Follow reQuest on Kickstarter to get notified when it goes live and get exclusive goodies! www.kickstarter.com/projects/gameendeavor/request-0 I had a lot of fun making these boom arrows! Next video will likely delve into the new enemies I've added, many of which weren't shown in the video! :D
@@grilleFire Post-poned temporarily. :) It's a multi-year project that wasn't funded through Kickstarter, so I'm creating this to try and fund it instead. I'll return to it once this is finished, hopefully by the summer of next year. There's more info in the first video for this devlog series.
The visuals in this game are soo cool especially with that more shell shaded particles and inventory and the pleasent background sceanery! Cant wait to get my hands on this game :DD
I love the idea of being able to duel wield two two-handed weapons. Dark Souls allows you to do that, if you're character is strong enough, and it's awesome. For early game though, there should be a penalty, like a massive movement speed debuff, to emphasize how unwieldy the weapons are- at least until the player gains the correct proficiency or whatever :D
Dark Souls does this too? I'll have to take a look. The movement penalty is interesting, I didn't think of that. That's a really good idea. :) I'll make a note of this.
My solution for two handed weapons is to make literally everything two handed by default and give them "accessory slots" as appropriate. Then you can, for example, put a dagger into another dagger's accessory slot. Or a shield into a sword's accessory slot. And, of course, the bow's accessory slot is for the ammunition. It combines the concepts of single and dual wielding, various ammunition, crafting (or inventory management, depending on how you look at it), and hotbars. To combine items you drag an accessory onto an item with a compatible slot. To remove it, you just double click.
Indeed, I had the idea when I shot an arrow off screen and it did a full shake. I thought "I can totally tweak it to lessen over distance from the screen center". :D pretty simple but feels really nice.
lool! love that the enemies wait and talk to you while you are fixing your stuff. Could be very funny. Monster: Hows the family? player: Their doing good.
Indeed, I'll have to come up with some interesting lines. Maybe you paused right before an arrow is going to hit you. "That's going to be a bullseye." ... "Well.. Your eye." lol, you're about dead and you use a potion. "Oh come on, man..."
Keep it up with the cute murderous game character designs! There was an unofficial "boom arrow" in an old Zelda Gameboy game; you equip and use both bombs and arrows at the same time. This reminded me of that.
I love your art style! Seriously, your games are ones of the most georgeous pixel art games I have ever seen! You are doing amazing job at keeping everything consistent! Fantastic! And by the way - thanks for the tip about explosions, I will definitely try it out :).
The boom arrows look like a lot of fun to use! The little particles trails behind the arrows also make them a lot easier to follow in the air. I'm always impressed by your inventory systems, they look like quite a challenge to get working right.
Thank you! Yeah, the trail makes a big difference and is easy to do. :D lol, for someone who hates doing UI work, I do have a habit of doing tricky inventory systems. xD Luckily I was able to use a lot of the foundation from ZatCD, but still to this day it is being built little by little. :) Thanks for watching, Lucy. :D
I definitely agree that GUI isn't very fun to code, but the inventory system you made here with the hotbar & equip system really works to keep the game flowing!
Yeah, that's the idea. :) Fast paced with quick one-shot sessions. Combining the playability of a roguelike with the gameplay of an RPG. :) Without procgen though.
Great features so far! A simple solution to the slot issue would just be to have the 2 handers cover 2 slots, but may pose an issue for picking up. Another solution would just be unequipping 1 item and just disabling the second equipped item so that you technically have use of the same amount of slots.
I think I'm going to go with allowing dual wielding 2h weapons but with a penalty to the offhand. :) I like the silliness that would be having two 2h weapons equipped.
Thank you! You're very kind. :) One of my personal goals with this game is to improve as an artist, so I've been working real hard on the art. My biggest secret is the 24x24 tileset. xD It allows me a lot of room to give the game a cartoon-ish look to it.
reQuest is a mini-RPG and I will return with ZatCD after this. Unless you mean a turn based RPG? That's possible, but probably not for a while. Thanks for watching them. :D
Nooooo, not Googles!!! Also, dual wielded boom arrows would be amazing, can't wait. I think that level of customization to equipped weapons can definitely have applications for RPG aspects by letting your character have their own style. Love it man, keep up the great work :)
Haha! Dual wielded bows is absolutely possible, I never even considered it for the video. xD I may even embrace that in the design. Have that be a play style, lmao. Thanks, Scott. :D
I like the idea of giving a penalty to off hand weopons when you are holding a two handed weopon. it gives more depth into the combat and makes you think more. it reminds me of ff2 a little, but not really.
@@GameEndeavor In ff2 you can equip up to 2 weopons per person in your party, except for bows witch were forced to take up 2 spots, (this is why its not really like your game) but you were able to equip like a sword and a shield, a knife and an Axe. it was cool like that. however every character had a dominite hand that the weopon placed in that hand would be stronger slightly. so if a right handed person was equiped with a Sword in his right hand and an Axe in his left, he would hit harder with the sword, (Asuming the sword and axe both did the same damage as a base example)
Dual wielding will almost certainly stay in (the only reason I say almost is because everything is subject to change, but it's like 99.9% certain). I just meant in regards to 2h weapons. :) I love dual wielding in games, and doing it this way gives a lot of flexability in combat.
@@GameEndeavor ohh I see now, I suppose the more freedom to the player the better! But definitely agree on some kind of debuff on the offhand in that case
Boom arrows look like a bunch of fun. Perhaps they also be used to solve puzzles? (eg. can trigger switches that can’t be triggered by normal arrows). Awesome devlog!
You're so right, restricting abilities too much isn't fun. I was literally just working on making the Vine ability (grappling hook) in my metroidvania game more versatile before watching this video! You could already swing from hook spots and freeze enemies to use as platforms, but now you can press jump as soon as the vine hits any wall to launch yourself in that direction at the cost of some energy. I was inspired by the Bash ability in Ori and the Blind Forest, which is the perfect example of versatility in a mechanic. Also having certain enemies or npcs be scared of you and your bomb arrows sounds like a great idea lol
Indeed! It's so much more fun when your mechanics have several different uses. Your vine mechanic with the wall sounds very interesting. :D Haha! Using boom arrows (or other explosives) haphazardly causes NPCs to be cautious of you, affecting interactions with them in later runs. I love that idea. xD
This looks really neat! Bomb arrows are always welcome in games. As far as the two-handed weapon problem goes, I would think the obvious solution would be to make the two-handed weapons take up two inventory slots, but I can understand that there might be some reason that wouldn't be suitable. I hope you figure out something that works for you!
