Quick tip for moving platforms! When entering a platform you can temporarily add the player as a child node of the platform, and that will make you stick to it easily.
This is one of those rare golden moments where you discover something truely incredible and underrated on youtube. I enjoyed every second of this video. Beautifully done man. I'll look forward to your future work :)
I liked the bit of the game I played. I like the art direction, I like the movement, and I can see the effort in every aspect of this game. And a lot of people with good art in their games often fall into the trap of putting too much work into visuals, and not actually making sure the gameplay loop itself is fun. But your game is actually fun. If there is any critique I can give, it's that in the start, you have a part that says press f to chill, but you also have text that says that chilling is not necessary for checkpoints. I took that to mean that chilling is never necessary. So I was stuck for a while on that level trying to figure out how to go to the next part, until I figured out I needed to chill in order to activate the elevator.
YES 100% agree here, a friend told me hey I was “chilling” at every check point. And that had me really worried, the ideal solution was to just only let you “chill” at elevators but I ran out of time so I put that text in super quick. Then when I saw someone play it for the first time they had your same experience. AAHH SO DUMB THAT I DIDN’T CATCH THAT!! Feels like fumbling the bad at the finish line a little. Thank you though for all the nice words, it’ll be a lesson for next time :)
(2:23) For those of you wondering why this is, it's because the "movement" code attempts to replicate a 1:1 aspect ratio while the screen dimensions are probably set to 16:9. So you need the game to recalculate "left" and "right" based on the correct output dimensions. If every screen was a square, you wouldn't need the "input_vector = input_vector.normalized()" you see in the GDScript.
A bit late to the party, but this is not quite right, you actually do still need to normalize input with a 1:1 aspect ratio. The gist of normalizing a vector is that you're changing the length of the vector to be exactly 1. This seems kinda weird on its face but it basically exists because the player can in fact input values greater than 1. For example, if you hold w and d (or up and right arrow or whatever control scheme you're using) you're actually inputting the vector (1,1), which has a length equal to the square root of 2, which is greater than 1. The effect is that keyboard users would be able to run faster inputting diagonals than when they input a cardinal direction. Normalizing the vector fixes this by making every input have the same "magnitude" (fancy math word for length). If you're wondering why (1,1) is a longer vector than say, (0,1), it's not immediately intuitive without a bit of an explanation of what a vector actually is, but in short if you plug it into a^2 + b^2 = c^2 you get root 2 for (1,1) and 1 for (0, 1). All that doesn't actually explain what happens in the video, which is an issue with the *projection* rather than the aspect ratio (though to be fair 2:1 and 16:9 are pretty close ratios so the difference doesn't matter here). Basically under this orthographic projection, we can think of there being 2 axes, the up/down axis, and the upright/downleft axis. We can say that our "unit" is the distance between the tiles vertically, so to move 1 tile up you need to move 1 unit up. The thing is, on the other axis, you actually need to move 1 unit upwards as well as 2 units to the right to reach the center of the next tile. Basically, we can conclude that in this perspective, the vertical axis takes half as much screen space as the same distance on the horizontal axis. Because of this, (and because movement is in screen space) to have "normalized" world space movement, where moving up moves you as fast as left and right, we need to divide vertical movement by 2 to translate the real space into screen space. Apologies if that explanation is a bit hard to follow, linear algebra isn't super intuitive. Also sorry for correcting you because it does feel a bit mean, given your explanation does effectively work in this situation so it's a bit pedantic. My point is regardless of aspect ratio you should be normalizing input, and the actual issue here is the coordinate system of the game (2:1 isometric space) doesn't line up with the coordinate system of the engine ("screen space"). You do in fact need to normalize your input regardless of aspect ratio, and want to do this in 3d games as well (unless you're specifically going for a "retro" feel; a lot of older games actually use non-normalized input and make you run faster along diagonals, I think mainly to save processing power since I think they knew better even then).
