dungeons. 😎✌️
Hey thanks so much! Those game ideas sound sick, you’re definitely going to make them someday soon!
Can we have a vegan area? Like with healing crystals, 1000000 plants, and meditation all of that stuff. (Also ban 5G)
And of course, a young lady believing that Zumba, Pilates, healing crystals, homoeopathic medicine, and meditation is the way of eternal life
cerberus it have to be a boss or mini boss
When the hundred days are up will you release a demo for the game? (Sorry if this has already been answered)
That's kinda the goal!! I think I'll get as much as I can done in the 100 days, then try to create a very polished demo and trailer. :)
@Lighthoof Dryden The lawyer should also be a boss and should look fat and kinda spoiled by his parents in a way
He's too alive to be a boss! But maybe someday.... 👀
BONE LOVER GANG
HELLL YEAAA
Make a boss made out of bones pls pls pls with a bone area
NOT THE PERPETUAL STEW LMAOOOOO
What if some of his father’s associates are related to the historical figure that you portray in the death’s domain? It would be a fun thing to notice if someone were to play the game once again. However do disregard this comment if you had other plans for their designs.
Personally I think "rewarding" me by making the game easier sounds bad. I absolutely love rouge likes where i at first can’t even get past the first act but eventually beat it because of my improvement. I find that design way more fun. Making the game extra hard to beat for new players has always seemed a bit strange.
However I understand that getting progression by obtaining permanent upgrades can also be very satisfying and ultimately this is a very subjective thing. Either way I belief the game will be amazing!
Yeah, I don’t believe in making the game so hard that you need the metaprogression to win-I’m going to balance it so that I, personally, a fairly mid-skill gamer, can beat a run without any metaprogression just because I’ve spent the time and know the game well, without it feeling like a slog. But the metaprogression (which is optional!) can be there for those who feel rewarded by it and/or need it to progress and have a good time, and not feel like losing a run was a total waste
@@LighthoofDrydenYou can add like a secret boss or a secret area after the reaper for skilled players who reaches and finishes the game faster or without the meta progression.
A question for Dryden, will the game be release after the 100 days, or later?
After 100 days is up, I'm planning to polish up a small demo and then we'll see from there what the roadmap is! I def don't want to "release" anything without it being finished and up to my standards, but closed beta-ing during Fall is highly likely :)