Yeah, I feel like it would be too tacky. :) Thank you! Right now I'm leaning towards having swappable weapon set and not allowing equiping via hotbar. Maybe items can have other uses there, like a magic staff that casts a spell when used from the hotbar. I'll have to do some testing and see what people think. :)
I already know I will pack all the possible mobility options items (so I can double jump, dash, ...) and then I'll start blasting everyone from the air with bomb arrows :') The game's already looking great. Keep up the great work! :D
lol, you a mobility type of person? xD Just make sure you don't get hit by anything too big. x_x Will be fun to see what I end up doing with the accessories. I want to try and give players a lot of flexibility with their loadout. :D
@@GameEndeavor Oh yeah I love fast-paced gameplay and having lotsa mobility options, and I love screwing up and falling because of that xD it just makes it sweeter when I actually pull off a good combination! Implementing flexibility and options for different types of playstyles is incredibly challenging, can't wait to see what you'll do with accessories! :)
Thank you. :) The gameplay for this is more actiony and my art has improved a lot since ZatCD. ZatCD is more of a "chill with towns people and fight through dungeons" kind of thing, where this is more about fast paced action and bosses. Personally I prefer ZatCD, but I can understand how some people will probably enjoy this more. xD
For simplicity I'd always swap the two handed weapon with the main hand weapon and deactivate and hide/de-emphasize any off hand weapon when it's equipped.
For the two-handed weapons problem... a other solution would be to leave the offhand item in the slot but disable it while the main-hand has a two-handed weapon equiped. But I also like the aproach that two-handed weapons use two eqipment slots...
I think I mentioned this in the video, about not letting the player use the offhand weapon. This is up there was one of the potential things I could end up doing. Just need to make sure that the player isn't confused by this.
Nice video! I think having an offhand with a two hand weapon is nicer than not allowing the player to handle an offhand. But well it depends on how you implement it :)
That's a very interesting idea. This is absolutely inessential and a bit overscoped, butiff I have spare time then I want to consider some optional stealth mechanics and this would be great for that. Thank you! :D
You could always do Diablo style where you can switch between two presets for weapons, and just can't hotbar weapons. That way you can have a 2 hand build and switch to one hand dual wield or shield or something. Alternatively, make 2 handed weapons take up two slots in the inventory. That way they always create enough space for swapping
if you make the 2 handed sword's icon twice as wide (like two weapons stuck together side by side) it will make it visually obvious that you need both weapon slots empty to equip it and will also give the player an indication that it's twice as powerful (or at least significantly more powerful/big/heavy)
It's not the player's perception of it that's the issue though. It's how to handle hotbar swapping when their inventory is full. I could adjust the slot icon to make that clear and remove the offhand weapon (I actually implemented this). But if they want to swap in the item then there's this weird case where there's nowhere for the extra item to go except get dropped. Which the player would find annoying. :)
hey, why are the frogs dying when they're rider is destroyed? What did that poor frogs do to you? Please, let them live after killing the goblin and fly away freely...
It would probably be easier to implement a weapon swap feature, like in Diablo 2, Grim Dawn, etc. where you can have a primary and secondary weapon set and you just press a key to switch between the two. For example, your primary set could be a combination of one 1-handed weapon and an offhand item, or two 1-handed weapons, or a single 2-handed weapon. The secondary set could also be any of those combinations.
I compare this paper mario! You get new area unlocked with new abilities! Great idea! Be careful of safelocking though. You run out of bombs you can't progress certain areas.
It's a very common game thing. Zelda comes to mind for me (but very different how this game will approach it). The way gameplay works, the sessions are very short and there isn't one specific way to achieve a goal. Think of it like Majora's Mask, where if you were to run out of bombs then you either go find new ones or come back in a different session. :)
I have a few questions: Will you start doing livestreams on TH-cam again like you did in the early failed Kickstarter? Do you still have in mind some of the ideas you got during those livestreams? Will the demonic character from the Ludum dare be added in this game or Zoe, or even a later one?
I might, I'm not sure. I really enjoy engaging with my viewers during the livestream, but as an introvert they're pretty stressful, lol. But it's something I keep thinking about doing again. :) I take notes during the livestreams and still have those that I can look through. I hadn't thought about the demon character. Maybe. In the comments for that video I talked with someone about including the tiny knights in a tiny castle, so I might just do that. Have the demon be a boss. :) Geoffrey is still sick.
maybe dual weilding can let you have access to certain weapons that give you abilities. like maybe daggers can get stuck in a wall but dual wielding daggers makes you climb up the walls?
I think the inventory should be slightly expanded, and instead of moving items into equipment slots when equipped, they should remain in the inventory (with an indicator that they're currently equipped). This eliminates the issue of having to drop dual-wielded weapons when your inventory is full, as they will still take space in your inventory instead of being moved to a separate slot.
I'm considering this. It would solve the issue. I personally prefer having a separate equipment inventory, but this would have a lot of really nice perks to it. Thanks. :)
A possible solution for the weapons is to have two loadouts, like diablo or whatever, so you hit a button to switch loadout but it takes a couple of seconds maybe? Also, I feel like the dark souls approach to dual weilding, or 1-handing big weapons, might work, like make attacks slower and/or do less damage if you're dual-weilding
I may end up doing the weapon sets. I was against it at first because it would expand the inventory size, but it seems to be the cleaner option and would allow for a lot of customization. I like the Dark Souls approach as well, will probably do that. Didn't know it made attacks slower, that's a good idea. Thanks for the suggestions. :D
@@GameEndeavor glad to help. In dark douls, most weapons do more damage when 2-handed and the big weapons are often noticeably slower when 1-handed, so either or both of those effects might be useful for your game
Dark Souls and Elden Ring allow you to have two handed weapons in one hand but it becomes a lot slower unless you have 1.5 times the required attribute. In your game you might simply go for slower attack
There will be bosses, mini-bosses, and and stronger enemies. These are just the first enemies you would encounter in the game. I've even started on a mini-boss / boss, but that's for a future video. :)
Two handed weapons could take up two slots in the inventory. That way swapping from two one handed weapons to one two handed weapon would be an even exchange of inventory space.
Hey this ks looking great! Instead of having a primary and offhand weapon it may be better to have gear sets. You can have your weapons armor and hot bar different for each set. It sounds good on paper but may make the game to easy for experts and confusing for newbies
Thanks! I'm considering gear sets, but for weapons only. Wanting to keep many things streamlined, and having a set for everything seems a little too much. :) I'd want to do both weapon sets and offhand though because I want to be able to use left and right click seamlessly.
lol, a lil bundle but you have to equip it in your offhand, or a brute unlockable character than has more naturally. Maybe. xD Expanding inventory will change puzzles though, since items are used to navigate to different areas. So I'll have to consider that.