The aesthetic you went with is really beautiful and at least from watching this video the visual effects/colors that go with different game actions are really beautiful. I haven't played it, so this may be inaccurate to what you did, but it sounds to me like the biggest improvement your game could use would be a bit more work on scaling of adding in new dangers/mechanics more slowly. I saw you mentioned doing that a little bit by introducing them as the game gives the player new tools, but I think from your own admission of how you maybe "go really hard" you could try to make more levels that teach a single mechanic or a single hazard to the player, without incorporating any new abilities or lots of other things into the level. Even if it feels really easy for you, someone who has never played the game will likely find it challenging. So even just a very short, like mini level, where the player has a small goal to accomplish by navigating the new hazard or appropriately using the new ability, before moving on to a level that incorporates everything they've learned up until that point is better than making the player immediately incorporate the new ability or figure out how to play with the new hazard along with all the other hazards at once. That way the player can, in a very easy and less intense and demanding level just focus on the new things and understanding how it works. Hope that makes sense :) Seeing your previous game jam works this one feels like a huge jump in skill from those, especially in getting a concept that feels complete and its own thing all around. The visuals are really, really great as I already said, but I just want to reiterate that, that work is very good, not just because I find the art style charming, but because it feels well put together, cohesive, and like each part was thought out and designed to go together working towards your end goal for the project.
Thanks for this, love the constructive criticism/advice. Yeah I think you’re right about maybe skipping the really easy almost tutorial aspect of things. Especially when I’m introducing new mechanics. I maybe do a little, but I should do much more and it’s truly not that time consuming to do.
Several years later and I still get school dreams. Late to class, late to test, have not gone to a single lecture all semester and have forgotten my schedule. Where the fuck is my class, I am in the wrong lecture. Taking a test in hieroglyphs. This happens more than once per week. My homies have it. My dad told me, yeah that doesn't go away. He still gets them. Anyways, love your style. You have a good eye for art and game design. Keep up the excellent work man.
Beautifully done! I'm a Unity developer, don't know why exactly I clicked on a godot gamejam but it was worth it! Great to see great potential at work :)
Thank you! I try not to focus too heavily on the engine but more the game design and the time crunch decisions. I’ll actually find myself watching good unity devlogs all the time lol
Amazing game. Definitely on the podium for this jam for me, if not the top one. I'm surprised to hear that you made the music in the last day. It is so good and works so well with the rest of the game. I hope to see more games from you in the future :)
6:57 hey, I write this in order to help you out a bit: please learn how to use classes. It would’ve cut the code on screen by a quarter. Not only that, but it makes it much more flexible later. Even later if you wanted to key out certain parts to run a different function each time you could simply use the callable object. I get that object oriented programming is weird to learn but it can be very rewarding in the long run. Hope this helps!
Yooooooooooo mz_eth, I'm new to game dev (Not really but I never took the time to learn it) and I'm using Godot because it's the only one I could ever understand, aside from GameMaker but I liked Godot more. It's so simple, and nice & easy to use, and I just made a small platformer for my (somewhat) first game to help me learn about the mechanics and the code.. I've also been searching for a TH-camr who also uses Godot for their games, and I came across one of your videos, and I just have to say, your skills are incredible! I hope to start posting videos about game dev to TH-cam, and potentially get as good as you.. also, this game is amazing.. I haven't played it yet, but just.. the visuals, the lighting, and different levels and color schemes, they're all very inspiring to someone as new as me! Also - you earned yourself a subscriber, not only for your sense of humor, but also your skills at game development, and your commentary.
I've only done one game jam but there is something so intoxicating about those last 8-12 hours before deadline where the flow-state is super easy to enter and time becomes a singularity. Perhaps it's just my being a procastinator, but I live for an impending deadline. Absolutely love the music, by the way. Even the background music you use in this video, an the way you've mixed it (where you have) is really neat. Instant subscribe.
