Big props for all of the awesome stuff you're creating! I feel absolutely humbled to have an audience like this. Check out the description for time stamps and download links for all of the games. :)
[This comment is in no way intended to sound negative or detract from the game creator's skill] On the third game, the animations and character are very well done, mostly because they are premade package that you can purchase. I know this because I too own the package and so can you! This in no way detracts from the work that the game designer did. I only bring this up because I want other creators to know that creating a character with that level of quality is very is easy to purchase and bring into your games, in this game it is a Unity asset. So if you think the 3rd game looks amazing and you want to make something just as good, you 100% can! Unity makes it very easy to get high quality assets like this. The game looks great!
@@sentientsaladstudios6326 assetstore.unity.com/packages/3d/animations/rpg-character-mecanim-animation-pack-63772 This appears to be the asset used. Its a really good one too, I bought it myself and it works great! These people also do smaller animation packs (many of which I have purchased) that are top notch. I highly recommend them all!
On the Grand Illusionist, Increase the damage every time the ball bounces off a wall. Add a cool down to be able to pick the ball back up. Encourages more careful and strategical gameplay
Hey Jonas, thanks a lot for playing my game! I learned a lot from your feedback. I was also worried that the game lacks strategy. The main decision the player had to make was which enemy to hit first. Other than that there wasn't much. I was reminded of this fear while watching this video, so I decided to do something about it! I thought your idea of getting rid of the ball bouncing off the enemies was the most interesting and intuitive (and easiest lol) so I quickly modified the code and it is now SOOOOOOOOOO much more interesting! You now have a good reason NOT to shoot, which is awesome. Players need to pick their targets much more carefully and think about how many balls they need to use. Thank you again, that little bit of feedback greatly improved my game.
One thing I was thinking off, you could make durability for the balls, for example, if they are thrown 50 times they "break" or disappear or if they hit an enemy 50 times. This would make it more fun and also harder and players would need to think instead of just spamming the balls.
@@unearthlynarratives_ Yeah, that could be an interesting workaround! Kinda like how you can't just use a really good weapon in Breath Of The Wild because it will break. Thanks for the suggestion!
Hey, I have a few ideas for you. 1. Make the enemy's projectiles faster, but unable to go through walls, that way the player would have to be a bit more cautious when moving around rather than just running straight in. 2. Your game NEEDS diagonal surfaces. That way, the player could hit enemies from around a corner with a well aimed shot. 3. Switches that require something on them to remain activated. The idea is that you'd need to leave a ball on it if you need it to open a door, for instance. 4. Those shields should not go all the way around the enemy they are protecting. They should be small, but should follow the player, so that in order to hit the enemy that they're protecting the player will have to bounce the ball off of something to circumnavigate the shield. 5. Some kind of lava, or a barrier that you can't walk on, but you can throw balls over.
For the first game, a purely melee enemy that keeps chasing you. This will force the player to move around as he shoots, and then move around some more while avoiding the enemies, to pick his ball back up
I didn't submit anything but I just wanted to say you give very good and helpful feedback. Usually when people give feedback in general they tend to just look at the good parts because they're scared to discourage or offend the creator by mentioning something negative, but you were very clear with what you liked and what you thought was bad, and how to improve it. When I start making a game seriously that I intend to relese you're the first one I'll ask when it comes to asking youtubers/streamers to try my game :)
I know you will read this. At first, I looked at you as you would be a joke. And now it just hit me - you are hardworking superman dude. Love your continent, honesty and the mood. Lot of youtubers are trash even though they have talent. You are my gem in this developer journey. Thank you greatly! Subbed
Negative feedback is the best source of inspiration of creativity it shows where your weakness is and shows where to put your attention to improve your product
Jonas Tyroller if you craft a 1-off build, your Anti Virus is not going to catch it. Be sure to use a VM, or use a burner pc that you can reinstall at will (note that some malware can persist in hardware like your HDD/SSD firmware and even your bios/uefi
@@JonasTyroller Tech guy here, you're absolutely right. However the biggest ones will detect most things, as long as you keep the register updated. Basically a list of all viruses that have been found before. Obviously new viruses get created all the time, but they all get found eventually. Personally, I use windows defender (it's built in, but actually decent) and Malwarebytes to perform system scans
I'm really impressed by your feedback! You really gave other people's games and how to improve them some serious thought and some great ideas. Really great game designing!
