Excellent work on the boss fight! The only thing I would change about it is the trumpet lasers, I don't think fit the theme of it and look weird, I would add a wave animation to it and maybe try to break it up so it's not one solid beam and more of a sound wave.
@@BenBonk what about making them move vertically as well as rotating, may make it harder and more intersting too. also Imo slime king needs another revamp, still a bit too easy for a final boss, but if you don't think so, that's fine.
Imagine being a year younger than him and also trying to get into game dev! Trust me it is a very chaotic feeling! I have never felt so powerful and weak but I know that I could to cool stuff like that in the future! (It may just take me awhile! Lol)
Looking great! But I think the new piano attack for the DJ boss fight should have a keyboard across the whole bottom of the screen and fire out the actual MIDI art of the music upwards at you
i love the remake you did for the DJ boss :0 it adds a lot of character and memorability to it :) but i do think the trumpets should be shooting sound waves rather than laser beams would be more thematically fitting the amount of extra decor you made is nice too i think it looks great! ^_^ though i think the whole rooms not having variety is due to the floor only being one colour and one type of floor for most rooms
Dude congrats on graduating and getting into college! As a game dev in college myself, yeah its pretty difficult to focus on school stuff AND my game. BUT, if there's anyone who can do this, its you! Best of luck man, keep doing great!
man 42 that is such a big number I have been here since the start since 19 even and can't WAIT to see the final game and play it but no rush the more time you take the better it will be, keep it up
I have been wondering for a while now what most of the point of the mini-map as it's currently implemented is, and now with the question of optimisation, here's my pitch: Instead of it just showing a zoomed out version of the rooms, why not simplify it to squares that only show what sides they connect to other rooms, and maybe an icon to show the main feature of that room (e.g. house icon for your house, a dollar sign for a room with a shop, skull for a boss room, etc.). You wouldn't even need to track the player's position in the room for the mini-map, just whatever room they are currently in.
love the boss revamp, the attacks could do with some more impact like the projectiles flashing white when appearing or easing in/ out of movement like in Just Shapes & Beats to emphasise the sync
The new decorations look great! I think the natural features (rocks and vines) really fit the main rooms, and the benches would probably fill some empty space in the break rooms. I love the boss fight, it looks like a big improvement :) I don't if you already planned on adding animations to the boss attacks but it looks still, that and sfx might mix better to show how it matches the beat. Also, having more equal space on the sides of the room might make it easier to use the dash on it. ANYWAYS, these whole devlogs have taught me about game dev (I don't get as frustrated when I see what you go through) I'll definitely be playing it anytime it comes out !
I have 4 dumb ideas. First, a very expensive and rare heart container that permanently makes your max HP go up by one, maxing out at ~15 HP. Second, a very rare and expensive stamina vessel that increases dashed by 1 permanently, and maxes out at ~7 dashes. Third, a shield that blocks some attacks and reduces knockback. Last, a weapon that charges by collecting the souls of slimes. For example, if you killed a basic slime with your pistol, you would get a few souls. These souls are used as powerful bullets that can create a very small explosion that has high knockback and high damage. Soul bullets could not generate souls, though. Everyone tell me what you think in the replies!
Hey benbonk! I have been watching this channel ever since slimekeep started and am so thankful for this channel and all the ways you helped me through tough times. You deserve way more subscribers than you have. Can’t wait to keep watching videos, even if they don’t come out monthly. Thanks :)
You should add faint cloud shadows that move across the screen randomly in certain parts of the game. That would create a much more imersive feeling if done right!
Loving the game progress so far. One thing I would suggest but all depends on how you want lay it out is explaining one or a few boss mechanics subtlely to the player. I thought I remembered in some older style games they would use some decoration items or enemy mobs near the boss entrance to introduce at least one mechanic either toned down or in some fashion to prepare the player for the more intense fight. Then once that decoration was destroyed (could be like a hidden turret object or whatever makes sense) or the enemy mob was defeated, it wouldn't respawn after the boss was defeated. Basically, because its like a mini tutorial for the boss. Hopefully that makes sense. It's all up to you whether you want to totally surprise the player with different mechanics or not, just wanted to offer that concept. Giving the player advance notice kind of makes it easier for them to understand how to beat the boss or survive an attack, but it also comes with the drawback of potentially reducing the difficulty.
