Hi goodgis I want to learn how to make video games but all the videos I’ve been watching didn’t helped me at all so could you please make a series of how to make games beginner friendly and explain how coding works and different kinds of codes and please make like part 1 , part 2, etc. And that all the things will be free and learning the basics of the game engine that you recommend to use but what I’m asking here is make really clear without so many things just the basics that then after many, many episodes every one could be a game dev! Please make it, it would mean a lot to me .
4:05 Be aware that adding too much abilities is often where Metroidvania title start to fall. Take the original Ori for example, in the late game there are waaaay too many abilities to learn, and many of them don't really add much to the game. In that game, many late game abilities feel like after-thoughts, as they have to underplay the projectile-jump to justify all the newly introduced jumps, which is rarely useful outside some collectibles designed specifically for them. My point is, adding new abilities can be dangerous, it can easily completely altered player's behavior and experience, or you can try to squeeze out the potential of the a mechanic but accidentally make the map design all over the place. I mean of course it can have an overwhelmingly positive effect, but you'll need a looot of long playtests to make sure things work out. Metroidvania design is kind of complex and non-predictable.
I think Hollow Knight avoided this problem very well by having each ability serve several purposes outside of just being a key Except Isma's Tear. It's definitely my least favorite upgrade
For me that wasn't a problem at all in the original Ori. But super true in Will of the Wisps (god that game was such a step down). In Ori 1 I used dashes, jumps, would bash off orbs I threw in good flow. In Ori 2 it was just dash, free bash, bash, free bash, dash, bash. Unless I had to use that dogsh't drill mechanic that deserved another half year of dev time.
Your story telling is awesome, don't get me wrong, the updates on the game are amazing, but the way you present them always put a smile on my face every time! Great job as always!
It would be cool if you could go around collecting pollen, and once you have enough pollen you have access to another ability or two. Think of it like a super bar in a fighting game or something?? Game is looking awesome by the way!
maybe it increases the power of some of your abilities, and you choose which, like maybe the gun does more damage and it would look like you are shooting honey from it (a small chance to make a honey based debuff on an enemy ???) the dash would do damage (same honey idea, maybe it would be a consistant thing) and such
Loved the editing on this one, especially the intro, and the genius idea to use Badgis to produce a storyline out of thin air. Excited for the Next Fest demo!
I'm yet to make that fan game. The lore is becoming bigger and bigger. Badgis now has a house! The videos are so crisp, and entertaining and the game looks amazing. Super happy about how this turned out
A couple of things that really make games looks way better in a lot of cases are lighting and parallax. Would definitely recommend messing with those two a bit.
3:26 That charge shot jump was too clean I'm really glad you are still working hard man I haven't watched you in a while I have to say I was shocked by the insanely good and flowing editing of this video and it was really really smooth I'm gonna go back and watch more of your vids man! Can't wait to play Dewdrop Dynasty man
This game looks awesome. Super excited for its release. My only thought was why not use a honeycomb design for the health bar instead of a flower since Yoshi already did that and it’s the bee aesthetic that’s original. Loved the video. Keep up the good work.
Because flowers play a bigger role in this game than you think. ;) Also I did actually try a honeycomb and it didn't really fit. But thanks for the suggestion.
I have this project I started over 7 months ago (not a game, but a C# Windows Forms Application), where I basically made up stuff on the go by trying out what would work and what wouldn't. A lot of redundant code, by either being the exact same or very similar to the point where it can be generalized and placed in a function with an extra parameter. Some things are just not where they should be. Along the project, the concept of what does what and where it is, changed, too (I now have an extra sub-project for handling configuration and another one prepared to split data processing from the GUI project)... Long story short, I got to a point where I basically have to rewrite/re-put together the thing from scratch, in order for it to work properly and not go in circles. I already started because I could reuse two of the libraries in another project but it wouldn't work completely. It's still a pretty overwhelming task, though, especially if you're not a pro at programming. I kinda wanna get back to reworking the code (more), now thanks to this video, thank you for putting it out there.
I would like that when you die the bee guy? (Sorry i dont know its name) kneels then the screen fades to black and then it finally dies or something similar. Make the player FEEL they messed up, make them feel regret for killing that cute guy, make them realise they NEED to play better Also i think the ¨droplets¨ should be grabbed when the player is near them kind of like a magnet, because they are so tiny and searching for each one of them individually kills the pacing imo Really good game, i expect great things from this project!!