You are the ultimate solo game dev. I mean this in the weirdest most uncomfortable way possible but I'm tryna be like you. Currently my programming skills is below average, my pixel art is below average, my music is abysmal, the only time I can concentrate on my game is if I have a very absurd sleep schedule where I wake up at midnight and go to sleep at 6pm (i had that schedule for a year but recently fell out of it because I got invited to go out late into Melbourne for a birthday), my video editing skills are probably the only half decent thing about me but my communication skills are lacking so it doesn't even matter, my game design skills are yet to be tested because my everyday progress is too insignificant for me to finish a project anytime soon. I know I shouldn't put myself down... I have one redeeming trait and that is my determination, yeah I'm quite bad at everything but what better motivator is there to get good at everything. Being bad at everything is my fuel and my passion is my engine. Bad analogy but what did I say, I'm bad at everything. I love video games and If I can make one, I'd be so happy. I chose to do it alone because I feel the need to prove to myself that I can be great, I just needed to find something I'd be willing to be great at. I've always felt useless, always told I was never enough... this is my way to prove to myself that it's not true. It's not a matter of if I fail this, It's a matter of when will I succeed. Already I am proving myself to be a better person then I was last year, though I'm not a great game dev, having some skill is more than I've ever had before I started my journey as a game developer. So yes, be uncomfortable that I admire you. I've only seen 5 of your videos and think you're great. Admiring someone doesn't mean they have to be without flaw or struggle, it's the opposite, I admire that you manage to fight those struggles and improve on your flaws, as does all game developers, thus is why I always wanted to be one... and from what I can tell, you are the kind of dev I aim to be :)
Thank you, also you can do it! There’s a lot to break down here, but overall I would say you sound very introspective. I think that’s really good for creating art, I’m sure you’ve heard this before, but just don’t be too down on yourself. Hours invested in these skills will help the most, so taking long breaks is the biggest pit fall. Oh also I’m a huge believer in those early morning hours for getting work done, it’s just such a peaceful time of day. And I’m chaotic like that too, waking up at 3am and can’t sleep so I’ll work until I get tired, but my whole days gets messed lol. Good luck!!
I've only just started my Godot journey but this is some GOALS content. Once I feel a bit more competent with the engine I'll for sure be looking to do a few jams a year. Keep up the great content.
2:58 actually very curious about the sorting here when falling. The player sprite is rendered ontop of the tiles. But when falling into the hole it's rendered in front of the tiles behind it and rendered behind the tiles in front of it but there is 0 flickering. Quite boggling to me, honestly. EDIT: HOLY SHIT SLOWED DOWN THE VIDEO AND I JUST REALIZED. OMG THE THINGS THAT DEVELOPERS CAN GET AWAY WITH! Why code something that can't even be noticed at regular speed?! SO MUCH EASIER THIS WAY. WOW!
love how the game looks and love how many cool extras you put in there 😳 it's still hard to believe that you could execute such a cool game in such a short time 😳
"oh yeah sorry didnt have time to make good music for the game" *creates a beautiful track for the game* really nice video, game looks really good also :) hope you'll see it one day in your own projects (:
Well, all of this in a week, this is really crazy, my friend. I am really shocked at your high level. My advice, continue your work and within a year you will become one of the best game makers.
I love the video I was planning on learning unity but after the recent events I will probably go to godot the game looks very pretty I hope there's more game jams so I can join as well
As always, a fantastic polished game. I love the 2D light that follows the player and illuminates the surroundings. The small particle that comes from the checkpoints is super nice aswell. Overall, pretty and fun game!
This is gorgeous work holy shit :D As a professional concept artist and illustrator, I appreciate how you are really showing what can be done with nice post processing effects and cool lighting.
AS SOME ONE WHO HAS JUST STARTED GAMEDEV, AND HAS BEEN STRUGGLING WITH GETTING A HANG OF DESIGNING ISOMETRIC PLATFORMING (NOT MANY GOOD/INGAUGING GAMES TO LEARN FROM) THIS IS BY FAR THE MOST INSPIRING, ITS SO SIMPLE YET LOOKS SO FUN TO PLAY. NOT ONLY DOES IT GIVE ME INSPIRATION, I WOULD GENUINELY PAY MONEY 2 PLAY A FULL VERSION OF THIS GAME. GUD STUFF DUDE. *edit: srry i 4got to turn off caps lock and im too tired to write the whole comment again :l
I need a full version, idk who's ginna make it but isometric 3d(?) platformer works so well, and you made such an awesome prototype, ugh i want MORE OF IT-
I can't understand how one man armies like you exist in the game dev world xD Here I am struggling to even draw a stick man or make some fluent platformer controls. Honestly man really enjoyed the video, very impressive and I loved the way the game came out! You earned a sub!
You've earned a sub- just going to say that right away, and goodness gracious the oozing talent I almost don't believe you when you say you did all of this alone with no help except testing. That's crazy I love it! I'd like to get into game making too I've been using blender in my free time outside of work. Would love to have you teach me or tutorials. Anyways congrats man good luck!