5:03 any way you can sync up attacks to a midi file, so that you dont have to do it manually. Kind of like the pipe dream animusic video, where every note is hooked up to a specific animation.
Instead of setting everything as a list for weapon timing, you could have the music have different triggers built/encoded in for each specific attack to watch for so just by changing the music the boss fight adjusts automatically to stay in sync.
The boss fight looks great but I personally think it could benefit from some post processing. Screen shake color changes and so forth. Still great work!
Not a Unity dev, but surely Unity has something like a canvas for UI. UI should never need a camera or in any way be influenced by the game world (unless your fog of war is incredibly hacky)
6:02 DUUUUUDEEEEEE you gave a really sick idea holy shit a boss fight that has the midi of the song playing for you to dodge. like those synthesia piano roll videos. holy fuck that would be awesome, and i'd love to make the song thinking about people dodging it, and sneak in some midi art and everything ughhh that's just too fucking cool
You know what, this is the first time I'm actually gonna download something sponsored, I've been thinking about an adblocker, and this was the final push to make me do it
If you're not already doing so, you should make it so each music loop in the bossfight switches which version. It would make the boss a bit more random during the fight while still keeping the beat.
Ya know its kinda funny, you and me are very similar. I’m 18 as well and have been working on my game for about 2 years now and I’d say I’m about as far through it as you are with Slimekeep (Tho I’d say my games a tad smaller). You’ve been a huge motivator to keep me working on my game, I can’t wait to watch as Slimekeep develops more and eventually becomes a finished game
Yeah, not really unfortunately. It's really hard to explain, but basically the fog of war isn't even like an object in the game. It's some graphical render thingy, which frankly, I'm not even sure how it works because I didn't make it. I basically need the extra UI camera so the UI doesn't go under/below the fog. I tried emailing its creator awhile ago about having things layer differently, but it sounds like with how it was made that's just impossible. So yeah idk really.
@@BenBonk maybe you could spawn the fog with the rooms, and just put a box collider trigger on it, and if you touch it it can disappear. Even though it spawns more objects it could still be more efficient than the ui camera. Also I love your videos.
Dude, you just graduated high school?! That’s awesome and I totally love that you wanna focus on college and still work on the game. Personally, I always love sitting back and checking in whenever you upload, I didn’t even notice it was once a month. But it blows me away that your ability to code is this good in high school, it’s just one of those things that surprises people. Anyway, I’ll still be looking out for your next vid, even if you don’t get to work on the game til your breaks, I’ll still be here! ❤
*suggestion* for improved variety in rooms: Create an object that spawns a random wall decoration and then self-destructs. Write a quick script to replace all your hand-placed wall decorations with the spawner object. This way, every time you enter the same room layout, the wall decor will be different!
looking great though it does lack some polish on the visuals department, the sprites of a lot of things are just too stagnant, adding animations like with what you have on the main speakers would make the fight look much better, also have the tubas line up with the shots they fire rather than just idly moving up and down, this also applies somewhat to the other bosses in the game that you have shown
Hi Benbonk! I had an interesting idea for DJ BOSS, what do you think when the music speeds up (4:33) the camera starts moving in infinite motion, to match the boss aesthetic and make it more unique. Playing with the camera on certain bosses can be something very different and interesting
Maybe coming up with a theme for the entire games location could help decorate the rooms. Maybe making the rooms be some kind of park with pathways could be cool or honestly whatever you come up with. Good luck in college!
In the rooms what about rocks or grass that can block a certain amount of projectile that randomly generates whenever you enter the room taking a page out of other roguelites (which has furniture)
Wow i didn’t know you were 18! I'm 17 and I have not made anything as cool as you have but I know I could one day make a game as cool as yours! (I think it will be a bit before I make boss battles that cool!) I hope college goes well for you! I am currently working on a project related to slimes as well! It is probably my biggest project yet but I am making sure to keep it at a reasonable scale. My sophomore year i made a game for FBLA and got 4th in the state of Missouri so I guess I'm not too bad. I hope both of our games about slimes are successful! I am excited to see the next dev log!