@@Goodgis Nice! But you should add like a mini version on it that the player starts with, because as i said the droplets are really tiny and searching for every one of them when you kill an enemy might kill the pacing
2:02 do you have a full screen shot of the dev map? Did you draw it by hand or was there a program you used? I know it could prolly be done in word or anything else, but just curious.
this looks really cute, and the juice you added to all the animations looks REALLY satisfying! I'm not sure about having both rolling AND dashing as mechanics, unless they're just like, a visual change and do the same thing. I feel like I would get them confused often. But the dash just looks /so good/, the gradient is *chefs kiss* I also really like the little flip the player does when they run out of ammo middair, good visual communication+very satisfying to watch
Wishlisted! I love the look of the game, and how it appears to play, and it's good to know it's being made by someone with such passion and attention to detail.
Yep i've always kept tabs on my projects like most of the time I stare into/have open my TH-cam creator tab or my davaint page or my novels, Table Top/Video games even if I'm to sick to do anything that day it helps me keep tabs on them and let me think of ideas for them or even tweak them in a small way... That said I don't look at my Itch.10 page enough or search though my projects folder that much just seeing where I put things. Which congrats on your late spring cleaning and also getting into next fest can't wait to see you there!
You must be doing something right. This hit my algorithm. The movement in your game looks really smooth and fluid, yet snappy. Movement in games is so important, but often overlooked, and I think you have nailed it.
Haven't watched one of your vids in a while but suddenly I feel like I'm watching a long-form short lol. Not sure how I feel about the new style, but hope it's working well for you! The game is constantly getting cooler.
@goodgis can you tell me how you re did your camera system? I've been struggling to make mine. yours is literally how I have envisioned the perfect camera system for my game.
The game looks great! I love some of the new mechanics. The flower and movement especially. Can’t wait for the game to release. Super cool to see a drawn up Badgis!
Thanks for the devlog Goodgis! Here is an idea I had for your game: You remember a game called Titan Souls? What if after the character runs out of ammo, they can throw their gun at enemies but the gun remains on the ground/where the impact occurred until the character runs over the gun to pick it up again. This might be a fun mechanic where the player isn’t out of options if out of ammo BUT they need to be more strategic in this situation of mis-managing their ammo. With the penalty of mis-management being that the player is more at risk in this state but still able to push past enemies if they are skilled.
Great video as always, and great work with the game! May I ask you what is the program you used for mind-maps/vision boards that can be seen at the 2:00 mark?
Nice video. tbh you were the reason that my ambition for wanting make games ignite again and so far it's been so fun. Thank you so much and please have a good day. ❤
if i may suggest a mechanic: Berserk it'll cost your stamina and nearly all your hp but you'd become invincible for 10 seconds, and any damage done will restore your hp to x amount of enemies slain
I got an idea for a powerful melee stinger attack but when you use it you take damage. Real bees die when they use the stinger but for gameplay reasons it would be just 1 or 2 damage.
The game looks great, and your videos are slick as always. One thing that surprised me about your steam page is - no trailer yet. May I ask why? I would have guessed, especially with a successful youtube channel, that would be one of the most important things to get up early on a steam page. Thank you!
A bad trailer is worse than no trailer. I just want to have enough of the game and story to show off. (Also I'm waiting for the music from my composer.) :D
7:04 honestly this is the reason I stopped working on platformers. I feel like people start working on platformers by default, even though they don't even play games like that. And then drop the projects because they get bored or because the game turns out bad. Make the games you would play yourself.
Your game is really shaping up! Never underestimate the power of game juice! Also, I too picked up haiku for inspiration for my own metroidvania. It's pretty fun so far
Hey, what an awesome game man, really, the graphics looks great and that death scene feels great too, thoose abilities really seem to take the game to a new level really, that front flip also gives alot of juice to, finally, hahahahaha, sometimes I also hear that voice that tells me "ohh I thought you said you were one of the good ones" XD TBH i love it. :P great great video.