Jonas, I just watched your "Things I Don't Feel Comfortable Telling You About " Video and I am seriously with you on every single point, it was like watching myself. I dont know where Im going with this but it was kinda inspirational seeing that video and seeing you today. How far you've come.
I have some ideas for the first game: you can make boss level, in which you just have ONE ball. If you have 3 balls right before the boss level, you could make two button, which you can activate with the balls. And you can make it so that the enemy as a small chance to reflect your balls.
Restricting the player's abilities and taking power away from the player can definitely makes for some interesting moments. Cool idea to do so with buttons.
13:38 guy who developed this game - PLEASE FINISH IT! This game look very interesting and cool! But, yes: you need give player some story (maybe character be like a kinda the Witcher) P.s. Sorry for my grammar, I'm from Ukraine and not speak in English good)
Hey Jonas, Giving design feedback on simple WIP games is a really cool idea and is super useful to new game developers (as well as slightly more experienced ones). Please keep it up :)
Starting with the rabbits and then ramping up the difficulty with the magicians after the player gets used to throwing balls seems like a sensible approach to teach the player the mechanics.
Thanks! That's what I was going for. I think the game is a little too hard, but Jonas thinks it's fine tho so maybe not lol (I guess I'll just have to playtesy more)
On Artificer’s Journey I think the movement animations could be way smoother (the transitions) because they lot a bit unnatural. I would also make the player outline thinner or a different colour. The sound effects could also do with some work but apart from that it’s AMAZING. Definitely better than anything I could do 😂
So happy to see this again! This is by far my favorite series of yours, Jonas. You have the best eye for game design of any gamedev TH-camr I'm aware of. Hope you make more!
An idea that I have for the jester ball throwing game is to put the player on a track. Like, maybe they’re on a ride of some sort that sticks to a particular path or paths throughout the stage. That would limit player mobility enough that it would force the player to work on aiming and strategizing when to use their balls. The ride could also have a scooping tool that would collect nearby balls that are close enough to the track. This would conflict with the enemy shield mechanic, but if you made shields instead that only covered the front half of the enemies (which would make the player have to ricochet the balls off of walls to hit behind the enemies) then I think that would be a good substitute for the full shields
I really like the feedback you give here. This is really high quality feedback and you offered so many brilliant ideas that would genuinely improve all of the games
In the first game. I think that maybe the balls should do damage if you pick them while they are still fast. This way atacking while close to the enemies whould be discouraged.
The first game should take up a 2d puzzle platformer route instead of a top down dungeon crawler. The ball physics would make more sense. Adding a God of War weapon call mechanic could fix the pacing and can make for interesting puzzles concepts.
That juggling ball game needs some... JUGGLING. One way to do this: Have the juggler passively juggle the balls giving the ball the same xy velocity as the juggler as it is thrown. The juggler must be under the ball as it falls to catch it again. You will need good timing to change directions. Charge up a ball for a more powerful attack by throwing it high into the air. This power-up applies only to the specific ball you threw high and lasts until the ball touches the ground.
@@JonasTyroller My guess is that the sheep are people, and the pushing sort of mechanic is how the internet and other influences force the sheep into a certain way of thinking. After that, even if they are proven wrong and their influences change their opinion, they are firm on the subject. Led by the shepard.
The sound effect of the first game can be used as gameplay mechanic . as player u have to hit the enmmies in order to generate some sort of music sound you can combine that with color where each color in a ball do a specific music note, the story behind it could be, the clone loves music tell he got made crazy and he start killing people thinking in his mind he is making music x)
I like the first game! Reminds me of kingdom come deliverance. Its a nice medieval setting as an jester. Hope he adds interactive funny quests. 10/10 buy for me if he adds medieval story telling/quests.
