Thank you for such awesome reception! If you'd like to see some early clips or just come and chat about the project you can check out the Discord! discord.com/invite/xn8C9h6kdZ
I have to imagine the thumbnail would get more clicks if the big text was "DREAM GAME" and not DEV LOG. The thumb is for pulling the eyes, while the title is for additional context. Idk. Might be worth doing so A/B testing there.
Damn you nailed the tip I only clicked on the video because it's always interesting to see someone making their “Dream game”. If it was just a Devlog I wouldn't have clicked lol
Im suprised no one else mentioned this but i can see this becoming an amazing two player couch co-op game, like lego batman, mickey power of two, so on an so forth. I do like the idea of it being single player and being able to swap from character to character but in the future where would they go when you arent controling them? Does hex poof away in a cloud of magic? does Gloom sink down into her own shadow? Or do they just stay in range and do nothing during combat? Im just throwing ideas out there you dont have to use them but i hope they do inspire you
I've been thinking about this a bunch! What I'm thinking is to more focus on a solo adventure for now - my ideas are that the characters will passively assist in combat. Hex might grant debuffs at a range and Gloom may attack - I'll see what sticks!
I absolutely love the overall feeling of the game. Also it surprises me that this is only 3 months of development! I wonder how it will look at the end. 🥰
If you're looking for ideas for gliding, I have an idea What if the animation was like this: She holds her hat in her right hand. And her left hand points down, creating wind that helps her glide.
gonna be honest, you are like a master of this genre or something cause your game literally reminded me of how so many old games looked/felt. It's got charm and all the little details added up so much!
really cool to see you working on a companion adventure game like Rachet and Clank or Banjo and Kazooie, its one of those old subgenres that kinda died out. I think if you haven't played any of them already, it would serve as a good inspiration for what you can do with Heartfelt.
as a indie game developer this help me a lot i am also at 3-4 months mark of my game and i was just felling like the game suck or this is wrong or that is not right and i also were kind of out of all the ideas but this kind of give me a reflection specially when you were saying i made this for now but will improve it made me think like ya that's what i thought too so now i am gonna ignore the bad , fix everything i need to fix and will continue with the journey and i hope you best for your game and wish to learn more from you
Good luck with it! I was inspired by Legend64 to try and make videos about my stuff. Game development is iteration, and at this point in time I'm focusing on building foundations, seeing what works and what doesn't which aids in bringing it all together later.
Good luck on your journey! You should look into and play kingdom hearts dream drop distance. The story switches between the 2 main characters when visiting different worlds and has great balance. Might be some good inspiration😊
Oh I do like the hat idea, I'll see how it goes! The intention for the swap is to either have the two characters do a proper swap animation or have particles like you said :)
Ooh! This looks like such an interesting and promising concept, can't wait to see how it develops! 😁 If I can share one piece of contructive criticism. I think it would be a good idea to exaggerate the contrast between the two playable characters even more. I think you've defined Gloom's character really well. You can clearly tell she's from some kind of dark evil shadow world, and her name contributes to that. However, I think Hex is in need of a visual redesign. You explain in the video that Hex's world is a "stark contrast to Gloom's." But looking at her visual character design, it just doesn't read that way. It probably would if you remove Gloom from the equation, but when you pair the two together, it doesn't read that way as clear as it potentially could be. This might be because you've chosen her colour scheme to be purple. A colour that in video games is very often associated with poison, shadowland, corruption, darkness, etc. I would probably find a way to brighten her colour scheme, perhaps even white or blue for purity. Make Gloom and Hex two sides of the same coin. (See Overwatch Mercy's mage skin as an example) If you still want purple for her, maybe change her main colour to something that is more commonly associated with purity, innocence or nature, and use purple as an accent colour instead 🤔 What you could also do is shift Gloom's scheme to have accents of purple and contrast that by having Hex be green Anyway, take this with a grain of salt! I'm just some guy on the internet, so do what you yourself think is best😁
That's some really good feedback - I'm going to think this one through more. I'm wondering if there's other ways in the design to do that too, possibly emphasizing colour in the magic, saturation and such. Thanks for your comment.
Yeah they're very much a work in progress, I hope to address them properly soon though I think I've totaled about 26 required animations for Hex alone....
Oh my god yes, I’ve been thinking about doing a remake of the Eragon game so much lately. There was a LotR game with similar gameplay/atmosphere too. I never hear anyone talking about them!