For the UI, instead of having a separate camera, can you put it on a separate render layer? It might be called sorting layer, I can't remember. If you put it higher than the render layer of everything else it should overlay.
5 Optional suggestions: 1: Add a setting to remove corruption if you don’t like it 2: A narrator/bot to read text somehow 3: Language Settings (for multiple episodes) 4: By beating the game, you get to unlock full-colour mode 5: Mapping system so people have their own maps to make, and pick between an automated slime system or add their own If you use any of these ideas, I would like to have my name in the credits (optional) I prefer if you use YTScratchStuff in the credits (I am using another account)
Okay, don’t even know if you will see this but here goes. I had a problem like the ui camera for my fps where I want to render the weapon on a different camera to remove clipping. What you should do is make a new layer for the ui. And have the ui camera only render that layer and the normal camera never render that layer. Worked for me hope it does for you.
I dont think the piano (version 2) has enough warning. The keys should flash green or something before they shoot so that you know how to dodge if your at the bottom
I don't know how to implement this in unity but the ui elements should have abstractions and basically everytime you change some value it re-renders the element. You could also do this for the minimap where you only update it when the player moves. You can also make the minimap render a bigger area than the part you see and if the movement doesn't go outside that additional part you don't do anything.
Hey, ben looks cool. I'm writing this comment after getting to 5:37 (what I'm talking about comes before that). The attacks are cool, but the character definitely seems to stay in the same place the whole time. Like, I really doubt anyone would ever purposely go on the sides or closer to the dude for fear of getting hit. I think a solution to this could be either making the attacks crit on the north and sides of the arena or drawing a line where you can't shoot projectiles / the projectiles will hit the line instead of your target. Or, maybe you could get knocked onto the sides by the attacks. Also the trumpets 🎺 look like lightsabers.
I had an idea, what if you made it so for the DJ boss fight it could have a piano across the whole bottom of the screen and fire out the actual MIDI of the song at you
Well, for starters, congrats on graduating high school! I hope college is a nice and fulfilling experience. College is an extremely transitional time in someone life, and as someone who’s graduated at the end of last year, I can say that it’s very normal to get caught up in college and not have a hold of the things that made you “you” outside of your studies/work. What’s important to know is that once you’re out of college, you will have the leeway and free time to find out what those things are again. I had some online pals who I didn’t have the time to talk with, but since graduating, we talk just as regularly as we used to. Don’t sweat Slime Keep. Even if you are swamped, it will be there when you have the time to get back to it. Your channel will be, too. You’ve done great work, and I can’t speak for everyone, but I will continue to be a fan of you and Slime Keep, be the next upload a month or 4 years from now.
Thanks! Yeah, I'll just have to see about college. I obviously want to work on Slimekeep throughout it and just finish the game once and for all, but at the same time I don't want to put pressure on myself and release something I'm not happy with. Guess I'll just take things as they come and see how it goes :)
I just had a cool idea. Once you finish the game and kill the slime king, there will be unlocked a new mode which will be like a nightmare mode where everything will be 2 times harder and this mode will be called slimare. That would be super cool to have in your amazing game. Also thank you for being such a cool youtuber.
Question about difficulty and colour - How are you doing accessibility / scaling of the boss fight will it just be damage changing. Timing on the notes flying in time to the music may be challenging. i.e. less notes on lower difficulty. I understand you colour are the brand but the note on the checkerboard baord are a bit hard to see for me.
Yo, I don't know if you read these comments, but making the laser have a 2-3sprite animation going really fast to make it look like its flowing would make it look way better instead of a static sprite
I think that it would be cool if you had adaptive music for each non boss room and it will change depending on the stage of growth of the slimes by making certain elements of the music louder depending on the type of slime and removing the elements when that type of slime is killed
The new decorations look too much like items or collectibles because of the limited color palette. Maybe have them be either slightly transparent or more saturated?