Oh my god thank you so much! Yeah this jam just clicked for some reason, and I feel like I lucked into my art style. It would be fun to come back it :)
@@mz_eth of course! I meant every word! I'm super excited to see what happens when you have the time and funds to get something out there from like you said your style and just the great way you standardize your creativity workflow and general aspect on your goals
Man, as a person who just started game design, I can't wait until I can create a game in a week, a month or a year, but a week would be baller. Congrats on your achievements!
Nice game! I think you could make those moving and disappearing platforms look less scary by painting a timer on them. With a visible countdown it would be more obvious that it's better to delay their activation. Or any sort of visual cue to the same effect.
really cool man. I am just getting into coding and i want to try some game development. So this was really inspiring to wtach and got me very interested in doing game jams to help learn and grow instead of working on one bigger project at first.
Would you ever consider making a video giving a step by step process explaining how you make a game? I've been struggling in making my own 2D platformer, and seeing someone show every step would help so much.
I finally made a Discord! discord.gg/KKPfqV6HTq
I've never seen such a new game dev with so much potential. Your pixel art and animation skills are AAA to say the least.
too nice, I only hope I can make something fun :)
You are legit a god at creating games. From your ideas to the artwork to the youtube videos!
Omg thank you! No shot though, i just want to make something fun, hopefully I get closer every time
@@mz_eth bro you are amazing keep it up!
Don't call human beigns "god" when there is only one true god.
Quick tip for moving platforms! When entering a platform you can temporarily add the player as a child node of the platform, and that will make you stick to it easily.
This is so obvious yet so genius idk how i didn't think of this.
Right? I feel like a dumbass for not even thinking about it. @@itsArridian
or use a remote control 2d node
you have a crazy good sense for game feel and overall cohesivness. only a matter of time until you will blow up. keep going man
Damn thank you! It means a lot :)
This is one of those rare golden moments where you discover something truely incredible and underrated on youtube. I enjoyed every second of this video. Beautifully done man. I'll look forward to your future work :)
I liked the bit of the game I played. I like the art direction, I like the movement, and I can see the effort in every aspect of this game. And a lot of people with good art in their games often fall into the trap of putting too much work into visuals, and not actually making sure the gameplay loop itself is fun. But your game is actually fun.
If there is any critique I can give, it's that in the start, you have a part that says press f to chill, but you also have text that says that chilling is not necessary for checkpoints. I took that to mean that chilling is never necessary. So I was stuck for a while on that level trying to figure out how to go to the next part, until I figured out I needed to chill in order to activate the elevator.
YES 100% agree here, a friend told me hey I was “chilling” at every check point. And that had me really worried, the ideal solution was to just only let you “chill” at elevators but I ran out of time so I put that text in super quick. Then when I saw someone play it for the first time they had your same experience. AAHH SO DUMB THAT I DIDN’T CATCH THAT!! Feels like fumbling the bad at the finish line a little. Thank you though for all the nice words, it’ll be a lesson for next time :)
(2:23) For those of you wondering why this is, it's because the "movement" code attempts to replicate a 1:1 aspect ratio while the screen dimensions are probably set to 16:9. So you need the game to recalculate "left" and "right" based on the correct output dimensions. If every screen was a square, you wouldn't need the "input_vector = input_vector.normalized()" you see in the GDScript.
A bit late to the party, but this is not quite right, you actually do still need to normalize input with a 1:1 aspect ratio.
The gist of normalizing a vector is that you're changing the length of the vector to be exactly 1. This seems kinda weird on its face but it basically exists because the player can in fact input values greater than 1. For example, if you hold w and d (or up and right arrow or whatever control scheme you're using) you're actually inputting the vector (1,1), which has a length equal to the square root of 2, which is greater than 1. The effect is that keyboard users would be able to run faster inputting diagonals than when they input a cardinal direction. Normalizing the vector fixes this by making every input have the same "magnitude" (fancy math word for length). If you're wondering why (1,1) is a longer vector than say, (0,1), it's not immediately intuitive without a bit of an explanation of what a vector actually is, but in short if you plug it into a^2 + b^2 = c^2 you get root 2 for (1,1) and 1 for (0, 1).
