1:02 Potions are cool! I'm surprised I didn't notice them! 6:34 You can probably add in future content via means of metaprogression 8:25 You can make the AI simpler, save work for yourself. I don't think players mind if the AI didn't have access to juicey abilities. Looks awesome! Can't wait to buy it next year
Hey Auro! I gotta say i have nothing left to say :) Everything is looking good! Just a small consideration for the targeted enemy character. I think it would be better to have the red square corners have a bit of a black fade off from the shape. That would make them more visible! Other than that, great job! Can t w8 for the game to come out so i can play it!
Seems like a tough situation. I've never submitted games to steam, but it does seem like a good call to delay until the Next Fest event next year to show something closer to the final version. Good luck with development!
It'd be interesting to hear about the intern. How you found them and what you have them work on. I had some artists and a music composer under contract for my first game, but they were mostly from overseas and working on very specific tasks. Speaking of time, have you thought about adding a time challenge for the pro-players to beat as a final challenge? Like a chess timer where the player has maybe 2 minutes to win the battle. I know you mentioned scope creep but a timer is fairly independent of the combat stuff so shouldn't take a lot of effort.
Jaguvaari has been testing my games before also and when he needed to do an internship for his degree, he approached me to help out with the testing (+ feedback and some miscellaneous tasks). Overall a great experience! I haven't thought about adding a timer, but I still have extra difficulty levels and extra challenges to add to the game :)
Hello Auro! The new VFXs look pretty good!! The tentacle surprise skill looks funny! I was also planning to release a new game after the October fest, but I delayed to some unknown point next year, better delayed than bad! Have you read the latest Chris Zukowski posts about Early Access? I think your game could benefit from EA if you can handle community feedback, which you are already doing! xD
Thanks for the feedback! I read a lot of Chris's posts, but I'm not caught up on the most recent stuff due to being so busy. EA is something I have considered but overall it just feels too much of a "unknown territory" to me. I would need to have the game nearly ready anyway before I EA-release it so I rather just full release it right away.
Exciting, just realized I haven't wishlisted the game yet so just did that!! While I was on Steam, I read the reviews on the first game... and a number of people mentioned modding. That might help with the content issue - is that something you'd consider supporting?
Awesome :) Modding would be a fun addition, but... Adding full mod support would also take a long time to implement, which means I would have to delay the game further. It's also kind of a "nice to have" feature that will prolong the lifespan of your game but I don't think it will increase your initial sales, which I am more worried about as a relatively unknown solo dev.
I notice that the characters area always facing to the left, which seems a little odd to me. Even when they move to the right they still face left. I think it would be good if they faced the direction they last moved in and also change direction when attacking if necessary. It would make more sense and make them a little bit more dynamic. Attack animations would also benefit the game greatly but I understand that's quite a bit of extra work. Just my opinion anyway, in general it's looking really good. I already own Mortal Glory and CoDD and I'm sure I'll get this one too.
Hey Auro! I started playing Mortal Glory 1 for the first time. So I've got a question. Is there a reason why there isn't a dedicated healer skills that heals other people? There are skills that heals yourself but not other characters in your party. It seems like a deliberate design decision Long time follower of your channel btw
Hmmh, I can't remember if I made a conscious design choice on that... I'd say 50/50 design choice or just randomly ended up that way :D In MG2 you will be able to heal allies also!
Crazy how much better looking the game gets with just a simple particle effect
They really are awesome! Starting to use them more and more.
1:02 Potions are cool! I'm surprised I didn't notice them!
6:34 You can probably add in future content via means of metaprogression
8:25 You can make the AI simpler, save work for yourself. I don't think players mind if the AI didn't have access to juicey abilities.
Looks awesome! Can't wait to buy it next year
Thanks for the feedback! :)
Wow, it's really starting to pop off!
About time!
Hey Auro! I gotta say i have nothing left to say :) Everything is looking good! Just a small consideration for the targeted enemy character. I think it would be better to have the red square corners have a bit of a black fade off from the shape. That would make them more visible!
Other than that, great job! Can t w8 for the game to come out so i can play it!
Thanks for the feedback! :)
Seems like a tough situation. I've never submitted games to steam, but it does seem like a good call to delay until the Next Fest event next year to show something closer to the final version. Good luck with development!
Thank you!
It'd be interesting to hear about the intern. How you found them and what you have them work on. I had some artists and a music composer under contract for my first game, but they were mostly from overseas and working on very specific tasks.
Speaking of time, have you thought about adding a time challenge for the pro-players to beat as a final challenge? Like a chess timer where the player has maybe 2 minutes to win the battle. I know you mentioned scope creep but a timer is fairly independent of the combat stuff so shouldn't take a lot of effort.
Jaguvaari has been testing my games before also and when he needed to do an internship for his degree, he approached me to help out with the testing (+ feedback and some miscellaneous tasks). Overall a great experience! I haven't thought about adding a timer, but I still have extra difficulty levels and extra challenges to add to the game :)
Hello Auro!
The new VFXs look pretty good!!
The tentacle surprise skill looks funny!
I was also planning to release a new game after the October fest, but I delayed to some unknown point next year, better delayed than bad!
Have you read the latest Chris Zukowski posts about Early Access?
I think your game could benefit from EA if you can handle community feedback, which you are already doing! xD
Thanks for the feedback! I read a lot of Chris's posts, but I'm not caught up on the most recent stuff due to being so busy. EA is something I have considered but overall it just feels too much of a "unknown territory" to me. I would need to have the game nearly ready anyway before I EA-release it so I rather just full release it right away.
Exciting, just realized I haven't wishlisted the game yet so just did that!!
While I was on Steam, I read the reviews on the first game... and a number of people mentioned modding. That might help with the content issue - is that something you'd consider supporting?
Awesome :) Modding would be a fun addition, but... Adding full mod support would also take a long time to implement, which means I would have to delay the game further. It's also kind of a "nice to have" feature that will prolong the lifespan of your game but I don't think it will increase your initial sales, which I am more worried about as a relatively unknown solo dev.
I notice that the characters area always facing to the left, which seems a little odd to me. Even when they move to the right they still face left. I think it would be good if they faced the direction they last moved in and also change direction when attacking if necessary. It would make more sense and make them a little bit more dynamic. Attack animations would also benefit the game greatly but I understand that's quite a bit of extra work.
Just my opinion anyway, in general it's looking really good. I already own Mortal Glory and CoDD and I'm sure I'll get this one too.
Thanks for the feedback! :) It's a good idea, but as you say, could need a lot of work to make it look good in all scenarios.
Hey Auro! I started playing Mortal Glory 1 for the first time. So I've got a question. Is there a reason why there isn't a dedicated healer skills that heals other people? There are skills that heals yourself but not other characters in your party. It seems like a deliberate design decision
Long time follower of your channel btw
Hmmh, I can't remember if I made a conscious design choice on that... I'd say 50/50 design choice or just randomly ended up that way :D In MG2 you will be able to heal allies also!
oh no...
Does the AI not know how to obliterate us yet ??
Please release before you teach it how XD
Oh, it certainly already knows how to do that! I will just need to teach it more ways of doing that so it won't get bored ;D