Please look into it takes two, it’s a couch co op and those games are doing so well right now and this is an amazing idea that could tie into that genre so well
It Takes Two was actually the game I played just before getting into this project! Having it be a two player experience was something I had thought of early on, but at this point in time I don't want to deal with multiplayer across the internet. Local co-op could be interesting but it requires a different kind of design to support it.
If you want to move while attacking, you need to separate the upper half of the skeleton from the lower half. In unreal engine, I would use a blend space for the lower half and a specific animation for the upper half. Not sure what you use in your engine but this will get rid of the "skating" your characters are doing.
Thanks for the advice, I had originally started down that route but the original rigging on the characters made it look very wrong. I'll add it to the list of things to do!
When you mentioned how Hex's gliding ability looked off, I thought maybe you could make her character model smaller or make her hat larger. Maybe both? Awesome concept nonetheless. Keep it up!
You should look into procedural animations at least for the main characters. Just all the sliding around when attacking looks kinda weird. Good luck on the game though can't wait to try it once you release it.
Looks cool gives me ps2 era platformer vibes, if I can give some feedback you might already have these in mind but maybe adding some hit stop to the melee attack it should give a little more oomph to the hits but you'll have to test it because it might slow down combat a little too much, or be a little to action-oriented Also I wouldn't know because I haven't played or tried your game, maybe making the sword or the sword collider grow/stretch when you swing think of it like coyote time except for your weapon it makes the game feel a lot better generally, just gives a little more leeway for the player,
Hey, the game looks great, but I don't understand the game's genre. It contains "heart" in the title and features two characters, which sounds like a relationship, but then you mainly covered rpg elements such as combat and exploration, which is quite different. So I just want to know what genre this game is and what "Heartfelt" is meant to mean as the title.
If all the fusion people like being fusion people, why are we trying to separate the blood-borne universe and the Genshin impact universe? It just seems kind of mean man.
Any project can be sparked from experimenting whilst being something you've always wanted to make. :) not everything is black and white. That being said, I won't deny the thumbnail and title have been made to be better for the algorithm.
Thank you for such awesome reception! If you'd like to see some early clips or just come and chat about the project you can check out the Discord!
discord.com/invite/xn8C9h6kdZ
TH-cam reccomended me this and i don't regret clicking ☺️
I cant wait to see more and see this game turn into a masterpiece. Keep up the good work!
Thanks so much, I'm glad you enjoyed the video!
I have to imagine the thumbnail would get more clicks if the big text was "DREAM GAME" and not DEV LOG. The thumb is for pulling the eyes, while the title is for additional context. Idk. Might be worth doing so A/B testing there.
That's a great idea! I'll give that a try :)
@@RiverHeartfelt it worked for me lmao
@@RiverHeartfelt Actually clicked because the thumbnail so it worked on me!! Looking foward to see more
Damn you nailed the tip
I only clicked on the video because it's always interesting to see someone making their “Dream game”. If it was just a Devlog I wouldn't have clicked lol
Thanks for the advice! The channel is very new so I couldn't do the AB testing (awesome feature) but this was a big help!
This is really cool! I'm looking forward to seeing how this will progress.
Im suprised no one else mentioned this but i can see this becoming an amazing two player couch co-op game, like lego batman, mickey power of two, so on an so forth. I do like the idea of it being single player and being able to swap from character to character but in the future where would they go when you arent controling them? Does hex poof away in a cloud of magic? does Gloom sink down into her own shadow? Or do they just stay in range and do nothing during combat? Im just throwing ideas out there you dont have to use them but i hope they do inspire you
I've been thinking about this a bunch! What I'm thinking is to more focus on a solo adventure for now - my ideas are that the characters will passively assist in combat. Hex might grant debuffs at a range and Gloom may attack - I'll see what sticks!
I was (and still is) a big fan of Spyro and i can really see the bits you took from that game and implomented it to your own, very creative. I like it
Shut up and take my money, I love the premise and the mechanics.
I absolutely love the overall feeling of the game. Also it surprises me that this is only 3 months of development! I wonder how it will look at the end. 🥰
I really like the concept! Very cool!
This is amazing for 3 months on your own man I can't wait to see the future of this game
Looks pretty cute. Wishing you luck! Old Harry Potter games are GOLD!