All that doesn't actually explain what happens in the video, which is an issue with the *projection* rather than the aspect ratio (though to be fair 2:1 and 16:9 are pretty close ratios so the difference doesn't matter here). Basically under this orthographic projection, we can think of there being 2 axes, the up/down axis, and the upright/downleft axis. We can say that our "unit" is the distance between the tiles vertically, so to move 1 tile up you need to move 1 unit up. The thing is, on the other axis, you actually need to move 1 unit upwards as well as 2 units to the right to reach the center of the next tile. Basically, we can conclude that in this perspective, the vertical axis takes half as much screen space as the same distance on the horizontal axis. Because of this, (and because movement is in screen space) to have "normalized" world space movement, where moving up moves you as fast as left and right, we need to divide vertical movement by 2 to translate the real space into screen space.
Apologies if that explanation is a bit hard to follow, linear algebra isn't super intuitive. Also sorry for correcting you because it does feel a bit mean, given your explanation does effectively work in this situation so it's a bit pedantic. My point is regardless of aspect ratio you should be normalizing input, and the actual issue here is the coordinate system of the game (2:1 isometric space) doesn't line up with the coordinate system of the engine ("screen space"). You do in fact need to normalize your input regardless of aspect ratio, and want to do this in 3d games as well (unless you're specifically going for a "retro" feel; a lot of older games actually use non-normalized input and make you run faster along diagonals, I think mainly to save processing power since I think they knew better even then).
@@alexbarbeau That is an AWESOME explanation. Thank you!
@alexbarbeau I love how informative and respectful this is. You guys are the best!!
Such a high-quality video with nice voiceover and interesting content. No question, I'm subscribing.
thank you!
Damn, top notch quality and as a bonus, cameos from two other of my favorites, HeartBeast and Challacade. What a ride!
They’re both so amazing/helpful! I would have been easily 1-2 days behind without Challacade for that moving platform video
I love the mix of the 3d world with the 2d graphics.. its just amazing
You are the most underrated game dev i have ever seen Keep up the amazing work man the pixelart the gameplay everything is amazing :)
The aesthetic you went with is really beautiful and at least from watching this video the visual effects/colors that go with different game actions are really beautiful. I haven't played it, so this may be inaccurate to what you did, but it sounds to me like the biggest improvement your game could use would be a bit more work on scaling of adding in new dangers/mechanics more slowly. I saw you mentioned doing that a little bit by introducing them as the game gives the player new tools, but I think from your own admission of how you maybe "go really hard" you could try to make more levels that teach a single mechanic or a single hazard to the player, without incorporating any new abilities or lots of other things into the level. Even if it feels really easy for you, someone who has never played the game will likely find it challenging. So even just a very short, like mini level, where the player has a small goal to accomplish by navigating the new hazard or appropriately using the new ability, before moving on to a level that incorporates everything they've learned up until that point is better than making the player immediately incorporate the new ability or figure out how to play with the new hazard along with all the other hazards at once. That way the player can, in a very easy and less intense and demanding level just focus on the new things and understanding how it works. Hope that makes sense :) Seeing your previous game jam works this one feels like a huge jump in skill from those, especially in getting a concept that feels complete and its own thing all around. The visuals are really, really great as I already said, but I just want to reiterate that, that work is very good, not just because I find the art style charming, but because it feels well put together, cohesive, and like each part was thought out and designed to go together working towards your end goal for the project.
Thanks for this, love the constructive criticism/advice. Yeah I think you’re right about maybe skipping the really easy almost tutorial aspect of things. Especially when I’m introducing new mechanics. I maybe do a little, but I should do much more and it’s truly not that time consuming to do.
Several years later and I still get school dreams. Late to class, late to test, have not gone to a single lecture all semester and have forgotten my schedule. Where the fuck is my class, I am in the wrong lecture. Taking a test in hieroglyphs. This happens more than once per week. My homies have it. My dad told me, yeah that doesn't go away. He still gets them. Anyways, love your style. You have a good eye for art and game design. Keep up the excellent work man.
