"The game feels too empty."

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  • เผยแพร่เมื่อ 4 ก.พ. 2025

ความคิดเห็น • 61

  • @theflamingassassin2426
    @theflamingassassin2426 9 วันที่ผ่านมา +25

    My one note about the UI is that the location of the wall-jump counter is not intuitive for most players due to it being out of the way. In the heat of the action, it isn't expedient to move your eyes from the player to the UI (which is why a lot of great UI is centred around the player, like Celeste's hair showing her dash charges). I recommend recentering the jump counter near the player, especially if it is diegetic (which is almost always better).
    Still love the game so far, and I think the additions you've shown in this video look great. Love the set dressing!

    • @TRUFANATIC
      @TRUFANATIC 8 วันที่ผ่านมา +3

      that's exactly what i wanted to say

    • @RKIOrbMage
      @RKIOrbMage 4 วันที่ผ่านมา +1

      was gonna comment this haha

  • @LudiminalGames
    @LudiminalGames 8 วันที่ผ่านมา +7

    Your game is coming along really nicely! I know it’s hard to open your game up to criticism during development, so kudos to you for your patience and all the hard work!

    • @Swinkly_
      @Swinkly_  6 วันที่ผ่านมา +1

      Thanks, and I totally agree! It's hard to pour a lot of time into something and then open yourself up to feedback and criticism, but I've learned that - most - of it tends to be very helpful, and a lot of people who offer critical feedback actually want to see the game succeed.

  • @lukelcs8934
    @lukelcs8934 7 วันที่ผ่านมา +1

    Love how it's coming together so far!
    The sky "light-bridges" I'll call them, are a really interesting mechanic, I don't think I've quite seen that before.
    I don't know how much you've thought about it, but I would definitely recommend introducing that mechanic in its own room where it's the only thing to interact with. Forcing the player to try interacting with it, and discovering it's functionality.
    Maybe the fact that they're basically one-way walls could be expanded upon mechanically as well for all sorts of interesting stuff. Maybe it could be indicated visually as well, by having some sort of pulsating animation. Best I can describe what I'm picturing is lines moving from the side you can walk through to the side that you can't.

  • @ghb323
    @ghb323 9 วันที่ผ่านมา +11

    4:06 the light columns looks like beams of light that are aesthetic, might want to make them have some sort of texture (like a glowing brick pattern) to look like an object that can be interacted with.

    • @Swinkly_
      @Swinkly_  9 วันที่ผ่านมา +2

      That's a great idea!

    • @JediMB
      @JediMB 9 วันที่ผ่านมา +3

      ​@@Swinkly_ Personally, I was thinking an arrow or triangle pattern pointing in the direction of the solid side (so maybe a diamond pattern for the middle one) would be a good visual indicator.

    • @Yipper64
      @Yipper64 8 วันที่ผ่านมา +2

      I would probably at the very least make the inner edges more opaque to further indicate you can run through one side but will wall jump on the other. Maybe with a brick pattern on that side? Or even the arrow pattern like the other person said.

  • @OmegaFalcon
    @OmegaFalcon 8 วันที่ผ่านมา +3

    I think running out of wall jumps should be indicated through animation rather than a counter. The player could learn how many jumps they have, especially if the animation is clear that the player is too tired to keep climbing. Ofc that can be done later in development. But I don't think reading the counter is gonna feel great.

    • @soheilvafaee9505
      @soheilvafaee9505 3 วันที่ผ่านมา

      And adding onto that, the indications of it dont necessarily have to be like celeste, with different colors and stuff cuz it can get complicated to read with 4 jumps, it can be as simple as 4 dots above the character that dwindles as you run out of wall jumps or whatever else you can think of

  • @RKIOrbMage
    @RKIOrbMage 4 วันที่ผ่านมา +1

    Ok this might seem random and it's maybe not the focus of the devlog but the sky background looks absolutely amazing!

    • @Swinkly_
      @Swinkly_  วันที่ผ่านมา

      Thanks! I'm glad you like it. I'm happy I ended up figuring out a palette that captured my vision for the stage!

