Yooooo! The art style @ 4:34 is so sick! When I heard you describe it at first I was pretty confused, but after seeing it, I’m surprised by how well it actually works! Super excited to see how it will end up looking in Incaved! Amazing devlog as always my dood! 🥵😍
hey man awesome devlog! in the backpack you could put a scroll of a map, it would be awesome if the character took it out when checking the map. Kind of like far cry 2 or hollow knight. Keep up the good work mate!
Hey Dual, its Slugg here Loving the progress so far. Just wanted to mention since you got all them super awesome dust effect you are missing a puff of smoke when gas mask dude lands from his jump!
Hey thank you so much Slugg! Actually, there IS a dust puff when you land, but now that you mentioned it, I noticed that it's not there anymore :0 Thank's for reminding me haha. There's probably an event that spawns the particles that I forgot to add to the new landing animation ;)
I really love your videos dude, there so entertaining and funny. You also put in a lot of enthusiasm so just letting you know I really love your videos. Keep up the good work!
Idea: Add multiple types of backpacks like a big backpack that can store a lot of items but you can’t use the dodge roll and a little backpack that can only store a like three things but can use the dodge roll Also you should make the combat faster because the game look a bit too slow I also recommend adding air attacks that only small weapons like the pickaxe can use Also make the legs of your character a bit bigger because it’s as small as my pp and that’s not normal
Hmmm those are actually some good ideas! I like the idea of multiple backpacks and air attacks will probably be a thing (for large hammers like a sledge hammer that would probably result into some sort of ground pound, but for smaller weapons that could work as a quick swing in the air) The combat is supposed to be slow paced, because the player is currently using a giant sledge hammer to attack. Smaller weapons will result in quicker attacks ;)
I commend your dedication to swapping out all the animations... I probly would have just scrapped the whole project if I had to redo all that. Also I like the old fire sprite better, but that’s just me
Great work, some tips: - For making your animations heavier try making them faster - Make the dust around you glow slightly orange from the lantern on your backpack, like bloom or something - Make the jumping less floaty. I feel like it is a bit too light.
Brilliant work getting all these new animations complete. That is huge and I think this video really shows how dedicated you are to the art of this game!
The new character and fire look so awesome! That's a super cool look with the pixel art and realistic sprites/particles. Liking the new animations, and it's smart to separate the arms from the body. Seems with it to me remaking all of them. You're killing it, nice work!
It would be so cool if you had like a power attack! Like if you press jump and then attack, you would use the hammer for a groundslam or something. Love the vids😌 Good work👏👏
I'm planning to make different attacks for walking-/standing-, running-, and falling states, so yes, there will be a ground pound mega beast plunging attack with the hammer babyyyyy! Thanks a lot! :D
Something that might be worth thinking about, theres probably a way to add bumpmaps to 2D artwork, which would probably add more depth to the environment, terrain and character models. Adding some floating specks of dust near light sources could also help add a bit more realism to the world - the particles implying a dense, thick atmosphere
Ima be honest, I liked how he looked standing straight up. I know the hunched over look adds a bit to the atmosphere (Making him seem tired and overburdened with whats on his back) but standing straight up just made him feel more.... Idk... Although, a mini suggestion, someone mentioned having a mini backpack somewhere, what if with the smaller backpack he stood up straighter? that way you dont need to redo a thousand animations. idk. It's your game, and this is my personal preference. If you dont like the idea of that, thats fine.
Looking really good! Great work, and well deserved on the channel's growth! I know you're kinda over doing animations now, but some feedback: the player looks kinda stiff. I think because the torso and the head are always moving in the same direction, sort of like if the character's spine was kept straight? Delaying the head & torso movements could help, and maybe some squash and stretch could help during the run cycle?
Thank you so much! I'm trying to delay head and torso movement a bit, but maybe it should be a bit more heavy? I myself was actually very proud of how heavy the run cycle looked. It really looks like he's giving it his all to run while carrying a lot of weight. Thanks for the tips though! I'll be sure to try them out once I feel like touching the Unity animator again haha
@@DualWielded I definitely get the sense that there’s a lot of weight and they’re struggling a bit, for sure! I’m also super amateur when it comes to animation so def take what I’m saying with a grain of salt. Still lookin good!