I think the Piano attack can be improved, maybe instead of moving the piano from left to right, it can be a bigger sprite that doesn't have to move, so a bit harder by making it less predictable. The rest of the fight looks awesome tho. Another thing that would make a cool change would be a day/night cycle, giving you a time limit for each day, giving the game a bit more depth and really making you decide on how you should spend your day. You found Ron the Rat!11!!!1!!!11 🐀
The notes on the side coming out of the speakers are kind of redundant. It could be cool if there were pickups of the side that would occasionally appear to incentivize the player to take risks and try and cross the notes
Excellent work on the boss fight! The only thing I would change about it is the trumpet lasers, I don't think fit the theme of it and look weird, I would add a wave animation to it and maybe try to break it up so it's not one solid beam and more of a sound wave.
Yeah, and it would be really cool if you could see slimes playing the instruments.
Yeah that's true. I think they do look pretty static-y so I might have to work on that.
I was thinking something similar, but instead of trumpets, them being either laser lights or spotlights! Which still sticks with the dj theme
@@BenBonk what about making them move vertically as well as rotating, may make it harder and more intersting too. also Imo slime king needs another revamp, still a bit too easy for a final boss, but if you don't think so, that's fine.
New Slimelog! :D
I love how you used my music in the boss fights!
So all this time watching benbonk… WE HAVE BEEN THE SAME AGE!!! It’s crazy to have such great results at such a young age!
Lol thanks
I cannot believe benbonk is younger than me. What have I been doing with my life...
i read this comment before getting to that part of the video and thought "it's impossible they're both my age"
i was wrong
Same haha
Imagine being a year younger than him and also trying to get into game dev! Trust me it is a very chaotic feeling! I have never felt so powerful and weak but I know that I could to cool stuff like that in the future! (It may just take me awhile! Lol)
Looking great! But I think the new piano attack for the DJ boss fight should have a keyboard across the whole bottom of the screen and fire out the actual MIDI art of the music upwards at you
yes.
yes.
yes.
Yes.
yes.
OH MY GOD, I was waiting for this video ever since you made this boss, the bossfight was EPIC
😎
i love the remake you did for the DJ boss :0
it adds a lot of character and memorability to it :)
but i do think the trumpets should be shooting sound waves rather than laser beams
would be more thematically fitting
the amount of extra decor you made is nice too
i think it looks great! ^_^
though i think the whole rooms not having variety is due to the floor only being one colour and one type of floor for most rooms
Dude congrats on graduating and getting into college! As a game dev in college myself, yeah its pretty difficult to focus on school stuff AND my game. BUT, if there's anyone who can do this, its you!
Best of luck man, keep doing great!
Thanks! yeah it'll definitely be a step up and I'm sure I'll miss a lot of the free time, but I'll do everything I can to try to make it work.
You made me want to do game development
I'm so glad I found your channel
Keep up the great work
That's awesome, good luck dude.
man 42 that is such a big number I have been here since the start since 19 even and can't WAIT to see the final game and play it but no rush the more time you take the better it will be, keep it up
Can we talk about how awesome this music is? I can't wait for this game to come out so I can play it and for the OST.
Thanks, Splash is the GOAT.
Agree, I've been bopping along to it haha!
Im glad y’all like it :D
This is one of the most interesting looking boss fights I've seen in a while. Definitely going to be a favorite.
Congrats on starting college! I'm happy to follow along on this channel at whatever pace you choose :)
I have been wondering for a while now what most of the point of the mini-map as it's currently implemented is, and now with the question of optimisation, here's my pitch: Instead of it just showing a zoomed out version of the rooms, why not simplify it to squares that only show what sides they connect to other rooms, and maybe an icon to show the main feature of that room (e.g. house icon for your house, a dollar sign for a room with a shop, skull for a boss room, etc.). You wouldn't even need to track the player's position in the room for the mini-map, just whatever room they are currently in.