Very cool idea :) and cool video. Would have loved to sumbit my game, but its not yet in a showable state ^^. Also take it easy with your community, its just the nature of things. The more you grow the less time you will have to interact.
Love the graphics style on the third game feels like it could be really really good if like you said the story had a proper direction and the ui and sounds were cleaned up
For the last two they could add in a line or two of text each level which will add in a little bit of story to the game without being very distracting. They could also add in a timer which some people might like since they can try to beat the level faster.
Those things you're pushing around in Grazerment are probably sheep that are grazing on a field of grass. The player is probably a shepherd (though I don't know why he looks like that) and the brown is dirt after they ate all the grass. The white walls do look out of place and should have been grey rocks like you said. That's my interpretation of that game anyway. The sprites are SUPER zoomed in and low pixel.. but it's kind of an interesting art choice. Tho it needs to be clearer what everything is supposed to be. I think the biggest problem is identifying what each sprite is, and so improving the clarity of the art would be a huge step to making the game less of a confusing nightmare of blobs.
I've been working on a skating sport game for a while. Roller Champions scared me at first, but mine is 2D and totally different gameplay wise. Similar is okay, now you have competition! lol
I was about to say that the first game super have potential and that i would like to see how 2 years later in development would do to it. Then i realized tbis vid is fron 2 years ago xD. Oh boy i really want to see more of this jester game now and i hoooope its not a dead project
with this green shirt you look a bit like an elf :D love your commitment Jonas, hope you will check other one's games again, I might add something soon :D
8:20 How about making a copy of the ball spawn whenever you bounce it off of a wall? The copy would just go until it hits something or slows to a stop then disappear, but it would encourage the player to bank shots because you get spread shots.
I really liked that 3D game 13 minutes in. I also have a little bit of criticism for the last game: please give the player’s ball a shadow. It’s messing up how I see the game. It looks kind of like the ball is floating.
@@JonasTyroller Thank you very much, this is a link to the game apk it's an android game, I am looking forward to your feedback this is my first game through it I learned how to program and many other things about game dev it consists of 96 levels every 16 levels the game look changes I know it's so long and many people don't get to see the other things I put in it but overall should I reiterate on this project or should I give up apkpure.com/viking-adventure-epic-battles/com.Zeyad.IVARTHEVIKING
@@zeyadjy7229 personally I recommend cutting it down, I know you spent a lot of time making 96 levels but maybe take the best 20 and have it change every 5. You can always add the other levels to unlock when u finish the main game. The main point here is that most people aren't going to play more than 5 levels before they get bored, however if you bring in new content after 5 rounds they are more likely to stay and continue playing.
Hi :) I'm the creator of Snake Man and I wanted to thank you for reviewing my game :) I think that remark about the content of the mail was directed to me ;) Really appreciate that you picked my game and spend some time with it! Currently, I'm adding new mechanics and updating graphics. I think I will release an update soon. If you want to check and review new stuff then let me know I'll email you when it's done ;)
With that first game, make it so the ball turns red for just a second after ricocheting and can hurt the player, forcing the player to throw the ball in a direction that is both not ricocheting back at them and which you can easily retrieve the ball from.
Hi Jonas, I believe you could attract a wider audience by introducing visual scripting in Unity of which there are 3 major ones as you surely know. I know you can code and maybe dont like the idea of working with it. But making only one to three videos with for example Playmaker would attract people to your channel that feel learning to code is too much. A considerable amount of the world population loves the idea of game dev and only a small fraction of them really attempt it. You could invite those people to your channel. Tutorial videos for for exanple Playmaker exist but are not abundant so thats another chance.
Big props for all of the awesome stuff you're creating! I feel absolutely humbled to have an audience like this.
Check out the description for time stamps and download links for all of the games. :)
Atleast your giving honest feedback. Hope your community grows more ✌
@@RonitManhas Somewhat honest because being too honest can be quite unconstructive. Thank you! :)
Hello Shaggy :)
@@240garchive Hi
From which country are you?