I like the idea of being able to bounce off of the Frog kind of like how hollow Knight uses the wingmold. also it would be kind of funny if the bomb arrows had reduced range and increased drop due to the fact that the bomb increase the weight of the arrow
I plan to add that. :D my bouncing logic is a little buggy atm though, lol. I should fix that soon. The arrow weight is a great idea. I'll look into that, thanks! :D
tbh if u ask me I do like the double sword system but I don't quite like the double great sword here. It's kinda awkward. Something like a Katana or an longsword will be great for it
Double scythes was awkward and also amazing. :) Double weapons is already a thing, I'm just debating on dual 2h weapons. I really really like the idea though, so long as it has a penalty with it. This is a silly game and I think allowing that option would be fitting.
I'll consider it but I'm wanting to keep attacks very simple. "Click to attack" kind of simple. A basic movement focused combat system is all I need to keep me happy. :)
Now that you have an ammo slot, add a sling weapon which you can throw items at enemies. damage can be relative to how much it stacks. things that stack to 1 are almost always weapons so they deal more damage, things that stack to 99 are likely ammo which is not intended for the sling and will do much less damage.
lol, shooting swords from a bow would be amusing, but maybe a bit awkward to have to keep loading into the ammo slot. I'll consider it. It would require a whole other implementation for it though because currently a projectile PackedScene needs to be used in the ammo slot, so that it can have the logic for shoot. Of which the sword is not. Being able to shoot just any item seems a bit awkward, but there could be some interesting ideas from this, like maybe shooting potion / poison vials to have them splash and do certain things.
@@GameEndeavor i mean 99% of the time you could just make it a dropped item on the ground, but it's flagged as "thrown" So in special case when you have a potion or something then you can check for that flag. As for all other random items it could just wildly spin about through the air, nothing special and could just use its normal sprite for any animations.
@@GameEndeavor Also you dont want to go in and add two much scope for a simple idea. I imagine flasks would have the option to throw them anyways if you're using something like poison vials. So it may add unneeded bloat.
It's similar to one. :) Has been from the start. But it's more open world-ish and RPG-ish. Like if Zelda was a platformer and way more open (I haven't played Zelda 2, so idk how much that is like this) It has a few similarities but overall they will be too broad to fit in that genre imo. This will become more apparent as the game develops. :)
Just a suggestion but if the range of the two swords where reduced to increase the Chance if two of them hitting, or on knock back until the second stricks
lol, that's a clever solution. Makes me think of a grid based inventory like Morrowind. Might be a bit awkward though, I'll think about it. Thank you for the suggestion. :D
Just remember that some players can't play games with screen shake, so maybe consider an option to toggle it off ^^ Looks great otherwise, love me a good metroidvania.
Indeed, I did with ZatCD and will here as well. :) This has some matroidvania elements to it but personally I would consider it to be more of an open world rpg platformer. Bit more of a mouthful but personally I don't think metroidvania accurately describes the overall gameplay. :)
I think that would be confusing to the player though. I imagine this scenario would not be uncommon at all. Dropping the item wouldn't really be buggy, just frustrating.
@@GameEndeavor oh sorry I just realized I automatically focused on thinking of how to make not dropping work. Yes you're right, dropping is one heck of a simple solution!
The gameplay loop is you going out and completing Mini Epic Quests lasting about 20-30 minutes, like a collection of mini-stories. It'll have a main story, but the focus is on the variety of little quests that you find. I just thought it was a cute lil name. :)
4:40 facts I spent like 30 hours making a bad one for a survival game I was gonna do crafting but it didn't happen because I was so new and got most of it from a tutorial and this guy in discord helping me. Don't get me wrong I understood the code but I definitely didn't write it myself.
So many UI horror stories. xD My first attempt at a game was an RPG and I ended up getting bogged down on a complex UI system when I should've been working on mechanics. Didn't learn anything from that experience except UI bad, lol.
What if each hot-bar slot for weapons was a separate slot in inventory, with a slot for each hand. You would have 4 total slots but not have to move anything between weapons and general inventory. You can use an extra slot to dual wield and incur a penalty if you want, but it is optional. You could also then prove the number of weapon groups as a Stat if you wanted, changing how many slots and if all of them are 2 handed or not.
As in the hotbar is an inventory? That would greatly expand the capacity of the inventory which I'm intentionally wanting to keep small. Items act like puzzle pieces, limiting how you're able to navigate the world.
Also, do you think you can make this game work for opengl 2? All my friends have terrible laptops, and we couldn't play the Zoe and the curesed dreamer demo.
This would be very confusing and inconsistent to the player. :) The kind of thing that would probably get a few negative reviews, lol. Dropping would too. I'm leaning towards having swappable weapon sets atm, and not allowing equiping through the hotbar.
@@GameEndeavor I don't think it would be that confusing, but it's probably not worth the risk. Equipping stuff from the hotbar seems like a pretty niche feature. Another solution may be to make 2-handed weapons take 2 slots in the inventory. Or make a way to put two weapons into one slot. Now that I think about it, Terraria has the ability to equip weapons from the hotbar. In fact, I think having them in the hotbar is the only way to equip them. But they don't have 2 handed weapons, nor do they use referneces like you're doing here 🤔
@@josephbrandenburg4373 Yeah, Terraria keeps the item in the inventory. I did that with ZatCD but I really like the idea of having equipment slots and want to try that. :)
I wouldn't have a specific one for 2h weapons, but this is very close to an option I am considering which is swappable weapon sets. Same exact concept except you can put 1h weapons in there as well. :)
What about a level or just a place where you need to fight the moon has a boss and that the background is night but the moon isnt there but he is underground
What if the enemies that fall (non frogges) a far distance take fall damage/break their legs anyway, cool devlog! The game isn't a "small scoped projects" anymore huh? :P
It's still reasonably within the original scope. I knew I was going to need inventory. The equipment wasn't but that wasn't too difficult to do. :) We just have to wait and see what I do with cutscenes, lmao. They were originally going to be small in scope. I thought about giving enemies fall damage while recording this. I might just. :)
After this game I will. ZatCD will take several years to develop. This game is to build my community up more and give credibility to a larger project. :) I can't wait to get back to it, so no worries. ;)
Then you would need to keep them in the inventory, which I feel would be a little cluttered. To be consistent I'd have to do it with all 6 equipment slots, and I'm not fond of that. Great suggestion though, thank you. :D
@@GameEndeavor fair point, then what about a weight system like in skyrim? The only problem here is the current inventory ui wouldn't work, since a grid based system would be hard to make expandable in a way to account for an unknown number of max items.
