88 subs actually XD (might've misread the views as subs). It's growing very slowly tho so hopefully we'll reach 10k subs one day. Also thanks for trying out the game! ✨
Wow seriously what an impression it gave me to see that you have less than a thousand subs, really good video dude, new sub. Great video, greetings from Mexico.
Amazing✨️ can't wait to watch more of your videos. That game has so much potential, i'm sure it'll be even better when you add more details and backgrounds. Wish you best of luck in your future projects
thats so cool! im new to game deving and im having trouble with making mine, but watching videos like this one that talks about the obstacles and problems in a fun way make me motivated to continue! love your game its looks so fun to play
I know right? Originally I planned to include tankier enemies so the powerup made sense but at the end I didn't really have time so it felt a bit out of place (especially since I didn't really add any effects or anything XD)
Finished the game on 2nd try (didn't bother with hardmode). It's both fun & frustrating, but if you continue working on it I think it can grow into something very cool! Already awesome job given how little time you spent on it, and like others said great editing in the video 😉
Haha yeah hard mode wasn't actually meant to be completed (Even I, the developer couldn't complete it, it's bloody hard!!!). Somehow Clive our artist managed to complete it in first try tho, which absolutely insane XD Fun fact: the original game's difficulty... is hard mode (yes, health wouldn't regenerate in the original game, which explains some of the "Restore Health" upgrades). Due to playtesting & my own skill issue, the difficulty was changed a lot (& probably for the better XD). I'll continue working on it for a bit, mostly just readding a bit more enemies, powerups & cut bosses. I have even bigger ideas that I'll save for maybe a potential sequel in the far future. Thanks for playing the game! ✨
Yep, each video takes a while to edit so I'm assuming around 2-3 months per video. It's definitely not an ideal upload schedule but I want to upload higher quality videos XD. Stay tuned for more ;)
if im being honest i didnt expect to scroll down and see this video having 65 views from a channel with 45 subs, after watching a video on quality with videos from channels with 500k+ channels
Bro, what the freak. How does some TH-cam video with 400 views on a channel with 60 subscribers have this level of production quality. Keep at it, you are going places!!!
I feel like I found a rare jam, video quality to subscriber ratio is insane!! I would love to know how each member contributed like whose for example the artist or the programmer...
Hey thanks for stopping by! So there's three of us in this small jam team: Myself, Clive the artist (@clive_andrawson on instagram), & Reza as our music composer (prefers to stay anonymous) I'm basically the team leader of our group so I handled a majority of the work (Game design, Concept art, UI, Programming, Sound design, etc). I also give out directions to our artist & our music composer and I implement them in game! Clive handles most of the illustration works, so those amazing character portraits? He made them! He also made the sprite animations for every enemy in the game. Reza handles the music, I believe he uses FL Studio for it, he was in a bit of a slump during this jam so we only had two music tracks (title screen & gameplay music) but it sounds really good! So tl;dr it's a pretty balanced team, I focus on making the game work properly, Clive handles the visual part, & Reza helps us with music (which none of us can do XD).
The art in this game is absolutely gorgeous 😍 and it was only made in ten days??? I can't imagine what you could create in an actual reasonable amount of time
this be more closer to Vampire Survivor with Hades gameplay than necessarily a Rogue-Lite. which aint a bad thing of course. and obviously, much quicker of development time compared to a full dungeon crawl experience. i'd say, Nice Job
Planning to expand on it a bit more! adding a bit more abilities, enemy types & readding cut content such as bosses. I do have a bigger plans for this game but I'll save it for a potential sequel in the future (since it's basically an entirely new game at that point XD)
As someone whos been working on a roguelike on my spare time Im completely devastated that i could not figure a way to make the enemies not clump together
XD Limitations do bring creativity after all (if I had unlimited time I might've went with a more complex solution, but due to the time limit I had to think creatively & surprisingly it works pretty well!). Good luck on your roguelike btw! also feel free to implement the anti-clumping solution if you want ✨
amazing work and this game could be fire if u keep growing the game. i loved the style it felt like i was in a wonderful dream. u should make a discord so people can talk and see progress of the game
Thank you! maybe in the near future for my next games ;) Currently this game is pretty much near completion so I want to focus on that first. Definitely thanks for the suggestion!
@@idkbox oh i see well hope that ur next will be as wonderful than this one, but the discord server should be more based on ur community than a specefic game
Wow 😲 you know Im interested in making my own game someday can I ask what game engine would you recommend for beginners I'd like to make a pixel art game like eastward
Highly recommend either learning Unity or Godot. Personally I went with Unity since there's a whole lot more learning materials about it (highly recommend watching GMTK's Unity Tutorial, it's really good!) That said, Godot is also on the rise & it's 100% free so give both a shot if you want! They both are great engines.