Idea: Jumping out of a roll gives you a long jump if you keep holding forward. You could make it impossible to do a shoot-jump afterward but it gives you more distance than a normal double or triple jump; alternatively, it gets you further overall and you can then use your gun-jumps for even greater distance. If you can roll _through_ enemies, being invulnerable to touch-damage during a roll (but not to attack damage?) it would open up strategies for both bosses and some standard enemies. Instead of the roll making you invulnerable to attacks, it can legitimately throw you forward rapidly, thus becoming a dodge rather than a moment of invincibility. I recommend that you keep one thing in mind: Whenever you add an ability, you need to then build the game around that ability, rather than having a game that's been built that you then throw random abilities into. Like I mentioned with the "rolling through enemies" thing: You'd have to ensure all of your enemies play nice with this mechanic.
Looks amazing You can add rage mode knowing when it's active can be defined by the color of the character, for reaction to boss fights you can add the way his expression change with the eyes adjustment or the antenna move fast or stay upright and static shaking I guess it's a small change I know but just an idea I'm sure you can think of something much better then this, Not sure if you will add a shotgun
can i suggest a change in the chest sprite? its gonna be like a flower unbloomed and when u open the chest it blooms? so its more organic in the game world? ability suggestions are diff bullet types where a certain lock requires a certain bullet to be destroyed? can even have elemental properties for combat and exploration like freezer bullets lets u make a temp platform from enemies, fire bullets gives u higher jump boost, wind bullets gives a knockback like dash so u can chain dashes in air black hole bullets lets u hover midair, etc?
Hey Goodgis! I would love to know how you incorporated your rolling animation after you run out of ammo, I myself am working on a metroidvania style game and am looking for a better way to work on my animations and StateMachines. Thank you so much for your videos!
If the game is the most fun with all the abilities, I think you should give the player those abilities asap. Upgrades can feel really good, but not at the cost of the greater experience. You should be able to play most of the game with those awesome movement skills. The dash is phenomenal, by the way. I love the way it animates and colors the screen!
I really like the flower petal idea. I wonder if it'd help if you can "reclaim" some of the bullets from the enemies you kill so that the player doesn't lose so much of it and also some sort of indicator (bar) to know how little they have left? Also in addition to dew drops, bullets can also be looted as well.
@@Goodgis, I don't know, the colorfulness seems a little bit off taking into account everything else aesthetic-wise in the game. I would advise shades of yellow and perhaps a little other effect together, maybe some small sunflowers falling nicely from the dash.
Make sure to WISHLIST Dewdrop Dynasty on Steam...or Badgis might show up.
tinyurl.com/DewdropDynasty
Way ahead of you!
Don’t have a PC currently or a Steam Box but if to Switch I’ll be buying!
Hi goodgis I want to learn how to make video games but all the videos I’ve been watching didn’t helped me at all so could you please make a series of how to make games beginner friendly and explain how coding works and different kinds of codes and please make like part 1 , part 2, etc. And that all the things will be free and learning the basics of the game engine that you recommend to use but what I’m asking here is make really clear without so many things just the basics that then after many, many episodes every one could be a game dev! Please make it, it would mean a lot to me .
4:05 Be aware that adding too much abilities is often where Metroidvania title start to fall.
Take the original Ori for example, in the late game there are waaaay too many abilities to learn, and many of them don't really add much to the game.
In that game, many late game abilities feel like after-thoughts, as they have to underplay the projectile-jump to justify all the newly introduced jumps, which is rarely useful outside some collectibles designed specifically for them.
My point is, adding new abilities can be dangerous, it can easily completely altered player's behavior and experience, or you can try to squeeze out the potential of the a mechanic but accidentally make the map design all over the place.
I mean of course it can have an overwhelmingly positive effect, but you'll need a looot of long playtests to make sure things work out. Metroidvania design is kind of complex and non-predictable.
That's a great point! Thanks for sharing!
I think Hollow Knight avoided this problem very well by having each ability serve several purposes outside of just being a key
Except Isma's Tear. It's definitely my least favorite upgrade
For me that wasn't a problem at all in the original Ori. But super true in Will of the Wisps (god that game was such a step down).
In Ori 1 I used dashes, jumps, would bash off orbs I threw in good flow. In Ori 2 it was just dash, free bash, bash, free bash, dash, bash. Unless I had to use that dogsh't drill mechanic that deserved another half year of dev time.
Looks a lot better 👀
Thanks so much! I think so too!
Vailskibum?! Wow. Didn't expect YOU here, of all people. Not saying that's bad or anything, but wow.
Your story telling is awesome, don't get me wrong, the updates on the game are amazing, but the way you present them always put a smile on my face every time! Great job as always!