love the boss revamp, the attacks could do with some more impact like the projectiles flashing white when appearing or easing in/ out of movement like in Just Shapes & Beats to emphasise the sync
Gotcha, yeah I agree. Maybe if I get to more polish stuff in the game I can try that out
When you load another "zone" you have -100fps for a second. i think you can do a preload when the player is close to the zone
The new decorations look great! I think the natural features (rocks and vines) really fit the main rooms, and the benches would probably fill some empty space in the break rooms. I love the boss fight, it looks like a big improvement :) I don't if you already planned on adding animations to the boss attacks but it looks still, that and sfx might mix better to show how it matches the beat. Also, having more equal space on the sides of the room might make it easier to use the dash on it. ANYWAYS, these whole devlogs have taught me about game dev (I don't get as frustrated when I see what you go through) I'll definitely be playing it anytime it comes out !
I have 4 dumb ideas. First, a very expensive and rare heart container that permanently makes your max HP go up by one, maxing out at ~15 HP. Second, a very rare and expensive stamina vessel that increases dashed by 1 permanently, and maxes out at ~7 dashes. Third, a shield that blocks some attacks and reduces knockback. Last, a weapon that charges by collecting the souls of slimes. For example, if you killed a basic slime with your pistol, you would get a few souls. These souls are used as powerful bullets that can create a very small explosion that has high knockback and high damage. Soul bullets could not generate souls, though.
Everyone tell me what you think in the replies!
Put your thoughts here.
Hey benbonk! I have been watching this channel ever since slimekeep started and am so thankful for this channel and all the ways you helped me through tough times. You deserve way more subscribers than you have. Can’t wait to keep watching videos, even if they don’t come out monthly. Thanks :)
That's awesome dude, thank you for sticking with me for so long. Hope everything goes well with you, and I'm happy I could potentially help.
Thats really cool man! 🎉
13:00 If you ever wanted to experience TH-cam without adds, set your VPN to Russia. Russian users can't see adds, or make money from adds
loved the music part of the video! As you know, I'm making a devlog about making music and roguelike as well! we're brothers! :)
You should add faint cloud shadows that move across the screen randomly in certain parts of the game. That would create a much more imersive feeling if done right!
ok this is really cool and the music too
I love what you did with the boss! it looks like its going to be a fun challenge! Good luck at College and I can't wait for the next devlog!
That's great to hear, and thank you!
Loving the game progress so far. One thing I would suggest but all depends on how you want lay it out is explaining one or a few boss mechanics subtlely to the player. I thought I remembered in some older style games they would use some decoration items or enemy mobs near the boss entrance to introduce at least one mechanic either toned down or in some fashion to prepare the player for the more intense fight. Then once that decoration was destroyed (could be like a hidden turret object or whatever makes sense) or the enemy mob was defeated, it wouldn't respawn after the boss was defeated. Basically, because its like a mini tutorial for the boss. Hopefully that makes sense.
It's all up to you whether you want to totally surprise the player with different mechanics or not, just wanted to offer that concept.
Giving the player advance notice kind of makes it easier for them to understand how to beat the boss or survive an attack, but it also comes with the drawback of potentially reducing the difficulty.
5:03 any way you can sync up attacks to a midi file, so that you dont have to do it manually. Kind of like the pipe dream animusic video, where every note is hooked up to a specific animation.
The boss looks cool as fudge! The king of boss fight creation has blessed us yet again!
Thank you!
Instead of setting everything as a list for weapon timing, you could have the music have different triggers built/encoded in for each specific attack to watch for so just by changing the music the boss fight adjusts automatically to stay in sync.
This is fire man the sync is awesome
The boss fight looks great but I personally think it could benefit from some post processing. Screen shake color changes and so forth. Still great work!
Oh yeah, didn't even really think about that. Definitely could spice it up a bit. Thanks for the idea, I'll see.