@@mmaaauuuuiiiii I think that would be a bit awkward for the player. What I'll probably do is allow dual wielding 2h with a penalty. It's funny and allows for more player customization. :)
The gameplay loop is about going out and finding quests, and once you do the world kind of soft resets. New things are unlocked but some things reset. So like Goobles the Lonely Gooblin might respawn if you kill him in one playthrough. That kind of thing. Was going to have quests and inventory reset but I'm thinking about moving away from this idea.
I just looked it up and I don't really see how. Seems more like a typical platformer to me. reQuest is more of a mini-RPG with open-world exploration. I do see some cool ideas in here I might use though like throwable weapons.
@@GameEndeavor I don't know It's just the adventure feel I guess :D but I definetly recommend playing The Dragon's Trap you can switch between the classic and remastered look from there if you prefer pixel style. Don't know if that's the one you looked up. But it's a tons of fun.
@@GameEndeavor check out the old version then or at least give it a try (as I said you can change to old version in the remake too) it's simplistic and yet works so well.
@@GameEndeavor oh if you need help with hidden secrets I can help with some recommendations on that as well if you're looking for some help in that department. (played too many games)
AHAHAHA...LOVE THT FLOATING FROG ARCHER AHHAHAAH....why not make the floating frog a platform...like you can bounce on them for higher jump or you can laso it to float ...ahahahah....but it might a be a stupid idea to do it ahahahah
Like when I do a room transition? I plan to ease it, but that's a whole trick due to camera limits and not on my priority list atm. :) I'm not certain that's what you mean though because the camera doesn't move at all, it's an instant snap, and I rarely show it in the videos, so let me know if I'm mistaken. :)
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I had a lot of fun making these boom arrows! Next video will likely delve into the new enemies I've added, many of which weren't shown in the video! :D
@@grilleFire Post-poned temporarily. :) It's a multi-year project that wasn't funded through Kickstarter, so I'm creating this to try and fund it instead. I'll return to it once this is finished, hopefully by the summer of next year. There's more info in the first video for this devlog series.
The visuals in this game are soo cool especially with that more shell shaded particles and inventory and the pleasent background sceanery! Cant wait to get my hands on this game :DD
Thank you! Yeah, putting a lot of effort in the visuals so that I can get better as an artist. :D
I don't think you understand what cell shading is.
to be honest it looks like every other indie side scroller
I love the idea of being able to duel wield two two-handed weapons. Dark Souls allows you to do that, if you're character is strong enough, and it's awesome. For early game though, there should be a penalty, like a massive movement speed debuff, to emphasize how unwieldy the weapons are- at least until the player gains the correct proficiency or whatever :D
Dark Souls does this too? I'll have to take a look. The movement penalty is interesting, I didn't think of that. That's a really good idea. :) I'll make a note of this.
I really like the movemnt of the sun above its satisfying
Indeed. I'm quite proud of how smooth the animation is.
My solution for two handed weapons is to make literally everything two handed by default and give them "accessory slots" as appropriate. Then you can, for example, put a dagger into another dagger's accessory slot. Or a shield into a sword's accessory slot. And, of course, the bow's accessory slot is for the ammunition. It combines the concepts of single and dual wielding, various ammunition, crafting (or inventory management, depending on how you look at it), and hotbars. To combine items you drag an accessory onto an item with a compatible slot. To remove it, you just double click.
That's really clever, I like it. :) I don't know if it will work with what I want to do, but that is giving me some ideas, thank you. :D
The explosion impacts shaking the screen less the further they are is great! Gonna have to make sure I remember to do that. :)
Indeed, I had the idea when I shot an arrow off screen and it did a full shake. I thought "I can totally tweak it to lessen over distance from the screen center". :D pretty simple but feels really nice.
Really like the look and feel of the game so far Endeavor! Great work
Thank you! Been putting a lot of effort into that specifically, so that's great to hear. ❤️
lool! love that the enemies wait and talk to you while you are fixing your stuff. Could be very funny. Monster: Hows the family? player: Their doing good.
Indeed, I'll have to come up with some interesting lines. Maybe you paused right before an arrow is going to hit you. "That's going to be a bullseye." ... "Well.. Your eye."
lol, you're about dead and you use a potion. "Oh come on, man..."
Keep it up with the cute murderous game character designs!
There was an unofficial "boom arrow" in an old Zelda Gameboy game; you equip and use both bombs and arrows at the same time.
This reminded me of that.
Will do! Just need to add some more cute baddies. :D
Poor bootsies though. They might just be too cute to kaboom.
I love your art style! Seriously, your games are ones of the most georgeous pixel art games I have ever seen! You are doing amazing job at keeping everything consistent! Fantastic!
And by the way - thanks for the tip about explosions, I will definitely try it out :).
Thank you! You're so kind to say so. I've been putting a lot of effort into the art for this game, so that means a lot to me. ❤️
The boom arrows look like a lot of fun to use! The little particles trails behind the arrows also make them a lot easier to follow in the air.
I'm always impressed by your inventory systems, they look like quite a challenge to get working right.
Thank you! Yeah, the trail makes a big difference and is easy to do. :D lol, for someone who hates doing UI work, I do have a habit of doing tricky inventory systems. xD Luckily I was able to use a lot of the foundation from ZatCD, but still to this day it is being built little by little. :) Thanks for watching, Lucy. :D
I definitely agree that GUI isn't very fun to code, but the inventory system you made here with the hotbar & equip system really works to keep the game flowing!
Thanks, Riptide! That's what I was trying to achieve. :D A system that flowed nice with a lot of flexibility and customization.
Did not have time to watch it yesterday but I hope my watching it now will boost engagement.
Every bit helps. xD
The visuals in the game looks so cute! The game showcases your skill in pixel art very well!
Thank you! That's my personal goal with this game. To expand my artistic skills. To push myself so that I can get better at it. :D
Great work! This game looks really fast paced.
Yeah, that's the idea. :) Fast paced with quick one-shot sessions. Combining the playability of a roguelike with the gameplay of an RPG. :) Without procgen though.
Great features so far! A simple solution to the slot issue would just be to have the 2 handers cover 2 slots, but may pose an issue for picking up. Another solution would just be unequipping 1 item and just disabling the second equipped item so that you technically have use of the same amount of slots.