Wow this looks AMAZING! You did so much in just a few months. Can't wait for you to post more cause I'm HOOKED. Well done!👏🏿
Looking pretty damn good so far, keep it up!
Aamazing game man,hoping all goes well for u!!
Thank you! Hopefully I'll have another video soon with some more progress 😊
This one is so underrated. Like I fully expected ATLEAST 20K views! Good job though!
wow oke your idea seems amazing! looking fowarddd for more :D
I appreciate your words! More to come :)
If you're looking for ideas for gliding, I have an idea
What if the animation was like this: She holds her hat in her right hand. And her left hand points down, creating wind that helps her glide.
Looks really interesting, you got my sub and I can’t wait to see more about this project!
Welcome aboard! I hope to do more specific mechanic videos in the future as they're refined.
Amazing start to the game! I love seeing how you took inspiration from those older games. I look forward to hearing more about it.
Thanks for your kind words! The goal I've had in my head is to bring that rigidness back but also improve upon them in small ways
gonna be honest, you are like a master of this genre or something cause your game literally reminded me of how so many old games looked/felt. It's got charm and all the little details added up so much!
Love it..!! Looking forward on more progress!! 🥰
Oooooo, love this. Great video!
Glad you enjoyed it!
Sorta nostalgic, nice
really cool to see you working on a companion adventure game like Rachet and Clank or Banjo and Kazooie, its one of those old subgenres that kinda died out.
I think if you haven't played any of them already, it would serve as a good inspiration for what you can do with Heartfelt.
Thanks for the pointers! I'll take a look at them.
look great! definitely something I'd want to play
This looks really awesome!! I'm glad you're working on such a passion project like this!!
Thanks so much! It's been an awesome and somewhat challenging three months but I know it will only get better the further I get!
Solid job, been cool seeing updates every few days on Discord!
Thanks, finally I get to share it with other people :D
intriguing Honestly, a stance based mechanic is interesting. Splitting into two is cool as well.
Very good Job. Keep going and it will surely become a great game.
Your words mean a lot!
nice project! i hope u get more views
Oj, not really my genre (random TH-cam recommendation) but you seem nice and game development seems fun, I'll follow your project :D
Thanks for following along! I'm excited for what's to come 😀
as a indie game developer this help me a lot i am also at 3-4 months mark of my game and i was just felling like the game suck or this is wrong or that is not right and i also were kind of out of all the ideas but this kind of give me a reflection specially when you were saying i made this for now but will improve it made me think like ya that's what i thought too so now i am gonna ignore the bad , fix everything i need to fix and will continue with the journey and i hope you best for your game and wish to learn more from you
Good luck with it! I was inspired by Legend64 to try and make videos about my stuff. Game development is iteration, and at this point in time I'm focusing on building foundations, seeing what works and what doesn't which aids in bringing it all together later.
Good luck on your journey! You should look into and play kingdom hearts dream drop distance. The story switches between the 2 main characters when visiting different worlds and has great balance. Might be some good inspiration😊
I've had a friend try to get me to play KH for years, this might be a good excuse to play them!
this is cool
Very nice game idea. Looking forward to it
Thanks a lot :)
nice job
seen the thumbnail and i clicked, wasnt dissatisfied
LET'S GOOOOOOO! :3
Id say when gliding make the hat bigger or even just the brim bigger when gliding that may help create a more satisfying glide
And when switching characters add a particle effect and maybe a small delay on the switch
Oh I do like the hat idea, I'll see how it goes! The intention for the swap is to either have the two characters do a proper swap animation or have particles like you said :)
Ooh! This looks like such an interesting and promising concept, can't wait to see how it develops! 😁
If I can share one piece of contructive criticism. I think it would be a good idea to exaggerate the contrast between the two playable characters even more. I think you've defined Gloom's character really well. You can clearly tell she's from some kind of dark evil shadow world, and her name contributes to that. However, I think Hex is in need of a visual redesign.