Love your videos man@@BenBonk 👍
Not a Unity dev, but surely Unity has something like a canvas for UI. UI should never need a camera or in any way be influenced by the game world (unless your fog of war is incredibly hacky)
6:02 DUUUUUDEEEEEE you gave a really sick idea holy shit
a boss fight that has the midi of the song playing for you to dodge. like those synthesia piano roll videos. holy fuck that would be awesome, and i'd love to make the song thinking about people dodging it, and sneak in some midi art and everything
ughhh that's just too fucking cool
💥 Enjoy your ad free experience with Stands: www.standsapp.org/
5 days ago?
@@nobodycarewhoit's just TH-cam premiere
my wifi already blocks adds
You know what, this is the first time I'm actually gonna download something sponsored, I've been thinking about an adblocker, and this was the final push to make me do it
You should add mini dungeons with mini bosses
You should call the 3 different attack versions for the DJ boss verses
I literally just finished watching all the Slimekeep devlogs and this comes out... the timing is crazy
Oh crap we're almost the same age! And I just started college too! Congrats on graduating, and good luck with college!
If you're not already doing so, you should make it so each music loop in the bossfight switches which version. It would make the boss a bit more random during the fight while still keeping the beat.
Oh snap, I didn't even think about that. Maybe I'll change that in the future. Thanks for the suggestion
@@BenBonkthe different versions got different arrangement and midi tho lol
@@Splash029 😳
@@BenBonk you never noticed ?
The ending part is different in every version and the arrangement is different too lol
@@Splash029 arrange this ratio
Yaaay finally new video. I’ve been watching since the very beginning and I love your content
Ya know its kinda funny, you and me are very similar. I’m 18 as well and have been working on my game for about 2 years now and I’d say I’m about as far through it as you are with Slimekeep (Tho I’d say my games a tad smaller).
You’ve been a huge motivator to keep me working on my game, I can’t wait to watch as Slimekeep develops more and eventually becomes a finished game
Im not quite sure how the ui camera works, but can't you just set the canvas sort order higher, to go above the other one?
Yeah, not really unfortunately. It's really hard to explain, but basically the fog of war isn't even like an object in the game. It's some graphical render thingy, which frankly, I'm not even sure how it works because I didn't make it. I basically need the extra UI camera so the UI doesn't go under/below the fog. I tried emailing its creator awhile ago about having things layer differently, but it sounds like with how it was made that's just impossible. So yeah idk really.
@@BenBonk maybe you could spawn the fog with the rooms, and just put a box collider trigger on it, and if you touch it it can disappear. Even though it spawns more objects it could still be more efficient than the ui camera. Also I love your videos.
Dude, you just graduated high school?! That’s awesome and I totally love that you wanna focus on college and still work on the game. Personally, I always love sitting back and checking in whenever you upload, I didn’t even notice it was once a month. But it blows me away that your ability to code is this good in high school, it’s just one of those things that surprises people.
Anyway, I’ll still be looking out for your next vid, even if you don’t get to work on the game til your breaks, I’ll still be here! ❤
*suggestion* for improved variety in rooms:
Create an object that spawns a random wall decoration and then self-destructs. Write a quick script to replace all your hand-placed wall decorations with the spawner object. This way, every time you enter the same room layout, the wall decor will be different!
The same can be done for floor decorations, but it’s up to you if that’s important
I am so hyped for this game! It’s looking great so far!
looking great though it does lack some polish on the visuals department, the sprites of a lot of things are just too stagnant, adding animations like with what you have on the main speakers would make the fight look much better, also have the tubas line up with the shots they fire rather than just idly moving up and down, this also applies somewhat to the other bosses in the game that you have shown
i think a idea for optimizing the ui camera is to disable it rendering all layers and only render stuff in the ui layer
Bro really made an entire JSAB level
Hi Benbonk! I had an interesting idea for DJ BOSS, what do you think when the music speeds up (4:33) the camera starts moving in infinite motion, to match the boss aesthetic and make it more unique. Playing with the camera on certain bosses can be something very different and interesting
Maybe coming up with a theme for the entire games location could help decorate the rooms. Maybe making the rooms be some kind of park with pathways could be cool or honestly whatever you come up with.
Good luck in college!
Trumpet lasers look a bit static compared to everything else. Maybe making them shake a bit would look nice. Everything else looks really cool!