I think I'm going to go with allowing dual wielding 2h weapons but with a penalty to the offhand. :) I like the silliness that would be having two 2h weapons equipped.
@@GameEndeavor I like that idea. It does look cool.
This is no joke the best looking pixel art game I've ever seen, how did you do this
Thank you! You're very kind. :) One of my personal goals with this game is to improve as an artist, so I've been working real hard on the art. My biggest secret is the 24x24 tileset. xD It allows me a lot of room to give the game a cartoon-ish look to it.
@@GameEndeavor Haha you can tell. I just followed the Kickstarter, I'll buy this for sure when it comes out
@@nextProgram Thank you! I'm looking forward to your game as well. I really enjoyed your last devlog. :)
Hope you will make a series of rpg tutorial 🥺.. your videos are so inspiring ❣️
reQuest is a mini-RPG and I will return with ZatCD after this. Unless you mean a turn based RPG? That's possible, but probably not for a while. Thanks for watching them. :D
@@GameEndeavor its like rpg open world and you you can make it a "mini" i like mini games 😄.. thank you so much ❣️
Nooooo, not Googles!!!
Also, dual wielded boom arrows would be amazing, can't wait. I think that level of customization to equipped weapons can definitely have applications for RPG aspects by letting your character have their own style. Love it man, keep up the great work :)
Haha! Dual wielded bows is absolutely possible, I never even considered it for the video. xD I may even embrace that in the design. Have that be a play style, lmao. Thanks, Scott. :D
That sun is enough to motivate me finish this game in one go :)
I like the idea of giving a penalty to off hand weopons when you are holding a two handed weopon. it gives more depth into the combat and makes you think more. it reminds me of ff2 a little, but not really.
I like it too. Adds flexability but at a cost. :) I'll have to look at FF2, that's one that I haven't played too much of.
@@GameEndeavor In ff2 you can equip up to 2 weopons per person in your party, except for bows witch were forced to take up 2 spots, (this is why its not really like your game) but you were able to equip like a sword and a shield, a knife and an Axe. it was cool like that. however every character had a dominite hand that the weopon placed in that hand would be stronger slightly. so if a right handed person was equiped with a Sword in his right hand and an Axe in his left, he would hit harder with the sword, (Asuming the sword and axe both did the same damage as a base example)
@@CasualGamerDude Yeah, that's pretty much what I had in mind to do. :)
Neat stuff! I like the idea of combing bombs with items, such as arrows. Definitely makes the game more explosive 🧨
Thanks. Indeed, they're a lot of fun to use. :D
Really love this series, most other game design videos are coding coding coding... This approach makes a lot more sense
Thank you. :) As much as I love coding, it doesn't make for entertaining content which is what this series is supposed to be. Glad you like it. :D
where are the coding coding coding ones i wanna watch those
Dual wielding looks awesome, would love to see this feature stay in!
Dual wielding will almost certainly stay in (the only reason I say almost is because everything is subject to change, but it's like 99.9% certain). I just meant in regards to 2h weapons. :) I love dual wielding in games, and doing it this way gives a lot of flexability in combat.
@@GameEndeavor ohh I see now, I suppose the more freedom to the player the better! But definitely agree on some kind of debuff on the offhand in that case
Boom arrows look like a bunch of fun. Perhaps they also be used to solve puzzles? (eg. can trigger switches that can’t be triggered by normal arrows). Awesome devlog!
That's the idea. :D Going to be brainstorming ways to do this. Maybe a rusty button, lol. Thanks for watching. :)
You're so right, restricting abilities too much isn't fun. I was literally just working on making the Vine ability (grappling hook) in my metroidvania game more versatile before watching this video! You could already swing from hook spots and freeze enemies to use as platforms, but now you can press jump as soon as the vine hits any wall to launch yourself in that direction at the cost of some energy. I was inspired by the Bash ability in Ori and the Blind Forest, which is the perfect example of versatility in a mechanic.
Also having certain enemies or npcs be scared of you and your bomb arrows sounds like a great idea lol
Indeed! It's so much more fun when your mechanics have several different uses. Your vine mechanic with the wall sounds very interesting. :D
Haha! Using boom arrows (or other explosives) haphazardly causes NPCs to be cautious of you, affecting interactions with them in later runs. I love that idea. xD
This looks really neat! Bomb arrows are always welcome in games. As far as the two-handed weapon problem goes, I would think the obvious solution would be to make the two-handed weapons take up two inventory slots, but I can understand that there might be some reason that wouldn't be suitable. I hope you figure out something that works for you!
Yeah, I feel like it would be too tacky. :) Thank you! Right now I'm leaning towards having swappable weapon set and not allowing equiping via hotbar. Maybe items can have other uses there, like a magic staff that casts a spell when used from the hotbar. I'll have to do some testing and see what people think. :)
I already know I will pack all the possible mobility options items (so I can double jump, dash, ...) and then I'll start blasting everyone from the air with bomb arrows :')
The game's already looking great. Keep up the great work! :D
lol, you a mobility type of person? xD Just make sure you don't get hit by anything too big. x_x Will be fun to see what I end up doing with the accessories. I want to try and give players a lot of flexibility with their loadout. :D
@@GameEndeavor Oh yeah I love fast-paced gameplay and having lotsa mobility options, and I love screwing up and falling because of that xD it just makes it sweeter when I actually pull off a good combination!
Implementing flexibility and options for different types of playstyles is incredibly challenging, can't wait to see what you'll do with accessories! :)
Me too, lmao. It will be quite the challenge. xD
You could grey out the offhand slot (and the item in it) if a two handed weapon is equipped, effectively disabling it without forcing a drop/unequip.
Yeah, that's what I meant by not letting the player use the offhand with a 2h equipped. My only concern is that this could be confusing.
Looks even cooler than ZATCD, honestly, keep up the great work.
Thank you. :) The gameplay for this is more actiony and my art has improved a lot since ZatCD. ZatCD is more of a "chill with towns people and fight through dungeons" kind of thing, where this is more about fast paced action and bosses. Personally I prefer ZatCD, but I can understand how some people will probably enjoy this more. xD
@@GameEndeavor I'm excited for the story of ZATCD, but reQuest is yeah, an action packed masterpiece. ; )
Thanks so much for making this.
For simplicity I'd always swap the two handed weapon with the main hand weapon and deactivate and hide/de-emphasize any off hand weapon when it's equipped.
That's one of the main options I'm considering, just behind the penalty (I really want to add dual wielding scythes) and swappable weapon sets. :)
For the two-handed weapons problem... a other solution would be to leave the offhand item in the slot but disable it while the main-hand has a two-handed weapon equiped. But I also like the aproach that two-handed weapons use two eqipment slots...