I found you today and subbed, really nice Videos (-;
"Regular guy from the internet"
You dont fool us, legolas
XD
But he is the high elf Tyrodaal!
I don't even know this fellow.
@@guyclykos I saw your comment just as he said guy from the internet
This is Bjorn Ironside, not Legolas.
[This comment is in no way intended to sound negative or detract from the game creator's skill]
On the third game, the animations and character are very well done, mostly because they are premade package that you can purchase. I know this because I too own the package and so can you! This in no way detracts from the work that the game designer did. I only bring this up because I want other creators to know that creating a character with that level of quality is very is easy to purchase and bring into your games, in this game it is a Unity asset. So if you think the 3rd game looks amazing and you want to make something just as good, you 100% can! Unity makes it very easy to get high quality assets like this. The game looks great!
What asset is it if you mind me asking?
@@sentientsaladstudios6326 assetstore.unity.com/packages/3d/animations/rpg-character-mecanim-animation-pack-63772
This appears to be the asset used. Its a really good one too, I bought it myself and it works great! These people also do smaller animation packs (many of which I have purchased) that are top notch. I highly recommend them all!
Thanks!
@@TheIronicRaven But seems like the other stuff are made by him
TH-cam really needs a Q+A section in the comments so you can reply to the important comments without having to slog through the rest of them
You can use hashtags for a similar effect.
@@dimensionalblade2778 But how
search @@theodorechatzis7881 TH-cam comment finder on google and filter only the ones with #q&a !!
Ok
Just make a fiscord server with qna channel
On the Grand Illusionist, Increase the damage every time the ball bounces off a wall. Add a cool down to be able to pick the ball back up. Encourages more careful and strategical gameplay
Oh dang, that sounds interesting! That would make it so that you have to bounce it on the wall as many times as possible. Thanks!
9:29 Sheep. Those are lawn mowing SHEEP! xD
Haha. Ooops. xD
I was thinking the same thing. "Graze"erment. Grazing sheep.
That makes those white blobs sleeping sheep
lol that was funny tho
Hey Jonas, thanks a lot for playing my game! I learned a lot from your feedback.
I was also worried that the game lacks strategy. The main decision the player had to make was which enemy to hit first. Other than that there wasn't much.
I was reminded of this fear while watching this video, so I decided to do something about it! I thought your idea of getting rid of the ball bouncing off the enemies was the most interesting and intuitive (and easiest lol) so I quickly modified the code and it is now SOOOOOOOOOO much more interesting! You now have a good reason NOT to shoot, which is awesome. Players need to pick their targets much more carefully and think about how many balls they need to use.
Thank you again, that little bit of feedback greatly improved my game.
One thing I was thinking off, you could make durability for the balls, for example, if they are thrown 50 times they "break" or disappear or if they hit an enemy 50 times. This would make it more fun and also harder and players would need to think instead of just spamming the balls.
@@unearthlynarratives_ Yeah, that could be an interesting workaround! Kinda like how you can't just use a really good weapon in Breath Of The Wild because it will break.
Thanks for the suggestion!
@@AntiqueGear no problem, good luck, hopefully it all works out for you!
@@unearthlynarratives_ Thank you! I think it will.
Hey, I have a few ideas for you.
1. Make the enemy's projectiles faster, but unable to go through walls, that way the player would have to be a bit more cautious when moving around rather than just running straight in.
2. Your game NEEDS diagonal surfaces. That way, the player could hit enemies from around a corner with a well aimed shot.
3. Switches that require something on them to remain activated. The idea is that you'd need to leave a ball on it if you need it to open a door, for instance.
4. Those shields should not go all the way around the enemy they are protecting. They should be small, but should follow the player, so that in order to hit the enemy that they're protecting the player will have to bounce the ball off of something to circumnavigate the shield.
5. Some kind of lava, or a barrier that you can't walk on, but you can throw balls over.
For the first game, a purely melee enemy that keeps chasing you. This will force the player to move around as he shoots, and then move around some more while avoiding the enemies, to pick his ball back up
More people like this so the creator sees!