  • @Deagle243
    @Deagle243 8 วันที่ผ่านมา +5

    About the green light beams, while you **could** make jumping on them more intuitive through textures, why not make it so that you can only interact with them while your character is also green? So far it looks like you need to have the Infinite Wall Jump powerup to traverse all the way up anyway, so applying color association to the mechanic could also help align the players grasp of mechanics with this.
    As for the wall jump counter, perhaps create a very small wall jump icon that can be displayed under the player but hidden by default. I'd go with a little winged foot or something. You perforn 1 wall jump and the icon appears, 2 and a second appears next to it, same for the third. On the fourth and final jump, the icons shatter (or turn grey or something) to indicate that was the final jump. If you have infinite jumps, the icon displays with an infinity symbol next to it.
    Optionally, you could do this in reverse, starting with 3 icons shown on the first wall jump and removing 1 per jump. Depending on how this looks and how noticable running out of jumps is, having the last icon shatter after the last jump may be handy for feedback.
    Also, before i forget, could i recommend changing the text font of the timer to something pixelated? And perhaps a bit smaller (or even changable size in menus).
    All in all looks great :)

    • @Shack263
      @Shack263 7 วันที่ผ่านมา

      I had the same thought about making the beams solid when the character is "green".

  • @Nado_89
    @Nado_89 9 วันที่ผ่านมา +4

    Giving the bricks on the crushers collision would probably be good seeing as if you stand there you’ll get killed by the spikes meaning that you could get to the end and a pixel of spike kills you just from the floor

  • @Cryptozoology
    @Cryptozoology 8 วันที่ผ่านมา

    Keep going! Love to see the progress

  • @AnimatingBeats
    @AnimatingBeats 9 วันที่ผ่านมา +2

    Wowwww it looks so cool! I love the statue addiction, it's an amazing concept! I can't wait to see how you improve this and future levels!

    • @Swinkly_
      @Swinkly_  9 วันที่ผ่านมา +1

      Thanks, really glad you like the statue idea! It was a random inspiration I had at work and I'm glad I was able to successfully execute it. Appreciate the support as always :)

  • @Geam571
    @Geam571 8 วันที่ผ่านมา +1

    I think contextual story telling through things like lightshafts/dynamic lighting effects, and set pieces could go a long way to making the game feel more full. Or maybe have something going on in the foreground or background that adds more depth to what your character is doing. Maybe theres another character that is making their own way to the same destination, and you're kind of competing with them to get there first. Or perhaps your character is interacting with the environment in big or exciting ways as you progress, making your journey through the maps feel more grandiose. fun stuff!~

  • @Aguafo
    @Aguafo 8 วันที่ผ่านมา

    The additions look great and that statue looks really cool.

  • @MrJeng300
    @MrJeng300 8 วันที่ผ่านมา

    Love the additions, the level already looks so much more interesting. Still could use more props imo and I'd try to see if you can create variations of the wall tiles, because especially in areas with lots of wall it still looks a bit bland. You could even hide skeletons in walls, add moss, blood, cracks, etc. - I'm sure you'll figure things out, love the direction right now. 🤝

  • @lucarosi6161
    @lucarosi6161 8 วันที่ผ่านมา

    Possible improvements for the game:
    1. Add different varieties of enemies.
    2. The possibility for the player to level up or learn permanent new moves, power and/or magic enchantments.
    I like grindy games and these for me are really nice add on that can really improve the game mechanic and "fill" a bit the project.
    I just saw this video and I'm very curious about the development process.
    I appreciate what you're doing and I want to enter the game development field as soon as possible but i don't know how to make assets and graphics, I love programming but I'm not a designer/artist, any suggestion would be appreciated.

  • @Lepumpkino
    @Lepumpkino 9 วันที่ผ่านมา +3

    Great job!