Beautifully done! I'm a Unity developer, don't know why exactly I clicked on a godot gamejam but it was worth it! Great to see great potential at work :)
Thank you! I try not to focus too heavily on the engine but more the game design and the time crunch decisions. I’ll actually find myself watching good unity devlogs all the time lol
looks amazing!! i dont know how you managed to do so much in such a short time but wow :O its quite inspiring :)
This is brilliant, your commentary is so compelling and the game looks amazing as well - earned a sub
Thank you :)
Amazing game. Definitely on the podium for this jam for me, if not the top one.
I'm surprised to hear that you made the music in the last day. It is so good and works so well with the rest of the game.
I hope to see more games from you in the future :)
6:57 hey, I write this in order to help you out a bit: please learn how to use classes. It would’ve cut the code on screen by a quarter. Not only that, but it makes it much more flexible later. Even later if you wanted to key out certain parts to run a different function each time you could simply use the callable object.
I get that object oriented programming is weird to learn but it can be very rewarding in the long run. Hope this helps!
Yooooooooooo mz_eth, I'm new to game dev (Not really but I never took the time to learn it) and I'm using Godot because it's the only one I could ever understand, aside from GameMaker but I liked Godot more. It's so simple, and nice & easy to use, and I just made a small platformer for my (somewhat) first game to help me learn about the mechanics and the code.. I've also been searching for a TH-camr who also uses Godot for their games, and I came across one of your videos, and I just have to say, your skills are incredible! I hope to start posting videos about game dev to TH-cam, and potentially get as good as you.. also, this game is amazing.. I haven't played it yet, but just.. the visuals, the lighting, and different levels and color schemes, they're all very inspiring to someone as new as me! Also - you earned yourself a subscriber, not only for your sense of humor, but also your skills at game development, and your commentary.
Thank you so much dude! I really appreciate it!!
I very love this game concept and graphics. I really want a complete game ❤
Thank you, that’s probably the best compliment I could get :)
I've only done one game jam but there is something so intoxicating about those last 8-12 hours before deadline where the flow-state is super easy to enter and time becomes a singularity. Perhaps it's just my being a procastinator, but I live for an impending deadline.
Absolutely love the music, by the way. Even the background music you use in this video, an the way you've mixed it (where you have) is really neat. Instant subscribe.
Absolutely love the growth! Honored to know you during this. KEEP KICKING ASS MAN!!!
My writing skills and knowledge are yours at anytime you need them brother.
Thank you so much dude!!
Wicked dude :) Bloody well done putting that all together :D
You are the ultimate solo game dev. I mean this in the weirdest most uncomfortable way possible but I'm tryna be like you.
Currently my programming skills is below average, my pixel art is below average, my music is abysmal, the only time I can concentrate on my game is if I have a very absurd sleep schedule where I wake up at midnight and go to sleep at 6pm (i had that schedule for a year but recently fell out of it because I got invited to go out late into Melbourne for a birthday), my video editing skills are probably the only half decent thing about me but my communication skills are lacking so it doesn't even matter, my game design skills are yet to be tested because my everyday progress is too insignificant for me to finish a project anytime soon.
I know I shouldn't put myself down... I have one redeeming trait and that is my determination, yeah I'm quite bad at everything but what better motivator is there to get good at everything. Being bad at everything is my fuel and my passion is my engine. Bad analogy but what did I say, I'm bad at everything. I love video games and If I can make one, I'd be so happy. I chose to do it alone because I feel the need to prove to myself that I can be great, I just needed to find something I'd be willing to be great at. I've always felt useless, always told I was never enough... this is my way to prove to myself that it's not true. It's not a matter of if I fail this, It's a matter of when will I succeed. Already I am proving myself to be a better person then I was last year, though I'm not a great game dev, having some skill is more than I've ever had before I started my journey as a game developer.
So yes, be uncomfortable that I admire you. I've only seen 5 of your videos and think you're great. Admiring someone doesn't mean they have to be without flaw or struggle, it's the opposite, I admire that you manage to fight those struggles and improve on your flaws, as does all game developers, thus is why I always wanted to be one... and from what I can tell, you are the kind of dev I aim to be :)
Thank you, also you can do it! There’s a lot to break down here, but overall I would say you sound very introspective. I think that’s really good for creating art, I’m sure you’ve heard this before, but just don’t be too down on yourself. Hours invested in these skills will help the most, so taking long breaks is the biggest pit fall. Oh also I’m a huge believer in those early morning hours for getting work done, it’s just such a peaceful time of day. And I’m chaotic like that too, waking up at 3am and can’t sleep so I’ll work until I get tired, but my whole days gets messed lol.