I didn't submit anything but I just wanted to say you give very good and helpful feedback. Usually when people give feedback in general they tend to just look at the good parts because they're scared to discourage or offend the creator by mentioning something negative, but you were very clear with what you liked and what you thought was bad, and how to improve it. When I start making a game seriously that I intend to relese you're the first one I'll ask when it comes to asking youtubers/streamers to try my game :)
Well done to everyone who's games were shown❗️, and nice comments Jonas, very constructive, such a diplomatic human 🧐😎
I'm trying. Thank you. :D
I know you will read this.
At first, I looked at you as you would be a joke. And now it just hit me - you are hardworking superman dude. Love your continent, honesty and the mood. Lot of youtubers are trash even though they have talent. You are my gem in this developer journey. Thank you greatly! Subbed
Negative feedback is the best source of inspiration of creativity it shows where your weakness is and shows where to put your attention to improve your product
What if someone submits malware and your PC becomes the game? :)
That would stink. You reminded me that I should probably backup my data again. lol :P
Thats true tho, many of my friends computers have viruses including me so using antivirus is really advised
@@bongobliss5795 I obviously have that but I doubt it protects you against everything.
Jonas Tyroller if you craft a 1-off build, your Anti Virus is not going to catch it. Be sure to use a VM, or use a burner pc that you can reinstall at will (note that some malware can persist in hardware like your HDD/SSD firmware and even your bios/uefi
@@JonasTyroller Tech guy here, you're absolutely right.
However the biggest ones will detect most things, as long as you keep the register updated. Basically a list of all viruses that have been found before. Obviously new viruses get created all the time, but they all get found eventually.
Personally, I use windows defender (it's built in, but actually decent) and Malwarebytes to perform system scans
I'm really impressed by your feedback! You really gave other people's games and how to improve them some serious thought and some great ideas. Really great game designing!
Thank you. :)
9:40 Identifies (probably) sheeps as cars.
Hopefully I'm also wrong. :P
Jonas, I just watched your "Things I Don't Feel Comfortable Telling You About
" Video and I am seriously with you on every single point, it was like watching myself. I dont know where Im going with this but it was kinda inspirational seeing that video and seeing you today. How far you've come.
Thank you. Was definitely scary to upload something like that shortly after starting the channel. :p
23:22 that game is made in Godot Engine :D
Well done
I have some ideas for the first game: you can make boss level, in which you just have ONE ball. If you have 3 balls right before the boss level, you could make two button, which you can activate with the balls. And you can make it so that the enemy as a small chance to reflect your balls.
Restricting the player's abilities and taking power away from the player can definitely makes for some interesting moments. Cool idea to do so with buttons.
Hey! Thanks for playing my game Jonas! I'm still learning and your advice was very helpful. :)
which one was yours?
You're welcome. Keep going man! :)
Artificer’s Journey could be a cool adventure RPG if the NPCs had longer, more human dialogue, and there was a bigger story, like Jonas mentioned
13:38 guy who developed this game - PLEASE FINISH IT! This game look very interesting and cool! But, yes: you need give player some story (maybe character be like a kinda the Witcher)
P.s. Sorry for my grammar, I'm from Ukraine and not speak in English good)
Hey Jonas,
Giving design feedback on simple WIP games is a really cool idea and is super useful to new game developers (as well as slightly more experienced ones). Please keep it up :)
Starting with the rabbits and then ramping up the difficulty with the magicians after the player gets used to throwing balls seems like a sensible approach to teach the player the mechanics.
Yes, totally. The difficulty ramp-up in The Grand Illusion was quite pleasant so far.
Thanks! That's what I was going for.
I think the game is a little too hard, but Jonas thinks it's fine tho so maybe not lol
(I guess I'll just have to playtesy more)
On Artificer’s Journey I think the movement animations could be way smoother (the transitions) because they lot a bit unnatural. I would also make the player outline thinner or a different colour. The sound effects could also do with some work but apart from that it’s AMAZING. Definitely better than anything I could do 😂
So happy to see this again! This is by far my favorite series of yours, Jonas. You have the best eye for game design of any gamedev TH-camr I'm aware of. Hope you make more!