Ideas (not even good ones): In my opinion slide animation is far better than the roll one. And I mean by FAR. Or at least try to change the speeds a little. I don't know if this will make any sense, but it just feel too even. Try to make first half just lunge forward, with character in the air for a bit, and second half impact and heavy roll. About backpack, why don't you just slap some water canteens or portable cooking pots on side? It's simple and would look great.
Yo, you should make falling cave spikes (like the stuff in the background) that will fall on you if you stand under them, so you have to roll quickly to pass them without being crushed
Absolutely agree with you. I'll be sure to add that! (Have to find a way to separate them from the regular stalactites, so they don't catch you too much off guard)
I know you’ll never see this, but an enemy called a cannibal that hides in a hole in the wall then leaps at you when you get close. There could be holes in the walls that are empty, but a difference with a hole with a cannibal in it that you could spot if you were looking. Also a big mutant bear boss because Russia.
ah man i love this so dar probably one of my favorite episodes. i really like the changes to the charakter even tho it means that he no longer is super chunky (F .__.) the fire looks kinda lit ngl and all the dust really helps the feeling of the cave and the new anime.. uhm i mean animations look supra gud, gj comrade.also uhm when are you gonna ad all the features from Bloodborn? CREEPER... MAAAAAAAAN
I just had an idea. What if, since the hammer when hitting the ground causes a bit of a screen shake, it can make weaker formed structures of a cave you're exploring end up causing a cave-in (the name of the game lol) and you have to mine yout way out, or traverse through different routes to get back to the hub. It doesn't happen often, but it's a nice touch of realism. And maybe, if it does happen, some precious resources could be uncovered whilst digging your way out. Just a thought.
Cool idea! I'll start with making it so that the falling dust particles instantiate when you hit the ground hard with the hammer, already helping with selling the idea of the attack being powerful and the cave being instable. Not sure if entire parts of the level colapsing would help with the way the levels are designed, but still a great idea! Thanks :)
Someone else mentioned this as well, I think it would work really well, since the player will be carrying 2 different weapons throughout most of the game, so having the weapon they're not holding there would be pretty epic
Nice! I love how crisp the art is looking now like honestly *chef kiss* I was thinking why not in the backpack to replace the pickaxe have the active weapon be there when you aren't holding it?
Thank you so much Saul! Honestly, that's such a great idea! Sine the player will mostly swap between two weapons (a melee and ranged weapon) why not have the weapon they're not holding strapped to their backpack?
@@DualWielded That's exactly my thought process with this! And realistically it shouldn't be too much to do, just have an empty object with a sprite renderer and swap out the sprite with the relevant weapons I guess! Glad I could help :D
The attacks very similar to Monster Hunter, maybe add in a charge to the final attack to increase the damage the longer you hold the charge, I like the pixel/Ultra realistic idea great job.
That definitely sounds very cool! The only problem is that, due to the pixel size, I don't really think it's possible to add that to the actual backpack. I miiiiight add some random stuff to the inventory UI (which is inside of the backpack) to look like the backpack is also stuffed with small stuff like that. Kind of likethe inventory from The Forest for instance.
Yo honestly I think people said the roll animation was cringe was just because it's too slow. And the new one is the same speed. I bet if you made it 50% to twice as fast, itd be alot better!
Oh no! There's a good amount of people telling me it should be slower and there's a good amount of people telling me it should be faster! I don't know what to do now! Thanks for sharing your thoughts on it, I'll be sure to set the framerate higher and check out the results :)
Just an idea, perhaps your civilians heal based on the number of resources you bring back. Auto damage each time you set out to drive the need? This would give the player a choice of consuming resources for himself or risking finishing the level on low health for THE GREATER GOOD.
That dodge roll.. Is it possible to slow down the 'entry' to it, speed up the actual 'rolling' portion and then slow down the 'leaving' of it? I think that's how real dodge rolls would work (because I clearly do dozens of them a day), and it might help them feel a little more weighty. Also I miss chonky apocalypse boi but I'm a fan of the new one.
Hmm I'll be sure to try that. The only problem that would bring is that the invincibility frames would probably start pretty late after pressing dodge and the player won't be able to move for a short while after finishing the role. Definitely would add weight to the looks of it though. I'll try and seek a balance so that it fits the combat of the game, but for that to happen the combat itself needs a bit more work haha
AYO IT'S THE OFFICIAL ACTOR WHO PLAYED STEVE IN THE MINECRAFT SKIT EVERYONE! Please everyone reading this, congratulate this man on his amazing performance! p.s. I was the creeper man 👀
Thank you! The bois in the server have mixed opinions about Korra, so we'll probably skip it and go straight to watching movies together. I'll definitely go and watch it myself though, very interested to watch more from the amazing world building in Avatar :D Congrats on 1k subs btw!