You explain in the video that Hex's world is a "stark contrast to Gloom's." But looking at her visual character design, it just doesn't read that way. It probably would if you remove Gloom from the equation, but when you pair the two together, it doesn't read that way as clear as it potentially could be. This might be because you've chosen her colour scheme to be purple. A colour that in video games is very often associated with poison, shadowland, corruption, darkness, etc. I would probably find a way to brighten her colour scheme, perhaps even white or blue for purity. Make Gloom and Hex two sides of the same coin. (See Overwatch Mercy's mage skin as an example)
If you still want purple for her, maybe change her main colour to something that is more commonly associated with purity, innocence or nature, and use purple as an accent colour instead 🤔
What you could also do is shift Gloom's scheme to have accents of purple and contrast that by having Hex be green
Anyway, take this with a grain of salt! I'm just some guy on the internet, so do what you yourself think is best😁
That's some really good feedback - I'm going to think this one through more. I'm wondering if there's other ways in the design to do that too, possibly emphasizing colour in the magic, saturation and such. Thanks for your comment.
animations look pretty rough but really neat so far
Yeah they're very much a work in progress, I hope to address them properly soon though I think I've totaled about 26 required animations for Hex alone....
Oh my god yes, I’ve been thinking about doing a remake of the Eragon game so much lately. There was a LotR game with similar gameplay/atmosphere too. I never hear anyone talking about them!
Most of the time when I mention them, people usually say, "That was a game?". Glad to find someone else out there
Please look into it takes two, it’s a couch co op and those games are doing so well right now and this is an amazing idea that could tie into that genre so well
It Takes Two was actually the game I played just before getting into this project! Having it be a two player experience was something I had thought of early on, but at this point in time I don't want to deal with multiplayer across the internet. Local co-op could be interesting but it requires a different kind of design to support it.
If you want to move while attacking, you need to separate the upper half of the skeleton from the lower half. In unreal engine, I would use a blend space for the lower half and a specific animation for the upper half. Not sure what you use in your engine but this will get rid of the "skating" your characters are doing.
Thanks for the advice, I had originally started down that route but the original rigging on the characters made it look very wrong. I'll add it to the list of things to do!
When you mentioned how Hex's gliding ability looked off, I thought maybe you could make her character model smaller or make her hat larger. Maybe both? Awesome concept nonetheless. Keep it up!
A lot of people are suggesting that, I think it's cause for experimenting.
Am I crazy or is the room behind the test door a replica of the pot room in OoT castle town? Lol
You're not crazy, it has always been the first thing I think of when I think doors like this so I had to make it!
@@RiverHeartfelt I love that! Good subtle cameo of a classic game 👏🏻
You should look into procedural animations at least for the main characters. Just all the sliding around when attacking looks kinda weird. Good luck on the game though can't wait to try it once you release it.
Yes that's on the agenda, it's an area I'm not familiar with at all so I've been foolishly putting it off.
@@RiverHeartfelt oh I get that lol good luck
try to use root motion for all animations. they will looks so much better
Let him cook.
This games begs for a coop mode like Bugs and Taz time busters, if you are open to scope creep
For now I want to focus on a single player experience but it's something itching in the back of my mind...
Looks cool gives me ps2 era platformer vibes, if I can give some feedback you might already have these in mind but maybe adding some hit stop to the melee attack it should give a little more oomph to the hits but you'll have to test it because it might slow down combat a little too much, or be a little to action-oriented
Also I wouldn't know because I haven't played or tried your game, maybe making the sword or the sword collider grow/stretch when you swing think of it like coyote time except for your weapon it makes the game feel a lot better generally, just gives a little more leeway for the player,
This is one of the main driving forces for me reiterating over the combat this month. I'll definitely be keeping this in mind.
reminds me of neopets the darkest fairy.
Not what I expected, but I'll take that! Haha
@5:33 threw me off
Yes... In sourcing the temporary sounds despite the pack ensuring it sounds like a death sound it uhh..well....
0:10 amogus
Did you use navmesh or?
Yes! The project uses navmeshes for the enemy agents.
Hey, the game looks great, but I don't understand the game's genre. It contains "heart" in the title and features two characters, which sounds like a relationship, but then you mainly covered rpg elements such as combat and exploration, which is quite different. So I just want to know what genre this game is and what "Heartfelt" is meant to mean as the title.
If all the fusion people like being fusion people, why are we trying to separate the blood-borne universe and the Genshin impact universe? It just seems kind of mean man.
In my head, the event that caused the worlds to collide would be harmful and that it's slowly killing both.
If a game is born out of experimentation it by definition cannot be your dream game
Any project can be sparked from experimenting whilst being something you've always wanted to make. :) not everything is black and white.
That being said, I won't deny the thumbnail and title have been made to be better for the algorithm.