I think I mentioned this in the video, about not letting the player use the offhand weapon. This is up there was one of the potential things I could end up doing. Just need to make sure that the player isn't confused by this.
Nice video!
I think having an offhand with a two hand weapon is nicer than not allowing the player to handle an offhand.
But well it depends on how you implement it :)
I'm leaning towards 2h offhand but with a penalty. Will probably even add scythe weapons, lmao.
@@GameEndeavor uhhh nice :3 Looking forward to see the next devlog :) Keep up the work.
Thank you, will do!
The boom arrow idea made me think that possibly you could have smoke screen explosives that temporarily blocked enemy line of sight.
That's a very interesting idea. This is absolutely inessential and a bit overscoped, butiff I have spare time then I want to consider some optional stealth mechanics and this would be great for that. Thank you! :D
The bouncing sun brings me so much joy :))
Cute Sun God is such a joyful being, and most innocent. 🌞
You could always do Diablo style where you can switch between two presets for weapons, and just can't hotbar weapons. That way you can have a 2 hand build and switch to one hand dual wield or shield or something.
Alternatively, make 2 handed weapons take up two slots in the inventory. That way they always create enough space for swapping
if you make the 2 handed sword's icon twice as wide (like two weapons stuck together side by side) it will make it visually obvious that you need both weapon slots empty to equip it and will also give the player an indication that it's twice as powerful (or at least significantly more powerful/big/heavy)
It's not the player's perception of it that's the issue though. It's how to handle hotbar swapping when their inventory is full. I could adjust the slot icon to make that clear and remove the offhand weapon (I actually implemented this). But if they want to swap in the item then there's this weird case where there's nowhere for the extra item to go except get dropped. Which the player would find annoying. :)
hey, why are the frogs dying when they're rider is destroyed? What did that poor frogs do to you? Please, let them live after killing the goblin and fly away freely...
lol, I actually planned to implement this but didn't get around to it. I will soon. :D
Ohh that's great, I'd like you to make a demo version of that game to try it out, glad you're back
That's what I'm , working towards right now, and making great progress. :D It's great to be back, thank you. :)
It would probably be easier to implement a weapon swap feature, like in Diablo 2, Grim Dawn, etc. where you can have a primary and secondary weapon set and you just press a key to switch between the two. For example, your primary set could be a combination of one 1-handed weapon and an offhand item, or two 1-handed weapons, or a single 2-handed weapon. The secondary set could also be any of those combinations.
I might do this. It would be easier to do and wouldn't confuse the player. :)
I compare this paper mario! You get new area unlocked with new abilities! Great idea!
Be careful of safelocking though. You run out of bombs you can't progress certain areas.
It's a very common game thing. Zelda comes to mind for me (but very different how this game will approach it). The way gameplay works, the sessions are very short and there isn't one specific way to achieve a goal. Think of it like Majora's Mask, where if you were to run out of bombs then you either go find new ones or come back in a different session. :)
I have a few questions:
Will you start doing livestreams on TH-cam again like you did in the early failed Kickstarter?
Do you still have in mind some of the ideas you got during those livestreams?
Will the demonic character from the Ludum dare be added in this game or Zoe, or even a later one?
I might, I'm not sure. I really enjoy engaging with my viewers during the livestream, but as an introvert they're pretty stressful, lol. But it's something I keep thinking about doing again. :)
I take notes during the livestreams and still have those that I can look through.
I hadn't thought about the demon character. Maybe. In the comments for that video I talked with someone about including the tiny knights in a tiny castle, so I might just do that. Have the demon be a boss. :) Geoffrey is still sick.
maybe dual weilding can let you have access to certain weapons that give you abilities. like maybe daggers can get stuck in a wall but dual wielding daggers makes you climb up the walls?
I want to avoid wall climbing, I don't like how it changes navigation dramatically, but yeah. That's a great idea. :D
Loving the floating toads and the smiling sun.
Thank you. :D
Two swords its nice for a ninja class type of player, or long swords for a knight class etc... similar to final fantasy: onion knights etc
I think the inventory should be slightly expanded, and instead of moving items into equipment slots when equipped, they should remain in the inventory (with an indicator that they're currently equipped). This eliminates the issue of having to drop dual-wielded weapons when your inventory is full, as they will still take space in your inventory instead of being moved to a separate slot.
I'm considering this. It would solve the issue. I personally prefer having a separate equipment inventory, but this would have a lot of really nice perks to it. Thanks. :)
A possible solution for the weapons is to have two loadouts, like diablo or whatever, so you hit a button to switch loadout but it takes a couple of seconds maybe?
Also, I feel like the dark souls approach to dual weilding, or 1-handing big weapons, might work, like make attacks slower and/or do less damage if you're dual-weilding
I may end up doing the weapon sets. I was against it at first because it would expand the inventory size, but it seems to be the cleaner option and would allow for a lot of customization. I like the Dark Souls approach as well, will probably do that. Didn't know it made attacks slower, that's a good idea. Thanks for the suggestions. :D
@@GameEndeavor glad to help. In dark douls, most weapons do more damage when 2-handed and the big weapons are often noticeably slower when 1-handed, so either or both of those effects might be useful for your game
Dark Souls and Elden Ring allow you to have two handed weapons in one hand but it becomes a lot slower unless you have 1.5 times the required attribute. In your game you might simply go for slower attack
6:20 just make the equipment slots references like you did with the hot-bar, nothing ever leaves the inventory.
I specifically say that I didn't want to do that. :) I did that with my other game ZatCD, but for this one I want actual equipment slots.
"New Skills Don't Need to be Boring"
YES
YES
ABSOLUTELY YES
this game looks like it would be very fun with mini bosses or just stronger enemies
There will be bosses, mini-bosses, and and stronger enemies. These are just the first enemies you would encounter in the game. I've even started on a mini-boss / boss, but that's for a future video. :)
@@GameEndeavor can't wait
Looks visually very good
Thank you. :)
Hi,
Nice devlog again!
Could you maybe make a devlog/showcase on designing levels?
That one is coming soon! I expect in about 3 devlogs from now, maybe more. :)
@@GameEndeavor Nice!
Two handed weapons could take up two slots in the inventory. That way swapping from two one handed weapons to one two handed weapon would be an even exchange of inventory space.
I think that would be a bit tacky and awkward from the player's perspective. :) Clever work around though.