@@DualWielded Oh dang really? I like Korra as much as Aang haha. Korra has the BEST animated fight scenes ever haha. I live in Korea and visited the animation studio that worked on Avatar and Korra (Studio Mir) and got a signed poster :D That studio also animated Voltron on Netflix which is awesome as well!
roll animation still CRINGE
roll animation still CRINGE
Roll animation still CRINGE
is bruh CRINGE?
After days of rewatching the past few devlogs finally, i can consume more content
See you in 10 months, where I finally add a Shrek plushe to Monki's little dog house!
@@DualWielded;)
The player character and animations have skyrocketed in quality, great work!
Thank you so much! :D
Yooooo! The art style @ 4:34 is so sick! When I heard you describe it at first I was pretty confused, but after seeing it, I’m surprised by how well it actually works! Super excited to see how it will end up looking in Incaved! Amazing devlog as always my dood! 🥵😍
Yeaaaah The Last Night looks absolutely insane! Thanks a lot Daniel!
Great video, thanks for including my fan art
Of course! Thanks for making it! :)
0:29 Those comments lol
The game is looking really good! Keep up the great work!
Hey bruh, we all waiting for the part 2 =)
PLZ MAKE A NEW DEVLOG ABOUT THE MAGIC BALL
When the next devlog? ( ͡• ͜ʖ ͡• )
Thanks a lot Mythic! I made sure to change everyone's username just a liiiitle bit haha
You're hilarious. That roll is amazing my guy
Thank you!
Here from barjiland. This game is *epic*! I'm so hyped ^^
Ayy awesome! I only joined Jack's Discord to steal some of his clout, so I'm glad it's working... ._.
Thanks for the kind words! :D
Me when I see im in a DualWielded Devlog:
Googles "How to handle fame"
Love these devlogs, keep up the good work
Thanks!
Man the last night is SO good looking. I used it for inspiration as well
I feel like everyone who knows about The Last Night can't help but feel inspired by it haha
hey man awesome devlog! in the backpack you could put a scroll of a map, it would be awesome if the character took it out when checking the map. Kind of like far cry 2 or hollow knight. Keep up the good work mate!
Thanks a lot! Ooh that's honestly a great idea!
Yoooooo the new character looks ebic!
Thank you my brudda
Seen you in a DEVS Make a GAME without COMMUNICATING and liked your personality so i Subscribed good job earned it!
Great job on the recent success! Also, this video actually made me laugh so hard 😂
Thanks a lot Reece!
Hey Dual, its Slugg here Loving the progress so far. Just wanted to mention since you got all them super awesome dust effect you are missing a puff of smoke when gas mask dude lands from his jump!
Hey thank you so much Slugg! Actually, there IS a dust puff when you land, but now that you mentioned it, I noticed that it's not there anymore :0
Thank's for reminding me haha. There's probably an event that spawns the particles that I forgot to add to the new landing animation ;)
YESS, i love these devlogs!
:D
I really love your videos dude, there so entertaining and funny. You also put in a lot of enthusiasm so just letting you know I really love your videos. Keep up the good work!
Bruhhhh thank you so much! Reading this brought a big smile on my face :D
Thank you!
1:09 i will never be able to sleep again
i think noone will
it ruined my life
I legit haven't slept since...
Idea: Add multiple types of backpacks like a big backpack that can store a lot of items but you can’t use the dodge roll and a little backpack that can only store a like three things but can use the dodge roll
Also you should make the combat faster because the game look a bit too slow
I also recommend adding air attacks that only small weapons like the pickaxe can use
Also make the legs of your character a bit bigger because it’s as small as my pp and that’s not normal
Hmmm those are actually some good ideas! I like the idea of multiple backpacks and air attacks will probably be a thing (for large hammers like a sledge hammer that would probably result into some sort of ground pound, but for smaller weapons that could work as a quick swing in the air)
The combat is supposed to be slow paced, because the player is currently using a giant sledge hammer to attack. Smaller weapons will result in quicker attacks ;)
@@DualWielded perhaps not new backpacks, but through the game upgrades you can't miss?