That really means a lot! Thanks so much.
It would be cool if you could go around collecting pollen, and once you have enough pollen you have access to another ability or two. Think of it like a super bar in a fighting game or something?? Game is looking awesome by the way!
Thanks for sharing! :D
maybe it increases the power of some of your abilities, and you choose which, like maybe the gun does more damage and it would look like you are shooting honey from it (a small chance to make a honey based debuff on an enemy ???) the dash would do damage (same honey idea, maybe it would be a consistant thing) and such
@@nesraspongx58 like a special currency for upgrades :D
@@TheWeen344 yeah essncially
Maybe it could play like the super meter in cuphead?
Loved the editing on this one, especially the intro, and the genius idea to use Badgis to produce a storyline out of thin air. Excited for the Next Fest demo!
Thanks so much, Atsu! haha
@@Goodgis what editing software you use not sponsored
@@OUTSEET-ti1mt Probably sony vegas
@@wohao_gaster7434 I think he uses premiere cuz he has an adobe license
I'm yet to make that fan game. The lore is becoming bigger and bigger. Badgis now has a house!
The videos are so crisp, and entertaining and the game looks amazing. Super happy about how this turned out
Oh boy! haha I can't wait. And thanks so much, David.
A couple of things that really make games looks way better in a lot of cases are lighting and parallax. Would definitely recommend messing with those two a bit.
Definitely! I'm planning on redoing the background artwork for all the locations.
3:26 That charge shot jump was too clean
I'm really glad you are still working hard man I haven't watched you in a while
I have to say I was shocked by the insanely good and flowing editing of this video and it was really really smooth
I'm gonna go back and watch more of your vids man!
Can't wait to play Dewdrop Dynasty man
Thanks so much! :D
This game looks awesome. Super excited for its release.
My only thought was why not use a honeycomb design for the health bar instead of a flower since Yoshi already did that and it’s the bee aesthetic that’s original.
Loved the video. Keep up the good work.
Because flowers play a bigger role in this game than you think. ;) Also I did actually try a honeycomb and it didn't really fit. But thanks for the suggestion.
@@Goodgis just my opinion but it looks weird having the health deplete counter clock-wise instead of clock-wise.
Really nice work! The changes you made just seem to have taken the game to that next level! Looking forward to the next one! 👀
Thanks so much! :D
Nice video!
I am surprised how much you have made in only one week, the game now looks much better and juicier :D
Keep up the good work!
Thanks a ton! Will do! :D
THIS LOOKS SO AMAZING! I love the pedal's (HP bar) animations, I love the blurry backgrounds, the bloom, and the new animations for Po!
Thank you so much! :D I've been having an absolute blast working on the game!
@@Goodgis That's good
Open your project every day even if you don't do anythink was the best advice anyone gave me so far! Thanks
Dewdrop Dynasty captured my attention! Considering buying this game when it comes out
Please do and make my indie dev dream a reality haha
@@Goodgis dont worry I will :D
Death animation is just so cute ! Incredible how gorgeous your game looks with just this limited color palette !
Thanks so much! :D
I really like this game and it just looks amazing. I hope everything goes smooth with release and that you continue making great games like this.
I have this project I started over 7 months ago (not a game, but a C# Windows Forms Application), where I basically made up stuff on the go by trying out what would work and what wouldn't. A lot of redundant code, by either being the exact same or very similar to the point where it can be generalized and placed in a function with an extra parameter. Some things are just not where they should be. Along the project, the concept of what does what and where it is, changed, too (I now have an extra sub-project for handling configuration and another one prepared to split data processing from the GUI project)...
Long story short, I got to a point where I basically have to rewrite/re-put together the thing from scratch, in order for it to work properly and not go in circles. I already started because I could reuse two of the libraries in another project but it wouldn't work completely. It's still a pretty overwhelming task, though, especially if you're not a pro at programming.
I kinda wanna get back to reworking the code (more), now thanks to this video, thank you for putting it out there.
You should! But don't get too caught up with everything. Ultimately your code is going to be a little messy and that's totally fine.
Finally! The time has come for a new devlog!
:D
Hey Goodgis,
You sharing Milanote I was able to work so effectively on a project of mine
It really saved it, so I want to say thank you!!
Super happy to hear that! :D It's my favorite.
Every time you come out with one of these videos I get so HYPED! I can't wait to see how the finished game turns out, however long it may be.