Good luck!!
You should make this into a full game. I would even contribute to creating a website for people to share such maps.
YEA
Bro a workshop for comunity maps would be sick
if only there was better documentation on how to integrate steam workshop, i tried and failed miserably
I've only just started my Godot journey but this is some GOALS content. Once I feel a bit more competent with the engine I'll for sure be looking to do a few jams a year. Keep up the great content.
2:58 actually very curious about the sorting here when falling.
The player sprite is rendered ontop of the tiles. But when falling into the hole it's rendered in front of the tiles behind it and rendered behind the tiles in front of it but there is 0 flickering. Quite boggling to me, honestly.
EDIT: HOLY SHIT SLOWED DOWN THE VIDEO AND I JUST REALIZED. OMG THE THINGS THAT DEVELOPERS CAN GET AWAY WITH!
Why code something that can't even be noticed at regular speed?! SO MUCH EASIER THIS WAY. WOW!
love how the game looks and love how many cool extras you put in there 😳 it's still hard to believe that you could execute such a cool game in such a short time 😳
Music turned out great! Love the aesthetic, movement looks snappy, can’t wait to try it.
"oh yeah sorry didnt have time to make good music for the game"
*creates a beautiful track for the game*
really nice video, game looks really good also :) hope you'll see it one day in your own projects (:
Your art skills are genuinely so impressive, great job
Is anyone gonna talk about the absolutely fire background music?
Hey man I don’t normally comment on videos, just wanted to say I really enjoyed this, great quality video (great quality game too!). Keep making these
Well, all of this in a week, this is really crazy, my friend. I am really shocked at your high level. My advice, continue your work and within a year you will become one of the best game makers.
fun fact that I didn't feel the time of the video because I was enjoying it
A new subscriber to your channel
lol you're very entertaining, the heartbeast joke got my sub keep at it man
this game has one of the cutest art styles. aslo because of youtubers like you i am working on my own game
Thank you so much! Love hearing that about you working on your own project. Just remember keep it small, there’s always more games to make ❤️
This is amazing. It being made in a month makes it even more impressive.
I wish I had a month! From the announcement to the due date it was actually just a little over a week
thats even more impressive you made this good of a game in just a little over a week i hope one day im that good
Your ableton set gave me an anxiety attack. Sick video. Love your work. Keep it up :)
It gives me anxiety every day
I loooove the art style in this. Very minimal but still super clean and engaging
Oh thank you so much!
wtf thats crazy, and i think that perspective is called isometric not topdown
really cool end result, hope to see more of this
I love the video I was planning on learning unity but after the recent events I will probably go to godot the game looks very pretty I hope there's more game jams so I can join as well
As always, a fantastic polished game.
I love the 2D light that follows the player and illuminates the surroundings.
The small particle that comes from the checkpoints is super nice aswell.
Overall, pretty and fun game!
This is gorgeous work holy shit :D As a professional concept artist and illustrator, I appreciate how you are really showing what can be done with nice post processing effects and cool lighting.
for what I'm seeing, your game looks just amazing.
I love the art style of the game and the lonely feel
it will be amazing if you made this into a game that you can publish in steam and other platforms
Thank you!
@@mz_eth I wish you the best of luck and I hope that you will one day achieve great success.
I love this devlog, your video style is really funny and very calming
Thanks!
AS SOME ONE WHO HAS JUST STARTED GAMEDEV, AND HAS BEEN STRUGGLING WITH GETTING A HANG OF DESIGNING ISOMETRIC PLATFORMING (NOT MANY GOOD/INGAUGING GAMES TO LEARN FROM) THIS IS BY FAR THE MOST INSPIRING, ITS SO SIMPLE YET LOOKS SO FUN TO PLAY. NOT ONLY DOES IT GIVE ME INSPIRATION, I WOULD GENUINELY PAY MONEY 2 PLAY A FULL VERSION OF THIS GAME. GUD STUFF DUDE.
*edit: srry i 4got to turn off caps lock and im too tired to write the whole comment again :l
I played the game and I really loved it. Keep making games!