I commend your dedication to swapping out all the animations... I probly would have just scrapped the whole project if I had to redo all that. Also I like the old fire sprite better, but that’s just me
Great work, some tips:
- For making your animations heavier try making them faster
- Make the dust around you glow slightly orange from the lantern on your backpack, like bloom or something
- Make the jumping less floaty. I feel like it is a bit too light.
Thanks for the tips! I agree with you, so I'll be sure to write them down :)
@@DualWielded Thank you :) Great game btw I love it
man i love your videos, bundles of joy
Thank you! That brought a smile on my face :D
Brilliant work getting all these new animations complete. That is huge and I think this video really shows how dedicated you are to the art of this game!
Thank you so much! Super awesome to read this comment :D
The new character and fire look so awesome! That's a super cool look with the pixel art and realistic sprites/particles. Liking the new animations, and it's smart to separate the arms from the body. Seems with it to me remaking all of them. You're killing it, nice work!
Thank you so much Garret! I'm stoked to hear you like the aditions/changes :D
Your vedios only gets beter for evry minute.
You could replace the pickaxe with a compass and the game looks really polished now
I agree
Thank you! The compass is a cool idea! Though I do think it might be a very small object to portray with such a small amount of pixels 🤔
stranger things ost gives the right kind of vibe in the devlog
I fele the exact same way. It works so well to just vibe to while listening to someone whine about keyframes, or just to vibe to, period.
Is ron trying the bring back shrek?!?!?!?!
Great video man, really appreciate that you put so much work in makong such great videos!
Thank you Sverre!
finally new devlog.
Great
Best devlog yet dude, awesome job!
Thank you so much bro! :D
I'm just proud I beat Niels to the video
which was farely easy because I was at work
@@Niels0806 shush now
@@TwansMovies next time I will CRUSH your reaction time for the motherland.
You managed to do the impossible... Good work comrade!
WOAH THE IMPROVEMENT
Thanks Manaki! :D
It would be so cool if you had like a power attack! Like if you press jump and then attack, you would use the hammer for a groundslam or something. Love the vids😌 Good work👏👏
I'm planning to make different attacks for walking-/standing-, running-, and falling states, so yes, there will be a ground pound mega beast plunging attack with the hammer babyyyyy!
Thanks a lot! :D
@@DualWielded Looking forward to it😊👍👍
Really nice improvement i really like it
Thanks!
Wow this is awesome man keep up the good work :D
Thank you! :)
Bruhh I've been Waiting for this :)))
Great video .
A normal day in indie development. :)
"DEATH BABY"
now you're speaking my language.
Your videos are very well made + the game looks sick! Nice job😁
bro your videos are funny af.. removing the cloth got me xD
Thanks mate! :D
I see you're a man of culture
New character looks good my man good job
Thanks!
Yes dual wielded back it again with the hot content.
Something that might be worth thinking about, theres probably a way to add bumpmaps to 2D artwork, which would probably add more depth to the environment, terrain and character models. Adding some floating specks of dust near light sources could also help add a bit more realism to the world - the particles implying a dense, thick atmosphere
Those are some great suggestions. I'll definitely look into this!
@@DualWielded thxs! Really enjoying watching your devlogs
well done with the new animations 👌 the combo has a good feel to it 😎
Ayyy thanks a lot!
Ima be honest, I liked how he looked standing straight up. I know the hunched over look adds a bit to the atmosphere (Making him seem tired and overburdened with whats on his back) but standing straight up just made him feel more.... Idk...
Although, a mini suggestion, someone mentioned having a mini backpack somewhere, what if with the smaller backpack he stood up straighter? that way you dont need to redo a thousand animations.
idk. It's your game, and this is my personal preference. If you dont like the idea of that, thats fine.
This channel underrated
Looking really good! Great work, and well deserved on the channel's growth!
I know you're kinda over doing animations now, but some feedback: the player looks kinda stiff. I think because the torso and the head are always moving in the same direction, sort of like if the character's spine was kept straight? Delaying the head & torso movements could help, and maybe some squash and stretch could help during the run cycle?
Thank you so much! I'm trying to delay head and torso movement a bit, but maybe it should be a bit more heavy? I myself was actually very proud of how heavy the run cycle looked. It really looks like he's giving it his all to run while carrying a lot of weight. Thanks for the tips though! I'll be sure to try them out once I feel like touching the Unity animator again haha
@@DualWielded I definitely get the sense that there’s a lot of weight and they’re struggling a bit, for sure! I’m also super amateur when it comes to animation so def take what I’m saying with a grain of salt. Still lookin good!
loved the new character, very great job!
keep up the good work!