That's awesome! I do too. :D I'm working hard to get this bad boy done.
I would like that when you die the bee guy? (Sorry i dont know its name) kneels then the screen fades to black and then it finally dies or something similar. Make the player FEEL they messed up, make them feel regret for killing that cute guy, make them realise they NEED to play better
Also i think the ¨droplets¨ should be grabbed when the player is near them kind of like a magnet, because they are so tiny and searching for each one of them individually kills the pacing imo
Really good game, i expect great things from this project!!
Thanks for sharing! There actually will be a magnet feature but you'll have to unlock with another mechanic.
@@Goodgis Nice! But you should add like a mini version on it that the player starts with, because as i said the droplets are really tiny and searching for every one of them when you kill an enemy might kill the pacing
2:02 do you have a full screen shot of the dev map? Did you draw it by hand or was there a program you used? I know it could prolly be done in word or anything else, but just curious.
Brilliant to see you really trying to flesh out the game feel!
Thanks so much! :D
this looks really cute, and the juice you added to all the animations looks REALLY satisfying!
I'm not sure about having both rolling AND dashing as mechanics, unless they're just like, a visual change and do the same thing. I feel like I would get them confused often. But the dash just looks /so good/, the gradient is *chefs kiss*
I also really like the little flip the player does when they run out of ammo middair, good visual communication+very satisfying to watch
Thanks for sharing! :D
Another great video, as always can’t wait for the next
Thanks so much! I'm trying to balance great videos and actually working on the game. haha
@goodgis well you’re doing a good job
Definitely my most anticipated game of 2022/2023. Love what you are doing man, can't wait to play it!
Thanks so much, Reece! :D
I’m so excited for dewdrop and i’m glad that your able to work on it and make it better :)
Me too! :D
the air flip when you have no amo is a genius move good job
Thanks so much! :D
Wishlisted! I love the look of the game, and how it appears to play, and it's good to know it's being made by someone with such passion and attention to detail.
Thanks so much! :D
The game is evolving to an awesome project.
Awesome work.
Thanks so much! :D
Yep i've always kept tabs on my projects like most of the time I stare into/have open my TH-cam creator tab or my davaint page or my novels, Table Top/Video games even if I'm to sick to do anything that day it helps me keep tabs on them and let me think of ideas for them or even tweak them in a small way... That said I don't look at my Itch.10 page enough or search though my projects folder that much just seeing where I put things. Which congrats on your late spring cleaning and also getting into next fest can't wait to see you there!
Thanks so much!
Congratulations for the spectacular game🤩! I found it very interesting and my question is if it will have different languages
Just realized how well produced your videos are. So nice.
Thanks so much! :D
I love game dev because one tiny little change can completely improve the entire experience.
I know right?
You must be doing something right. This hit my algorithm.
The movement in your game looks really smooth and fluid, yet snappy. Movement in games is so important, but often overlooked, and I think you have nailed it.
Thanks so much! :D
Haven't watched one of your vids in a while but suddenly I feel like I'm watching a long-form short lol. Not sure how I feel about the new style, but hope it's working well for you! The game is constantly getting cooler.
Thanks so much!
One good thing about camping for 3 days is that so many good youtubers appear in my notifications lol. Thanks Goodgis :D
Hey, I got you! haha
Who knew the residents of dewdrop are made out of their currency.
It's a strange society.
badgis is officially canon! :D
*shhhh* He's listening...
Awesome devlog, whats the this (1:58) task "cards" program called btw? Looks real nice
It's called Milanote and I did a whole video on how I use it. :D
@@Goodgis thanks! I will check it out
@goodgis can you tell me how you re did your camera system? I've been struggling to make mine. yours is literally how I have envisioned the perfect camera system for my game.
Your game looks super cool. I like the simple pixel art and the colors.
Thanks so much!
finally the devlog ive been waiting im actually so hyped
>:D
YESYESSYESS FINALLY I WAS WAITING FOR ANOTHER VID ON THE GAME
And this time you didn't have to wait 6 months! haha
Just found your channel and gotta say I love the look of the game! Will be following for sure!
Thanks so much! :D
It's always these small touches(talking about like how you flip when you run out of ammo) that can really effect how a game feels.
For sure!
The game looks great! I love some of the new mechanics. The flower and movement especially. Can’t wait for the game to release. Super cool to see a drawn up Badgis!