Ohhh. Don't humble me too much. Thank you. ;D
the last game and the one with the sky islands looks very interesting!
An idea that I have for the jester ball throwing game is to put the player on a track. Like, maybe they’re on a ride of some sort that sticks to a particular path or paths throughout the stage. That would limit player mobility enough that it would force the player to work on aiming and strategizing when to use their balls. The ride could also have a scooping tool that would collect nearby balls that are close enough to the track. This would conflict with the enemy shield mechanic, but if you made shields instead that only covered the front half of the enemies (which would make the player have to ricochet the balls off of walls to hit behind the enemies) then I think that would be a good substitute for the full shields
So disappointed I missed the date to submit in this, but great job on the video! Keep it up and nice criticism for the games! :)
There'll be another chance. Thank you. :)
Jonas Tyroller Awesome! Can’t wait :)
I couldnt send my game in but i learned so much by all ur feedback in those games
I'm happy to hear that. Awesome! :)
That rolling ball game's design is awesome! Also, it would be great if it's also available on android.
I really like the feedback you give here. This is really high quality feedback and you offered so many brilliant ideas that would genuinely improve all of the games
I really enjoyed this video!! Are you thinking of part two? 😅
Yes. I'll let you know in a community post again before we do the next one. :)
Actually been watching the Grand Illusion's devlog for a while. Surprised to see him here.
Oh hi! :D
Good video. It gives the chance to smaller indies to get noticed as well and that's a good thing :D
Thank you. I'm happy you think that way. For the most part I hope it motivates people to keep going! :)
Jonas: I dont have time to play all of your games...
Also Jonas - Plays 8 minutes with one game -.
You look like an elf, rocking those pointish ears.
The second game is moving sheep. You're try to get them to graze (eat) the whole field
In the first game. I think that maybe the balls should do damage if you pick them while they are still fast. This way atacking while close to the enemies whould be discouraged.
Excellent idea. That's pretty intuitive as well. Nice.
that ball game looks like it could be an instant classic. very very impressive games and great video
The first game should take up a 2d puzzle platformer route instead of a top down dungeon crawler. The ball physics would make more sense. Adding a God of War weapon call mechanic could fix the pacing and can make for interesting puzzles concepts.
I really like that concept! I'm no good at puzzle game design tho.
That juggling ball game needs some... JUGGLING.
One way to do this: Have the juggler passively juggle the balls giving the ball the same xy velocity as the juggler as it is thrown. The juggler must be under the ball as it falls to catch it again. You will need good timing to change directions.
Charge up a ball for a more powerful attack by throwing it high into the air. This power-up applies only to the specific ball you threw high and lasts until the ball touches the ground.
Those white balls that explode after you kill the enemy in the first game should injure you
That would be interesting. Kinda like explosive barrels or enemies. Thanks for the idea! :D
Nice Video, Jonas!
I always like your Game-Design videos
Glad to hear it. Thank you. :)
Im guessing Artificer's Journey's creator took some inspiration from skies of arcadia, by the look of the level layouts.
For the first game, make the balls explode so they damage you if you get too close
Artificer's Journey and Snake Man seem like very fun games.
Both of those games are linked in the video description. ;)
Too bad i didnt had to show something, i wanted to show something finished or something that feels like a game
Nachträglichen Glückwunsch für die 10K
Where are you from?
Germany
@@berhanewheeler4651 Cool, me too
Hey me too!
I that weird dude from the UK
Malaysia
Love that you keep doing good content even when you got popular, good video :)
The grazerment game looks really neat, it could really benefit from more detail graphics and some animations when you push the sheep around
Artificer's journey has a lot of potential. Keep up the good work
Grazerment is actually a political game I made overnight. I should've told you before you selected it to review. Good review anyway!
Haha. Cool. How is it political?
@@JonasTyroller My guess is that the sheep are people, and the pushing sort of mechanic is how the internet and other influences force the sheep into a certain way of thinking. After that, even if they are proven wrong and their influences change their opinion, they are firm on the subject. Led by the shepard.