Thank you Backit! :D
Awesome job revamping the art and effects! Great devlog/update!
Thank you so much Manisha! :D
Awesome stuff again thijs! :)
Thank you so much! :D
Very noice
Instructions unclear, ended up making Dark Souls fat roll. Loved your video editing.
I like the gasmask and the animations.
Ideas (not even good ones):
In my opinion slide animation is far better than the roll one. And I mean by FAR. Or at least try to change the speeds a little. I don't know if this will make any sense, but it just feel too even. Try to make first half just lunge forward, with character in the air for a bit, and second half impact and heavy roll.
About backpack, why don't you just slap some water canteens or portable cooking pots on side? It's simple and would look great.
where have I been
how did I just find this
beautiful animations, Pixar employ this man!
Yo, you should make falling cave spikes (like the stuff in the background) that will fall on you if you stand under them, so you have to roll quickly to pass them without being crushed
Absolutely agree with you. I'll be sure to add that! (Have to find a way to separate them from the regular stalactites, so they don't catch you too much off guard)
@@DualWielded Ok, thanks!
Bro u grew so fast!
AMAZING Improvement !! GG
THANKS! :D
This channel is so good lmao
YEEES FINALLY A NEW VIDEO!!!!
best devlogs!
I know you’ll never see this, but an enemy called a cannibal that hides in a hole in the wall then leaps at you when you get close. There could be holes in the walls that are empty, but a difference with a hole with a cannibal in it that you could spot if you were looking. Also a big mutant bear boss because Russia.
Dank meme+devlog=epic
3K SUBS BABY (I feel like a announcer now anyway Congrats and keep it up) (10+ subs late)
LET'S GO BABYYYYYYYY!
Second time I got hearted (thanks,also Lets Go Baby!!!!)
ah man i love this so dar probably one of my favorite episodes. i really like the changes to the charakter even tho it means that he no longer is super chunky (F .__.) the fire looks kinda lit ngl and all the dust really helps the feeling of the cave and the new anime.. uhm i mean animations look supra gud, gj comrade.also uhm when are you gonna ad all the features from Bloodborn?
CREEPER... MAAAAAAAAN
Rip the chonk, but now we get the stronger bonk. Thanks a lot Val- uh I mean Yumiko (cringe Brawlhalla reference (ft. cringe))
I just had an idea. What if, since the hammer when hitting the ground causes a bit of a screen shake, it can make weaker formed structures of a cave you're exploring end up causing a cave-in (the name of the game lol) and you have to mine yout way out, or traverse through different routes to get back to the hub.
It doesn't happen often, but it's a nice touch of realism. And maybe, if it does happen, some precious resources could be uncovered whilst digging your way out.
Just a thought.
Cool idea! I'll start with making it so that the falling dust particles instantiate when you hit the ground hard with the hammer, already helping with selling the idea of the attack being powerful and the cave being instable. Not sure if entire parts of the level colapsing would help with the way the levels are designed, but still a great idea! Thanks :)
good job dude
i think having your current melee weapon appear on your backpack could be cool
Someone else mentioned this as well, I think it would work really well, since the player will be carrying 2 different weapons throughout most of the game, so having the weapon they're not holding there would be pretty epic
@@DualWielded a feature where you can toss lit matches or glowsticks ahead of you to see if there's enemies or large falls can also be cool
Love it good job love your vids
You should have more subscribers and More Love
new dev log POGGERS
Nice! I love how crisp the art is looking now like honestly *chef kiss*
I was thinking why not in the backpack to replace the pickaxe have the active weapon be there when you aren't holding it?
Thank you so much Saul! Honestly, that's such a great idea! Sine the player will mostly swap between two weapons (a melee and ranged weapon) why not have the weapon they're not holding strapped to their backpack?
@@DualWielded That's exactly my thought process with this! And realistically it shouldn't be too much to do, just have an empty object with a sprite renderer and swap out the sprite with the relevant weapons I guess! Glad I could help :D
The attacks very similar to Monster Hunter, maybe add in a charge to the final attack to increase the damage the longer you hold the charge, I like the pixel/Ultra realistic idea great job.
Oooh that's actually a pretty cool idea!