Thanks so much! Yes, Badgis has a mind of his own.
I clicked on that notification faster than.. something fast! Idk I can’t think of anything lol
Ahhhhh yeah! haha
Front flip when player runs out of ammo is a cool touch
Thanks! :D It definitely makes the game feel juicier.
This game be lookin JUICY
Thanks so much!
Thanks for the devlog Goodgis! Here is an idea I had for your game:
You remember a game called Titan Souls? What if after the character runs out of ammo, they can throw their gun at enemies but the gun remains on the ground/where the impact occurred until the character runs over the gun to pick it up again. This might be a fun mechanic where the player isn’t out of options if out of ammo BUT they need to be more strategic in this situation of mis-managing their ammo. With the penalty of mis-management being that the player is more at risk in this state but still able to push past enemies if they are skilled.
Woah, thanks for sharing!
Great video as always, and great work with the game!
May I ask you what is the program you used for mind-maps/vision boards that can be seen at the 2:00 mark?
Thanks! :D And it's called Milanote
Nice video. tbh you were the reason that my ambition for wanting make games ignite again and so far it's been so fun. Thank you so much and please have a good day. ❤
That's very kind of you to say! Keep working hard and you'll be successful. :D
YAY! :D New Video the day is safed! btw. Crazy editing
🎉
Wow, you are inspiring! I work on my metroidvania too and your devlogs are interesting and educational!
I've no idea how you stick with a project for so long but it's really paying off! Very cool to see the progress.
Thanks so much! I've found that the longer I work on it, the easier it's been. :D
@@Goodgis can you make a video on how to make a 2d game on Godot I use that game engine and I suck at it so I need a video on how to use it
I just cannot express the things I feel when I look at this game like I’m just completely speechless
hehe
if i may suggest a mechanic: Berserk it'll cost your stamina and nearly all your hp but you'd become invincible for 10 seconds, and any damage done will restore your hp to x amount of enemies slain
hey what is that mood board/card thing with previews n stuff in 1:58 it looks really cool i might need to try it
Milanote
Yes, Milanote!
@@Goodgis time to get use it now :)
looking great so far!
Thanks, Cosmindev! Hope you're doing well!
This game is like if cave story and zelda had a baby
You did a great job! 👍
Thank you! Cheers! :D
Those are some JUICY sound effects. Man.
Don't they make a world of difference? Thanks so much! :D
I got an idea for a powerful melee stinger attack but when you use it you take damage. Real bees die when they use the stinger but for gameplay reasons it would be just 1 or 2 damage.
Nice! :D
Love your vid, always makes me happy
You are so kind! :D Thanks, dude!
The game looks great, and your videos are slick as always. One thing that surprised me about your steam page is - no trailer yet. May I ask why? I would have guessed, especially with a successful youtube channel, that would be one of the most important things to get up early on a steam page. Thank you!
A bad trailer is worse than no trailer. I just want to have enough of the game and story to show off. (Also I'm waiting for the music from my composer.) :D
who would've thought a front flipping animation would turn a game from yes to YES!
I know right? haha
7:04 honestly this is the reason I stopped working on platformers. I feel like people start working on platformers by default, even though they don't even play games like that. And then drop the projects because they get bored or because the game turns out bad.
Make the games you would play yourself.
Yeah, they are most of the most popular genre's but if you love the genre then you should make a game in it. :D
awesome editing!
Thanks!
Really really good vid keep on going!!👍
Thanks, will do! :D
Looks amazing! keep fight!
Thank you! Will do!
@@Goodgis yea! 🙏🏻^^
Great devlog! very inspiring to my work! (Also I love Shaun Spalding)
Thanks so much! :D
Hi me from other account lol
Hi goodgis, I have a suggestion for you. What abbout an upgrade to the ammount of times you can shoot down?
Already added! But great suggestion. :D
Your game is really shaping up! Never underestimate the power of game juice! Also, I too picked up haiku for inspiration for my own metroidvania. It's pretty fun so far
Juice makes or breaks a game haha
Can't wait to play it :)
:D
@@Goodgis 😄
What is this magic at 2:00 ?
Hey, what an awesome game man, really, the graphics looks great and that death scene feels great too, thoose abilities really seem to take the game to a new level really, that front flip also gives alot of juice to, finally, hahahahaha, sometimes I also hear that voice that tells me "ohh I thought you said you were one of the good ones" XD TBH i love it. :P great great video.