    • @Swinkly_
      @Swinkly_  9 วันที่ผ่านมา

      Thank you! :)

  • @togashi-azul
    @togashi-azul 6 วันที่ผ่านมา

    4:50 tbh, my gut feeling would tell me those walls would only be solid if you were green

    • @togashi-azul
      @togashi-azul 6 วันที่ผ่านมา

      I would also make the infinite counter be greener and bigger once you have it activated, to really make you feel like "omg, power up moment let's goooo"

  • @SecretDoughnut
    @SecretDoughnut 9 วันที่ผ่านมา

    At first, I thought the wall jump counter was something to do with the timer before you said it was for the wall jumps. I thought that it might be able to help you cut down your time. Somehow. But the game looks much better now! Nice work!

    • @Swinkly_
      @Swinkly_  9 วันที่ผ่านมา +1

      Thanks, glad you like the updates! And now that you mention it I could definitely see why you'd think the wall jump counter was related to the time... I may have to make it a bit more obvious what it is, haha.

  • @realdevfrog
    @realdevfrog 8 วันที่ผ่านมา

    Awesome work!! Looks very fun + wishlisted >:))

    • @Swinkly_
      @Swinkly_  8 วันที่ผ่านมา +1

      Thanks! the wishlist is very much appreciated :)

  • @LittleSackBoy1
    @LittleSackBoy1 9 วันที่ผ่านมา

    Really good work!
    Having representation of the wall jumps is great, but I think it could be confused for a kind of score multiplier. Maybe you could use a little wall jump icon?
    You could also add a timer and make it green when you collect an infinite gem.
    Also love the lock on attack mechanic but maybe you could add little attack hit markers to make it more obvious what you’re targeting?
    Just a couple of suggestions, but you’re making great progress and can’t wait to see what comes next! 😊

  • @racnoss03
    @racnoss03 9 วันที่ผ่านมา

    Hello! I was thinking of a previous video of yours where you talked about how the worlds needed more art or it feels empty. Maybe you should look how Risk Of Rain:Returns work its backgrounds and all the mistery decorations that use for its worldbuilding! A lot of the time, the backgorunds are fill of statues or decorations of stuff that you really never know why they are there. It helps with the mistery element and making every scenario looks interesting. Making you wanting to go to every corner just to know whats there. I think that might work really well for a game like this!

    • @Swinkly_
      @Swinkly_  9 วันที่ผ่านมา

      I'll have to take a look to get some inspiration! And yeah, I plan to hopefully add even more visual elements to make the levels more interesting, though it is challenging since I'm pretty new at art in general. Appreciate the comment!

  • @MrCyanGaming
    @MrCyanGaming 8 วันที่ผ่านมา

    this is the most excited you've sounded in one of your videos lol

  • @Anerisian
    @Anerisian 8 วันที่ผ่านมา

    1) Good work!
    2) Consider if you absolutely need to limit the wall jumps. It seems it‘s such a large number, that it might as well be unlimited. Keeping track of this, even if done perfectly, incurs a cost. What do you get out of it? You might just better redesign the parts of the level that relied on it. I could be totally wrong, though!
    3) the pumpkin statue looks good, but it should have a brighter color to make clear it‘s a non-colliding background element.

    • @Swinkly_
      @Swinkly_  8 วันที่ผ่านมา +1

      Appreciate the advice! I think the decision for the number of walljumps came about very early into the process of making the game, and was likely due to its necessity for the level designs at that time. It's definitely something I can re-evaluate! And you're right, there should be a visual difference with the pumpkin statue to show it doesn't have collision!

  • @rainbowthumb9979
    @rainbowthumb9979 9 วันที่ผ่านมา

    Good work man!

  • @peniasd
    @peniasd 8 วันที่ผ่านมา

    The game is looking pretty rad. I would love to see what you do with de main character in terms of the overall look. I know that its a temporary asset but my main issue is that it doesn't comunicate that it is speedy and her sword is just there for decoration currently.
    I'm liking the overall vibe though.