Got this a few times, I'll prob try to make them less static-y in the future :)
for the UI camera, could you just have render or whatever when the UI is updated?
Nah but that boss theme SLAPS. Your composer got talent.
In the rooms what about rocks or grass that can block a certain amount of projectile that randomly generates whenever you enter the room taking a page out of other roguelites (which has furniture)
Wow i didn’t know you were 18! I'm 17 and I have not made anything as cool as you have but I know I could one day make a game as cool as yours! (I think it will be a bit before I make boss battles that cool!) I hope college goes well for you! I am currently working on a project related to slimes as well! It is probably my biggest project yet but I am making sure to keep it at a reasonable scale. My sophomore year i made a game for FBLA and got 4th in the state of Missouri so I guess I'm not too bad. I hope both of our games about slimes are successful! I am excited to see the next dev log!
For the UI, instead of having a separate camera, can you put it on a separate render layer? It might be called sorting layer, I can't remember. If you put it higher than the render layer of everything else it should overlay.
Not sure if that will work with how the Fog of War functions, but I'll give it a shot. Thanks for the suggestion.
i think there could be some screen shake in the dj fight because of the music
Nice work! I'd suggest syncing the camera to the music as well so it's not so static and the beats feel more alive
Boss fight looks and sounds great!
5 Optional suggestions:
1: Add a setting to remove corruption if you don’t like it
2: A narrator/bot to read text somehow
3: Language Settings (for multiple episodes)
4: By beating the game, you get to unlock full-colour mode
5: Mapping system so people have their own maps to make, and pick between an automated slime system or add their own
If you use any of these ideas, I would like to have my name in the credits (optional)
I prefer if you use YTScratchStuff in the credits (I am using another account)
good luck in college!!! hope to see more slimekeep, but take as much time off as you need for school!
Thank you! I'll see how it goes, but hopefully I'll still have time to work on the game here and there.
Okay, don’t even know if you will see this but here goes. I had a problem like the ui camera for my fps where I want to render the weapon on a different camera to remove clipping. What you should do is make a new layer for the ui. And have the ui camera only render that layer and the normal camera never render that layer. Worked for me hope it does for you.
the furniture and other things in the room look very cool, i really like those :)
The DJ fight is gonna be this game's fan favorite boss, kinda like Zenith in Paper Planet if you know that game
yo congrats on graduating man!
Oh man that music and that boss fight is 🔥
can you use the benches for cover? If not, I think that would be a neat idea!
I dont think the piano (version 2) has enough warning. The keys should flash green or something before they shoot so that you know how to dodge if your at the bottom
I know a lot of people are probably saying this, but I had no idea you were so young! Congrats, you're a really good developer
I don't know how to implement this in unity but the ui elements should have abstractions and basically everytime you change some value it re-renders the element.
You could also do this for the minimap where you only update it when the player moves. You can also make the minimap render a bigger area than the part you see and if the movement doesn't go outside that additional part you don't do anything.
I just found your channel with this video, your game looks really cool!
I guess you could say the short passages of music really reVAMPed the fight.
Hey, ben looks cool. I'm writing this comment after getting to 5:37 (what I'm talking about comes before that). The attacks are cool, but the character definitely seems to stay in the same place the whole time. Like, I really doubt anyone would ever purposely go on the sides or closer to the dude for fear of getting hit. I think a solution to this could be either making the attacks crit on the north and sides of the arena or drawing a line where you can't shoot projectiles / the projectiles will hit the line instead of your target. Or, maybe you could get knocked onto the sides by the attacks. Also the trumpets 🎺 look like lightsabers.
I think you should add difficulty options
Might happen in the future, but no promises.
I had an idea, what if you made it so for the DJ boss fight it could have a piano across the whole bottom of the screen and fire out the actual MIDI of the song at you
i had no clue you were only 18 ! keep up the great work
Well, for starters, congrats on graduating high school! I hope college is a nice and fulfilling experience.