Thanks so much! haha
Idea: Jumping out of a roll gives you a long jump if you keep holding forward. You could make it impossible to do a shoot-jump afterward but it gives you more distance than a normal double or triple jump; alternatively, it gets you further overall and you can then use your gun-jumps for even greater distance.
If you can roll _through_ enemies, being invulnerable to touch-damage during a roll (but not to attack damage?) it would open up strategies for both bosses and some standard enemies.
Instead of the roll making you invulnerable to attacks, it can legitimately throw you forward rapidly, thus becoming a dodge rather than a moment of invincibility.
I recommend that you keep one thing in mind: Whenever you add an ability, you need to then build the game around that ability, rather than having a game that's been built that you then throw random abilities into. Like I mentioned with the "rolling through enemies" thing: You'd have to ensure all of your enemies play nice with this mechanic.
Great suggestion! I've wrote them down. Thanks so much.
Looks amazing
You can add rage mode knowing when it's active can be defined by the color of the character, for reaction to boss fights you can add the way his expression change with the eyes adjustment or the antenna move fast or stay upright and static shaking I guess it's a small change I know but just an idea I'm sure you can think of something much better then this,
Not sure if you will add a shotgun
Thanks for the suggestion! :D
maybe after the player dies you wait for like 0.5 seconds and a ghost version of the player flies off the screen
Woah, that could be pretty sweet!
1:15 Godot Light mode jump-scare
2:00 - what is this software ?
Milanote
Milanote :D
can i suggest a change in the chest sprite? its gonna be like a flower unbloomed and when u open the chest it blooms? so its more organic in the game world? ability suggestions are diff bullet types where a certain lock requires a certain bullet to be destroyed? can even have elemental properties for combat and exploration like freezer bullets lets u make a temp platform from enemies, fire bullets gives u higher jump boost, wind bullets gives a knockback like dash so u can chain dashes in air black hole bullets lets u hover midair, etc?
Thanks for the suggestions! :D
what is name of that program you use to organize your project stuff on 1:59 ?
Milanote!
@@Goodgis Thanks :D
Very creative that life flower.
Thank you! Cheers!
Hey Goodgis! I would love to know how you incorporated your rolling animation after you run out of ammo, I myself am working on a metroidvania style game and am looking for a better way to work on my animations and StateMachines. Thank you so much for your videos!
Thanks so much! :D
If the game is the most fun with all the abilities, I think you should give the player those abilities asap. Upgrades can feel really good, but not at the cost of the greater experience. You should be able to play most of the game with those awesome movement skills.
The dash is phenomenal, by the way. I love the way it animates and colors the screen!
Thanks so much! I'm thinking I might just make more abilities. Because abilities are the life blood of a Metroidvania.
The movement looks so good now wow
Thanks! :D
The only man I've ever heard say "H-U-D", thought he was talking about some complex rendering term
XD
Your game looks pretty cool si dynamique keepup bro
Thanks!
I recommend having a debug scene where you can test new features and interactions
1:59 whats that app he's using to organize stuff?
It's called Milanote. :D
@@Goodgis thank you!
VIEWED WITHIN 50 SECONDS OF POSTING
Woooah! So fast!
I really like the flower petal idea. I wonder if it'd help if you can "reclaim" some of the bullets from the enemies you kill so that the player doesn't lose so much of it and also some sort of indicator (bar) to know how little they have left? Also in addition to dew drops, bullets can also be looted as well.
Thanks for the suggestion. :D
Seems so awesome! Didn't like the colorful dash, though. Maybe just shades of yellow?
Interesting, what makes you say that? Having just yellow didn't read as well.
@@Goodgis, I don't know, the colorfulness seems a little bit off taking into account everything else aesthetic-wise in the game. I would advise shades of yellow and perhaps a little other effect together, maybe some small sunflowers falling nicely from the dash.
How did you use that line tool for tilemap laying?? I’ve had a look around but can’t find any tile map brush add ons but they’d be so helpful lol
Just godot. :D
@@Goodgis I don’t think I’ve ever seen a line tool in vanilla Godot??
Maybe it could be cool if you had a ground bounce that launched you forawrd in the direction you were facing
Interesting!
It's looking pretty sweet!
Thanks! :D
Running out of ammo has never felt so good!
I know right?