  • @sixty5notch796
    @sixty5notch796 8 วันที่ผ่านมา

    i think it would be neat if the bounce preserved the inf wall jump

    • @Swinkly_
      @Swinkly_  6 วันที่ผ่านมา

      That's a super interesting idea!

  • @JonnyBriers
    @JonnyBriers 8 วันที่ผ่านมา

    You gotta speed up the homing attack!!

  • @turtlearecool
    @turtlearecool 9 วันที่ผ่านมา +3

    I really like it

    • @Swinkly_
      @Swinkly_  9 วันที่ผ่านมา +1

      Glad you like it! :)

  • @Frogster7
    @Frogster7 8 วันที่ผ่านมา

    4:52 that's called one way collision in godot

  • @nickh7856
    @nickh7856 8 วันที่ผ่านมา

    Really cool!

  • @falseknight4371
    @falseknight4371 6 วันที่ผ่านมา

    game is definitely improving, I like the pumpkin and ghosts, but I think it's going to take a while to get everything looking good visually (art is a pain that takes a while). I know firsthand because I prefer coding > Art when making my projects, I focus on the art last. To fulfill this type of game it could take 3-5 years to make a sonic looking game, maybe even 7 years to really take it to the atmosphere, really good games (stardew valley took (6 years) , Animal well (7 years), Fields of Misteria (5 Years). But only if you love your project enough, then you can dedicate this amount of time easier. The reason I said it can take this long is because art is lengthy, polishing, and level design (incredibly hard).

  • @komail6428
    @komail6428 8 วันที่ผ่านมา +1

    since the first lvl is about graveyard, why not adding ghosts for the background or things that makes the game more... alive?(sounds weird to say that to a ghost) but i mean these small details makes the game more fun

    • @Swinkly_
      @Swinkly_  8 วันที่ผ่านมา +1

      That's definitely something I'm thinking about! I'll be adding lots more props and scenery in the near future!

  • @sonicrocks2007
    @sonicrocks2007 8 วันที่ผ่านมา

    I would make the timer 8 bit. And switch colors when infinite.
    Maybe like super metroid have animal wall jump on translucent wall
    Over all looks great

  • @notcorguy2
    @notcorguy2 8 วันที่ผ่านมา

    I noticed that there is not an indicator of where to go, wouldn't new players just get lost and not know where to go

    • @Swinkly_
      @Swinkly_  8 วันที่ผ่านมา

      Despite the branching paths, the levels are pretty linear so I'm not very worried about players getting lost

  • @kamm3021
    @kamm3021 9 วันที่ผ่านมา

    Cool additions 👍🏻

    • @Swinkly_
      @Swinkly_  9 วันที่ผ่านมา +1

      Thanks! :)

    • @kamm3021
      @kamm3021 9 วันที่ผ่านมา

      You're welcome

  • @Yipper64
    @Yipper64 8 วันที่ผ่านมา

    0:48 Ive watched a few videos on UI, you *definitely* do not want that to be in the top left. It should be on the character. Like you know how in BOTW the stamina meter comes off of Link? You really want to do something like that. Probably for the sake of making it look good make it a wheel or bar with four segments that each dissipate. Or if you want it to be less obvious some kind of glow around the character could be an indication. Or sweat lines when you run out.

  • @sixty5notch796
    @sixty5notch796 8 วันที่ผ่านมา

    to me the spikes seem like itll be kind of a pain for speedrunning, for high level might kill run

  • @pokaie
    @pokaie 6 วันที่ผ่านมา

    I'm currently working on a 2D platformer and I'm having trouble coding a level timer so that the player can record their times for a level. Is there a tutorial you followed to help you code your timer for Lost Resolve, or is there any way you can help point me in the right direction?

    • @Swinkly_
      @Swinkly_  5 วันที่ผ่านมา +1

      What I do is have a variable called level_time, and in the physics process function I simply put "level_time += delta". This will store it as a float, so to get it looking nice with a timer you will have to format it. I also found a script on the Godot forums that uses fmod to format the timer by separating it into minutes, seconds and centiseconds