I love this but i would love to see water! I think it would be epic
Water will 100% be a thing, I'm totally with you on that! But it'll have to wait for a bit, since other mechanics need to be tackled first as of now 😳
Development log yes
As soon as I read the title, I just wanted to shout the word "CRISP" into a mic with insane reverb
Now THAT is a relatable moment
There should be a little more cloth on the arms
Letsss go new vid babyyyyy
epic.
that backpack do be needing a clock or hourglass thing. how else you gonna know when it's day so you can stop mining!
As a wise man once said:
'I mine all day, I mine all night 🎶'
- PewDiePie
You should put a PillarMen refrence in the Cave
There's so much potential for easter eggs, I feel like I could make an entire devlog simply adding loads of easter eggs xD
I like the new character, but the old one will be missed.
RIP
Rip
Rip indeed
I think it would be cool if you added a flag patch of something connecting him to where he previously lived to his backpack
That definitely sounds very cool! The only problem is that, due to the pixel size, I don't really think it's possible to add that to the actual backpack. I miiiiight add some random stuff to the inventory UI (which is inside of the backpack) to look like the backpack is also stuffed with small stuff like that. Kind of likethe inventory from The Forest for instance.
Yo honestly I think people said the roll animation was cringe was just because it's too slow. And the new one is the same speed. I bet if you made it 50% to twice as fast, itd be alot better!
Oh no! There's a good amount of people telling me it should be slower and there's a good amount of people telling me it should be faster! I don't know what to do now! Thanks for sharing your thoughts on it, I'll be sure to set the framerate higher and check out the results :)
Just an idea, perhaps your civilians heal based on the number of resources you bring back. Auto damage each time you set out to drive the need?
This would give the player a choice of consuming resources for himself or risking finishing the level on low health for THE GREATER GOOD.
Oooh that sounds pretty interesting. I'll see if that'd work well with the game
That dodge roll.. Is it possible to slow down the 'entry' to it, speed up the actual 'rolling' portion and then slow down the 'leaving' of it? I think that's how real dodge rolls would work (because I clearly do dozens of them a day), and it might help them feel a little more weighty. Also I miss chonky apocalypse boi but I'm a fan of the new one.
Hmm I'll be sure to try that. The only problem that would bring is that the invincibility frames would probably start pretty late after pressing dodge and the player won't be able to move for a short while after finishing the role. Definitely would add weight to the looks of it though. I'll try and seek a balance so that it fits the combat of the game, but for that to happen the combat itself needs a bit more work haha
Even though he's a Uni student he still uploads more often than Dani
dani is taking a break rn lol
Is he?
Saying DualWielded isn't funny is the most cringe thing someone could say.
WOOOOOOOOt an amazing video bruhhhhh happy I showed up twice in it bruhhhh I am famous MOOOOOm
AYO IT'S THE OFFICIAL ACTOR WHO PLAYED STEVE IN THE MINECRAFT SKIT EVERYONE! Please everyone reading this, congratulate this man on his amazing performance!
p.s. I was the creeper man 👀
Okay dont kill me but I liked the pixels in the old fire thing, new one looks cool though
2021 started even worse than 2020, we lost the old cute character :'(
Jk the new boi looks SICK!
Thanks a lot! The old character wasn't just chonky, he was indeed also a cuty. We'll miss him, but a new hero has arised!
Bro the character looks like he’s wearing skinny jeans when he totally looks like the cargo pants type make his legs THICCER
Nice roll animation lol
Maybe u can make an ak to replace the pickaxe on the back or just the weapon that you have but dont use
bro you are better at being funny than being a dev...
just kiddin' lova ya videos
Could you maybe have the old one as an unlockable?
An axe. It could be used as a weapon and could maybe break through boarded off places.
How the snickle was an axe not in the weapons list yet? Thanks for the reminder haha
I love the new player and particles! Watch Legend of Korra after Airbender~ it is really good too!
Thank you! The bois in the server have mixed opinions about Korra, so we'll probably skip it and go straight to watching movies together. I'll definitely go and watch it myself though, very interested to watch more from the amazing world building in Avatar :D
Congrats on 1k subs btw!
@@DualWielded Oh dang really? I like Korra as much as Aang haha. Korra has the BEST animated fight scenes ever haha. I live in Korea and visited the animation studio that worked on Avatar and Korra (Studio Mir) and got a signed poster :D That studio also animated Voltron on Netflix which is awesome as well!
@@NeatGames BRUH that's actually so cool! We're finishing ATLA next week, and I'm already eager to see what Korra will be like :D
Epic