Artificers Journey seems really cool. Great potential here.
The last one was fantastic indeed.
The sound effect of the first game can be used as gameplay mechanic . as player u have to hit the enmmies in order to generate some sort of music sound you can combine that with color where each color in a ball do a specific music note, the story behind it could be, the clone loves music tell he got made crazy and he start killing people thinking in his mind he is making music x)
I feel like that first game's bouncing and retrievable ammo mechanic could make an interesting bullet-hell game XD
I’m really interested in Artificer’s Journey and how it could work out
I like the first game! Reminds me of kingdom come deliverance. Its a nice medieval setting as an jester. Hope he adds interactive funny quests. 10/10 buy for me if he adds medieval story telling/quests.
Very cool idea :) and cool video. Would have loved to sumbit my game, but its not yet in a showable state ^^. Also take it easy with your community, its just the nature of things. The more you grow the less time you will have to interact.
Thank you. No worries. I have a feeling this video format will return sooner or later. :D
@@JonasTyroller Great! Its also very interesting to see what other guys are doing :)
@@PhodexGames Yeah, I found that quite interesting as well. I feel like I know a lot better what you're all up to now. :D
Love the graphics style on the third game feels like it could be really really good if like you said the story had a proper direction and the ui and sounds were cleaned up
what an awesome guy - you're tips were helpful to watch even though I didn't make any of these games - great content - love this channel
Thank you very much Sir. :)
For the last two they could add in a line or two of text each level which will add in a little bit of story to the game without being very distracting.
They could also add in a timer which some people might like since they can try to beat the level faster.
Those things you're pushing around in Grazerment are probably sheep that are grazing on a field of grass. The player is probably a shepherd (though I don't know why he looks like that) and the brown is dirt after they ate all the grass.
The white walls do look out of place and should have been grey rocks like you said.
That's my interpretation of that game anyway.
The sprites are SUPER zoomed in and low pixel.. but it's kind of an interesting art choice.
Tho it needs to be clearer what everything is supposed to be.
I think the biggest problem is identifying what each sprite is, and so improving the clarity of the art would be a huge step to making the game less of a confusing nightmare of blobs.
9:39 Those car thingy are probably sheeps
That Grazerment game is really similar to a concept I was working on... Damn 😅
To deal with such problems, make sure to use a completely out of box mechanic or just new skins lol
That's not a big problem. I'm sure the game will turn out quite different. Puzzle games often share some of the same mechanics.
I've been working on a skating sport game for a while. Roller Champions scared me at first, but mine is 2D and totally different gameplay wise. Similar is okay, now you have competition! lol
I was about to say that the first game super have potential and that i would like to see how 2 years later in development would do to it. Then i realized tbis vid is fron 2 years ago xD.
Oh boy i really want to see more of this jester game now and i hoooope its not a dead project
the best I once did is create a game in gamemaker..
smh
Please do more of these
Love your videos. you inspire me to start making mu own game.love your mick donul hair line .
Saport tensing.
*im so proud of this community*
19:43 I guess I can't get up here,
Me: (screaming) USE THE INSTA BOX DUDE!
In the first game I'd definitely get rid of the white orbs after each kill because I cant help but expect them to do damage
with this green shirt you look a bit like an elf :D love your commitment Jonas, hope you will check other one's games again, I might add something soon :D
that snake one is awesome casual yet challenging.
I'd make it a mobile game
for the grand illusion i would probably make the balls bounce back less
Interesting tweak. Thanks for the suggestion!
8:20 How about making a copy of the ball spawn whenever you bounce it off of a wall? The copy would just go until it hits something or slows to a stop then disappear, but it would encourage the player to bank shots because you get spread shots.