I need a full version, idk who's ginna make it but isometric 3d(?) platformer works so well, and you made such an awesome prototype, ugh i want MORE OF IT-
I can't understand how one man armies like you exist in the game dev world xD
Here I am struggling to even draw a stick man or make some fluent platformer controls.
Honestly man really enjoyed the video, very impressive and I loved the way the game came out!
You earned a sub!
Thank you! I’m honestly still learning so much, but that means a lot to hear :)
Nice video quality for such a small audience, i really enjoyed this video!
This is awesome. Happy Birthday!
You've earned a sub- just going to say that right away, and goodness gracious the oozing talent I almost don't believe you when you say you did all of this alone with no help except testing. That's crazy I love it! I'd like to get into game making too I've been using blender in my free time outside of work. Would love to have you teach me or tutorials. Anyways congrats man good luck!
Oh my god thank you so much! Yeah this jam just clicked for some reason, and I feel like I lucked into my art style. It would be fun to come back it :)
@@mz_eth of course! I meant every word! I'm super excited to see what happens when you have the time and funds to get something out there from like you said your style and just the great way you standardize your creativity workflow and general aspect on your goals
Wow, game jams are hell. You’re amazing.
thank you!
Honestly this game has me inspired. I would love to see you make this into a finished game over the next years
Congrats on overall #2 (you got #1 in fun and that's the most important one imo)
Thanks! Yeah I was really happy about that
This is so well made. I am amazed at how many great youtubers are hiding in the lower-thousand subscriber range
Oh thanks! That means a lot :)
Man, as a person who just started game design, I can't wait until I can create a game in a week, a month or a year, but a week would be baller. Congrats on your achievements!
i love how smooth the movement is
looks sick!! gave me inspiration, good work!
i really love the game you made, in future i want to make really cool games like you
You are not just making games, you are making the impossible... possible
huh
good job kicking my ass in the jam 😁
Nice game!
I think you could make those moving and disappearing platforms look less scary by painting a timer on them. With a visible countdown it would be more obvious that it's better to delay their activation. Or any sort of visual cue to the same effect.
This art looks super clean!
I love what you did with the game! You're amazing at this
Wow this is amazing.
My only criticism is that when you hold jump (to buffer) the wings should've gone up whilst your little guy crouches down.
This is truly inspiring. Thank you!
Amazing work dude
really cool man. I am just getting into coding and i want to try some game development. So this was really inspiring to wtach and got me very interested in doing game jams to help learn and grow instead of working on one bigger project at first.
You got yourself a new subscriber, this was so entertaining
It looks like super awesome game! Sometime, I'll definitely play it
Bro it was perfect. Good job👍
Thank you :)
Gosh, it looks again so great of the game 😍 And I'm feeling you're more of more confortable doing these videos
I love doing game jam - I think I have an addiction - Well done the game looks good.
I love simple pixel art that has charm
Loving your work and the content man. Keep it up!
Amazing talent for coding and making videos, god tier pixel artist, love from France ;)
Oh man thank you, I really appreciate that!
I love platformers and this looks like such a fun and creative one. I would love to be able to play it someday.
Looks great!
zamn this looks amazing you deserve more subs
this video inspired me so much...
thanks a lot, please keep going
Shout out to that HeartBeast tutorial
holy shit dude you've got potential
I laughed way too hard at SHORE! 0:55
haha at 2:20 that's the same problem I had in my current game project when I started making it last year, and I have a similar segment in my video XD
Your video style is so cool and unique
Cool Game!
I like the graphics
Thank you so much!
This looks incredible
Beautifully done great game 🖤
Aww thanks!
bro not gonna lie ur game looks amazing respect
dude this is so impressive, kudos
Yee haw, good stuff lad!
I participated in the game jam. I played your game.
I hope you liked it, wish I didn’t make it so hard, but I say that every time. What game did you submit?
The amount of effort you've put into this is great. I think you should make a full game out of this. I put even the simple games I make on playstore.
Would you ever consider making a video giving a step by step process explaining how you make a game? I've been struggling in making my own 2D platformer, and seeing someone show every step would help so much.
I played it.. i think its a fantastic game well done buddy.
Well done
Thank you!
The game is really fun. you have created good movement