Hey this ks looking great! Instead of having a primary and offhand weapon it may be better to have gear sets. You can have your weapons armor and hot bar different for each set. It sounds good on paper but may make the game to easy for experts and confusing for newbies
Thanks! I'm considering gear sets, but for weapons only. Wanting to keep many things streamlined, and having a set for everything seems a little too much. :) I'd want to do both weapon sets and offhand though because I want to be able to use left and right click seamlessly.
Awesome! Will you make an item that expands your inventory, like a backpack. Or something silly like a crate on your head.
lol, a lil bundle but you have to equip it in your offhand, or a brute unlockable character than has more naturally. Maybe. xD
Expanding inventory will change puzzles though, since items are used to navigate to different areas. So I'll have to consider that.
I like the idea of being able to bounce off of the Frog kind of like how hollow Knight uses the wingmold.
also it would be kind of funny if the bomb arrows had reduced range and increased drop due to the fact that the bomb increase the weight of the arrow
I plan to add that. :D my bouncing logic is a little buggy atm though, lol. I should fix that soon.
The arrow weight is a great idea. I'll look into that, thanks! :D
tbh if u ask me I do like the double sword system but I don't quite like the double great sword here. It's kinda awkward.
Something like a Katana or an longsword will be great for it
Double scythes was awkward and also amazing. :) Double weapons is already a thing, I'm just debating on dual 2h weapons. I really really like the idea though, so long as it has a penalty with it. This is a silly game and I think allowing that option would be fitting.
I'll consider it but I'm wanting to keep attacks very simple. "Click to attack" kind of simple. A basic movement focused combat system is all I need to keep me happy. :)
Now that you have an ammo slot, add a sling weapon which you can throw items at enemies. damage can be relative to how much it stacks. things that stack to 1 are almost always weapons so they deal more damage, things that stack to 99 are likely ammo which is not intended for the sling and will do much less damage.
Or just let me launch my sword out of my bow please.
lol, shooting swords from a bow would be amusing, but maybe a bit awkward to have to keep loading into the ammo slot. I'll consider it. It would require a whole other implementation for it though because currently a projectile PackedScene needs to be used in the ammo slot, so that it can have the logic for shoot. Of which the sword is not. Being able to shoot just any item seems a bit awkward, but there could be some interesting ideas from this, like maybe shooting potion / poison vials to have them splash and do certain things.
@@GameEndeavor i mean 99% of the time you could just make it a dropped item on the ground, but it's flagged as "thrown" So in special case when you have a potion or something then you can check for that flag. As for all other random items it could just wildly spin about through the air, nothing special and could just use its normal sprite for any animations.
@@GameEndeavor Also you dont want to go in and add two much scope for a simple idea. I imagine flasks would have the option to throw them anyways if you're using something like poison vials. So it may add unneeded bloat.
This is a Metroid Vania now.
It's similar to one. :) Has been from the start. But it's more open world-ish and RPG-ish. Like if Zelda was a platformer and way more open (I haven't played Zelda 2, so idk how much that is like this)
It has a few similarities but overall they will be too broad to fit in that genre imo. This will become more apparent as the game develops. :)
Just a suggestion but if the range of the two swords where reduced to increase the Chance if two of them hitting, or on knock back until the second stricks
I'm not sure what you mean.
@@GameEndeavor sorry I'm mean the dual wielding not two swords
Hey, you can make two-handed weapons take two slots in inventory, thus resolving your problem
lol, that's a clever solution. Makes me think of a grid based inventory like Morrowind. Might be a bit awkward though, I'll think about it. Thank you for the suggestion. :D
Just remember that some players can't play games with screen shake, so maybe consider an option to toggle it off ^^ Looks great otherwise, love me a good metroidvania.
Indeed, I did with ZatCD and will here as well. :) This has some matroidvania elements to it but personally I would consider it to be more of an open world rpg platformer. Bit more of a mouthful but personally I don't think metroidvania accurately describes the overall gameplay. :)
Simply disable the two handed weapon from quick swapping when the inventory is full may avoid a whole class of bugs
I think that would be confusing to the player though. I imagine this scenario would not be uncommon at all. Dropping the item wouldn't really be buggy, just frustrating.
@@GameEndeavor not sure why but I don't feel like dropping items a great idea, must be influenced by the days I spent on D2:R recently.
Agreed whole heartedly. It would be super annoying. Just saying that it wouldn't be buggy. I could do it now with a single line of code. :)
@@GameEndeavor oh sorry I just realized I automatically focused on thinking of how to make not dropping work. Yes you're right, dropping is one heck of a simple solution!
@@_vicary Indeed, but I think everyone would hate me, lol. I'm leaning towards off-hand penalty right now. :)
hey, great video! wondering what the idea is behind the name of the game, reQuest? reminds me of a semi-similar game reventure.
The gameplay loop is you going out and completing Mini Epic Quests lasting about 20-30 minutes, like a collection of mini-stories. It'll have a main story, but the focus is on the variety of little quests that you find. I just thought it was a cute lil name. :)
i like it!
wew very nice progress
Thank you. :) I made a lot more but it was too much for one video. Will be covering it in the next videos. :D
Screen shakes less the further the arrow? Hmmm sounds like a drop safety check method. Better than just yoloing in yhe drop
That's referred to as a Leap of Faith, which is bad level design and best avoided in the first place. :)
4:40 facts I spent like 30 hours making a bad one for a survival game I was gonna do crafting but it didn't happen because I was so new and got most of it from a tutorial and this guy in discord helping me. Don't get me wrong I understood the code but I definitely didn't write it myself.
So many UI horror stories. xD My first attempt at a game was an RPG and I ended up getting bogged down on a complex UI system when I should've been working on mechanics. Didn't learn anything from that experience except UI bad, lol.
@@GameEndeavor ha!
What if each hot-bar slot for weapons was a separate slot in inventory, with a slot for each hand. You would have 4 total slots but not have to move anything between weapons and general inventory. You can use an extra slot to dual wield and incur a penalty if you want, but it is optional. You could also then prove the number of weapon groups as a Stat if you wanted, changing how many slots and if all of them are 2 handed or not.
As in the hotbar is an inventory? That would greatly expand the capacity of the inventory which I'm intentionally wanting to keep small. Items act like puzzle pieces, limiting how you're able to navigate the world.
@@GameEndeavor ah ok, did not realize that. I am interested to see how you solve this.
I think that you should allow the dual-wielding swords, but slow the player down when using them.
I might just. My concern would be the player unequiping the item until they need it. Bit tedious, but I can totally imagine some people doing this.