I really liked that 3D game 13 minutes in. I also have a little bit of criticism for the last game: please give the player’s ball a shadow. It’s messing up how I see the game. It looks kind of like the ball is floating.
can I send you my game, maybe for a nex similar video
Sure. :)
@@JonasTyroller Thank you very much, this is a link to the game apk it's an android game, I am looking forward to your feedback
this is my first game through it I learned how to program and many other things about game dev
it consists of 96 levels every 16 levels the game look changes I know it's so long and many people don't get to see the other things I put in it but overall should I reiterate on this project or should I give up
apkpure.com/viking-adventure-epic-battles/com.Zeyad.IVARTHEVIKING
@@zeyadjy7229 personally I recommend cutting it down, I know you spent a lot of time making 96 levels but maybe take the best 20 and have it change every 5. You can always add the other levels to unlock when u finish the main game. The main point here is that most people aren't going to play more than 5 levels before they get bored, however if you bring in new content after 5 rounds they are more likely to stay and continue playing.
Hi :) I'm the creator of Snake Man and I wanted to thank you for reviewing my game :) I think that remark about the content of the mail was directed to me ;) Really appreciate that you picked my game and spend some time with it! Currently, I'm adding new mechanics and updating graphics. I think I will release an update soon. If you want to check and review new stuff then let me know I'll email you when it's done ;)
Awesome. Sure, send me the update. I'll try to check it out if I find the time. :)
With that first game, make it so the ball turns red for just a second after ricocheting and can hurt the player, forcing the player to throw the ball in a direction that is both not ricocheting back at them and which you can easily retrieve the ball from.
Is that snake game available in Android? I wanna play it. 👌💓
Nice video, hopefully I can get my game checked out by you when it's ready soon!
teach last gamedev some more tutorial, he definitely will make amazing games
"More mirrors that reflect your balls" is what I learned from this
Jonas: "They look to simular to thos car container things"
Me: They are sheep!
About the balls game... the balls could deal less damage the shorter the distance.
Something like that would be great. You just need to find a way to communicate that to the player and contextualize it in a way that feels logical.
I think that would be a good tradeoff. You can spam them faster if you're closer but deal more damage when further. Thanks for the idea!
Love your vids Jonas, keep it up 💪
Thank you. Will do. :)
9:39 “weird car thingy”
*cries in baaaaa*
For the first game it maby would be a good Idea to make the bullet also hurt the Player until it stops moving.
One day i'll make my game, one day you'll play it , one day you will have over 1M zubz because you dezerve it
Start working now, that's the key. Whatever excuse now pops in your mind, prevents you from getting to that one day.
@@mikaxms Will do. I have the idea but i'm still on the Fence on whether i should use Godot or Unity
Sounds good to me. Let's make all of that happen. :D
@@raphaeljaggerd3585 unreal ftw for 3d gamemaker or unity for 2d
@@verpix4956 Thanks. And what about Godot?
Third game: Rings bell.
Game Journalists: Is this Dark Souls?
Hi Jonas,
I believe you could attract a wider audience by introducing visual scripting in Unity of which there are 3 major ones as you surely know. I know you can code and maybe dont like the idea of working with it. But making only one to three videos with for example Playmaker would attract people to your channel that feel learning to code is too much. A considerable amount of the world population loves the idea of game dev and only a small fraction of them really attempt it. You could invite those people to your channel. Tutorial videos for for exanple Playmaker exist but are not abundant so thats another chance.
My adhoc idea to the first game: What if the balls deal damage to you as well and you can only pick them up when they have slowed down again?
Game 1: What if you lose health when ball is away and regenerate health while holding it? It is keeping you alive. This was cool. Subbed!
What software do you recommend to make music for my games
My Suggestions:
In the Grand Illusion, the Player should get extra health back, when they attack, but only when they use ranged combat.
Yeah, something like that might be a good idea.
That could add a lot more strategy. I'll think about it. Thanks!
@@AntiqueGear how did you do the game? Should I learn some coding language first before developing games?
@@zappymitts9806 I used an engine called Construct 2, but it really just depends on your skill level. If you have none, try Construct 3 or Game Maker.
@@AntiqueGear Thank you kind sir!
Why is shaggy talking about gamedev?
I didn't make any of these games but I learned a lot!
Hope you do this again for 2020 guys :) ?
thx
Bro bg music is stright up from hell. Omg why you put it?
Hi, the games must be made using Unity?