College is an extremely transitional time in someone life, and as someone who’s graduated at the end of last year, I can say that it’s very normal to get caught up in college and not have a hold of the things that made you “you” outside of your studies/work. What’s important to know is that once you’re out of college, you will have the leeway and free time to find out what those things are again. I had some online pals who I didn’t have the time to talk with, but since graduating, we talk just as regularly as we used to.
Don’t sweat Slime Keep. Even if you are swamped, it will be there when you have the time to get back to it. Your channel will be, too. You’ve done great work, and I can’t speak for everyone, but I will continue to be a fan of you and Slime Keep, be the next upload a month or 4 years from now.
Thanks! Yeah, I'll just have to see about college. I obviously want to work on Slimekeep throughout it and just finish the game once and for all, but at the same time I don't want to put pressure on myself and release something I'm not happy with. Guess I'll just take things as they come and see how it goes :)
Great video Ben! I hope you enjoy college, good luck!
Brilliant update to the fight. I think it looks really fun, how does it feel when playing?
Thanks as always Skeffles. I think it’s pretty fun to play, but I guess I’ll just see how the play testers feel about it.
@@BenBonk brilliant!
I just had a cool idea. Once you finish the game and kill the slime king, there will be unlocked a new mode which will be like a nightmare mode where everything will be 2 times harder and this mode will be called slimare. That would be super cool to have in your amazing game. Also thank you for being such a cool youtuber.
Question about difficulty and colour - How are you doing accessibility / scaling of the boss fight will it just be damage changing. Timing on the notes flying in time to the music may be challenging. i.e. less notes on lower difficulty.
I understand you colour are the brand but the note on the checkerboard baord are a bit hard to see for me.
Yo, I don't know if you read these comments, but making the laser have a 2-3sprite animation going really fast to make it look like its flowing would make it look way better instead of a static sprite
Totally agree with you, and yes I read these comments lol
It's great seeing a game about music. Those are hard to come by.
i love youre videos i have been following since the very start and love when you upload😊
Are you planning on adding any difficulty increases to the game? I would love to see a turbo mode (like in Enter the Gungeon).
I think that it would be cool if you had adaptive music for each non boss room and it will change depending on the stage of growth of the slimes by making certain elements of the music louder depending on the type of slime and removing the elements when that type of slime is killed
The new decorations look too much like items or collectibles because of the limited color palette.
Maybe have them be either slightly transparent or more saturated?
How about adding a spare option to all the boss fights like you did with the king
UI cam seems like a big mistake you can just make the render index higher of the UI its already in the inspector kinda hidden tho
As a tuba player I can confirm that those whole note projectiles coming from the tubas are accurate.
Let's goooo
calling this boss old made me feel old because it feels like yesterday since it was first added
epic video i love this
how was your comment posted before the video came out
Wait what
@@lazerblazerthe4thtent ?
@@Arcturus1239 got access to it 15min early
Im currently trying to make a roguelike and your videos inspire me to put in the work to make it better,
recommend making the boss hgealth bar using the darker half, it blends A LOT with the background.
Another option could be dynamic music, with specific instruments playing during certain attacks
I’m totally addicted to indie roquelikes, I’m gonna no life this like I did with patch quest…
Lol let's gooo
I think the Piano attack can be improved, maybe instead of moving the piano from left to right, it can be a bigger sprite that doesn't have to move, so a bit harder by making it less predictable. The rest of the fight looks awesome tho.
Another thing that would make a cool change would be a day/night cycle, giving you a time limit for each day, giving the game a bit more depth and really making you decide on how you should spend your day.
You found Ron the Rat!11!!!1!!!11 🐀
The notes on the side coming out of the speakers are kind of redundant. It could be cool if there were pickups of the side that would occasionally appear to incentivize the player to take risks and try and cross the notes
I think adding some rugs would help with all the rooms looking plane.
Would it be possible, to add a melee weapon, like a Katana, which gives more slime coin after kills? For a high risk high reward playstyle!
look into ui batching i imagine itll help out alot
Woah, assumed you were already in college this whole time. Best of luck and no pressure to keep up the same pace, but hope you do finish it
Maybe you could update the UI camera only when the UI changes