I think if you have another wepon when you are holding a two handed wepon you should have greatly unimproved attack speed
Also, do you think you can make this game work for opengl 2? All my friends have terrible laptops, and we couldn't play the Zoe and the curesed dreamer demo.
I will attempt to. :) I tried with ZatCD but the performance was really bad. This should be a lighter game, but I'll have to see.
devlog yay
Yay. :D
@@GameEndeavor 💓
i would simply disallow attempting to equip two-handed items when it would have to drop something, and show it with a red X or something
This would be very confusing and inconsistent to the player. :) The kind of thing that would probably get a few negative reviews, lol. Dropping would too. I'm leaning towards having swappable weapon sets atm, and not allowing equiping through the hotbar.
@@GameEndeavor I don't think it would be that confusing, but it's probably not worth the risk. Equipping stuff from the hotbar seems like a pretty niche feature.
Another solution may be to make 2-handed weapons take 2 slots in the inventory. Or make a way to put two weapons into one slot.
Now that I think about it, Terraria has the ability to equip weapons from the hotbar. In fact, I think having them in the hotbar is the only way to equip them. But they don't have 2 handed weapons, nor do they use referneces like you're doing here 🤔
@@josephbrandenburg4373 Yeah, Terraria keeps the item in the inventory. I did that with ZatCD but I really like the idea of having equipment slots and want to try that. :)
You could have an extra equipment slot for a two-handed weapon and give the player the option to swap to it?
I wouldn't have a specific one for 2h weapons, but this is very close to an option I am considering which is swappable weapon sets. Same exact concept except you can put 1h weapons in there as well. :)
So cool 🦈
What about a level or just a place where you need to fight the moon has a boss and that the background is night but the moon isnt there but he is underground
lol, I like the idea of the moon not being in the sky where it should be. I'll make a note of that.
I thought the video was on 2x for some reason
What if the enemies that fall (non frogges) a far distance take fall damage/break their legs
anyway, cool devlog! The game isn't a "small scoped projects" anymore huh? :P
It's still reasonably within the original scope. I knew I was going to need inventory. The equipment wasn't but that wasn't too difficult to do. :) We just have to wait and see what I do with cutscenes, lmao. They were originally going to be small in scope.
I thought about giving enemies fall damage while recording this. I might just. :)
@@GameEndeavor nice! the game is getting better and better.... and maybe deeper and scarier? (:
can't wait for the next devlog!
Thank you! Scarier for sure. Hopefully we'll get into bosses soon. >:D
why not just have the two handed weapon also take up two slots in your inventory?
I feel like this would be very tacky. I want single slot inventory, rather than they type of inventory you would need to sort in that regard.
please "take your time" bubble next to enemies while pause as a real ingame thing
lol, I might as a rare event. That would be hilarious. xD
plz do more Zoe and the cursed dreamer
After this game I will. ZatCD will take several years to develop. This game is to build my community up more and give credibility to a larger project. :) I can't wait to get back to it, so no worries. ;)
What if the hand slots didn't act as inventory spaces but rather references like the hot bar?
Then you would need to keep them in the inventory, which I feel would be a little cluttered. To be consistent I'd have to do it with all 6 equipment slots, and I'm not fond of that. Great suggestion though, thank you. :D
@@GameEndeavor fair point, then what about a weight system like in skyrim? The only problem here is the current inventory ui wouldn't work, since a grid based system would be hard to make expandable in a way to account for an unknown number of max items.
@@mmaaauuuuiiiii I would rather do a grid system. I think it's cuter. :)
@@GameEndeavor alright last idea, what if you made the two-handed weapons take up two grid slots in the inventory as well?
@@mmaaauuuuiiiii I think that would be a bit awkward for the player. What I'll probably do is allow dual wielding 2h with a penalty. It's funny and allows for more player customization. :)
maybe the weapon takes up 2 slots?
I feel like that would be too tacky. :)
Why is it called reQuest? Also, the game's lookin' great! :D
The gameplay loop is about going out and finding quests, and once you do the world kind of soft resets. New things are unlocked but some things reset. So like Goobles the Lonely Gooblin might respawn if you kill him in one playthrough. That kind of thing. Was going to have quests and inventory reset but I'm thinking about moving away from this idea.
@@GameEndeavor Oooohhhhhh. That's super interesting!
Thank you! I really like the idea. :D
@@GameEndeavor :D
Reminds me a lot of wonder boy but more fast paced
I just looked it up and I don't really see how. Seems more like a typical platformer to me. reQuest is more of a mini-RPG with open-world exploration. I do see some cool ideas in here I might use though like throwable weapons.
@@GameEndeavor I don't know It's just the adventure feel I guess :D but I definetly recommend playing The Dragon's Trap you can switch between the classic and remastered look from there if you prefer pixel style. Don't know if that's the one you looked up. But it's a tons of fun.
@@DrCrazyEvil I'll take a look! I'm always interested in studying new (to me) games for ideas. :) I seen some remastered version on steam. Thank you.
@@GameEndeavor check out the old version then or at least give it a try (as I said you can change to old version in the remake too) it's simplistic and yet works so well.
@@GameEndeavor oh if you need help with hidden secrets I can help with some recommendations on that as well if you're looking for some help in that department. (played too many games)
pleasepleasepleasepleasepleaseplease release it on stem with multiplayer i know it's hard to do but PLEASEEEEE
AHAHAHA...LOVE THT FLOATING FROG ARCHER AHHAHAAH....why not make the floating frog a platform...like you can bounce on them for higher jump or you can laso it to float ...ahahahah....but it might a be a stupid idea to do it ahahahah
I plan on doing this. :D My bounce logic is broken atm, but I will try to fix it soon. :)
bro, you should do a Terraria clone
Terraria is already magnificent at what it does. I couldn't hope to compete with it. :)
@@GameEndeavor put your own unique spin on it. I think your art style would suit a game like it.
@@GameEndeavor It's also one of the highest selling games in history so if you want to make money :).......
@@yetanotheryoutuber4271 many people have made terraria-likes. Most are not successful. I don't think I'd do much better tbh. :)
@@GameEndeavor Well if you don't think so.....
I’m not gonna lie, the game looks good but the camera moving so fast when your going in a new area is kinda jarring.
Like when I do a room transition? I plan to ease it, but that's a whole trick due to camera limits and not on my priority list atm. :)
I'm not certain that's what you mean though because the camera doesn't move at all, it's an instant snap, and I rarely show it in the videos, so let me know if I'm mistaken. :)
Early
Hello
First
first
If you're here posting "First", who's at home disappointing your parents?
first