Yep, highly recommend watching some of Ben Marriott's TH-cam tutorials, also highly recommend checking out "The Path to Mograph" by School of Motion (Learnt a whole lot from this!)
You're lucky you didn't go 3D, you did well to iterate quickly and focus on what was fun. In the future it's better to upgrade enemies rather than nerf abilities. Especially when you can think about enemies complementing each other to deliver different behaviours. So you can have shielded enemies clump up around spell casters or special ranged enemies for protection. Mix fast melee enemies with ranged archers to divert players attention. You have a huge opportunity to polish the hell out of this game and turn it into something that'll do quite well. The only thing I'm only confused with, were you focusing on mobile? The input seemed clunky, most of your issues would have been solved if you were aiming for keyboard and mouse or even controller. You should be proud of what you made in any case.
Ayy thanks for the comment, yep in the future I do intend to expand the enemy behaviors a bit more (what if there's a "General" that's surrounded by his own army, what if shield enemies could attack in formation with another unit, etc). More enemy types will come so stay tuned for that ;) Also yes for controls, it's really clunky on the jam version (gotten a lot of feedbacks for it, the next version should hopefully fix most of the problems). Originally I wanted to split the aiming system so you can aim manually, but I'll explain why I'm not doing that for a bit in the next devlog! As for mobile, there's actually a massive secret about the game (one which I'll also touch on the next devlog!), the game is actually designed to be played on mobile. But why..? Honestly just me experimenting with mobile development XD. My goal is to release "PC/Console" quality games for mobile in the very far future, this isn't it yet (this game is more of just me testing out how to port games to android, publishing to play store, etc). Also I just think it's fun to play the games that you've made on the go. More on those in the next devlog though, thanks for the kind words, cheers! ;)
WTH Never heard anyone solve the enemy clumping problem, thoght it was more like a feature(i am making a holocure inspired multiverse game). Thats why wave horde survivors are usually predictable and rely on overwhelming.
Yep, normally horde survivors rely on overwhelming numbers, but since my game is set in a closed level that's not really a viable solution. There's more complex solutions like using "boids" or something similar like a proper pathfinding system but those are significantly more complicated XD. Genuinely surprised with the results of my implementation, really simple to use & you can get pretty interesting enemy behaviours (the shield enemies will surround the way points but will never target the player directly, so they will attempt to block the player in) Anyways good luck on your game! Feel free to implement my solution or create your own, genuinely curious to see what you're making so feel free to share more about it when you're ready ;)
A combination of Photoshop, After Effects & Premiere. Honestly I'm still confused on how I managed it (I don't have a proper workflow yet, it's mostly just throwing stuff at the wall XD) If you want a bit of behind the scenes in the future, I'll try to make one, probably not sometime soon though as I still want to focus on finishing the current game
Around 5 months but most of it were just spent procrastinating & learning how to edit XD. Realistically it's closer to 2 months (1 week for scriptwriting, 1 week for storyboarding, 2 weeks to create assets, & around 4 weeks of just editing in Premiere & After Effects)
Ayy sorry for the late reply, you can try the game out here: idkbox.itch.io/until-my-end Currently in the middle of porting it to Android so hopefully it should be playable there too sometime soon!
Yeah it's gotten really bad too on my end (normally I get 2 skippable ads but lately it's just been 2 long unskippable ads :/) Btw I don't control ads on this video (I'm not monetized yet) so I can't do anything about it on my own channel XD
Hello sorry for the late reply, you can try it out here: idkbox.itch.io/until-my-end Keep in mind that this is the old jam version, I have a new version that's hopefully ready to play in a month or two so stay tuned for that!
I do agree it's not as polished as I wanted it to be, but do keep in mind that we only had 10 days to make this game XD. There's still room for lots of improvements (which I'll tackle in the next devlog!). Do let me know if there's any suggestions, cheers!
@@idkbox very fair I think making obstacles and hazards could add for some interesting gameplay elements the attacks should be just bigger in general, they look kind of weird as is. maybe check out hollow knight melee strike size to player ratio add a second ability perhaps that lets you shoot a projectile or blast foes away from all sides or heal, and you can do a trade-off between the three increase from 8-bit design to 16-bit obviously you already know most of this but just didn't have time, but these are the biggest things from a viewer perspective
@@jaxon3186 Yep, definitely planning to implement some of these in the next version of the game! I'm also planning for a tiny bit of visual improvements & a more robust power-up system (the current power-up system only limits you to 5 powerups & it gets boring pretty quick! A lot more powerups will be implemented, including some of your suggestions so stay tuned for it!) For upgrading to 16-bit, I think I'll save that for a sequel as I want to move on to new projects (since it's basically like creating a whole new game at that point XD). We used 8-bit due to time constraints, definitely a fair feedback though! Seriously though thanks for the feedback! Cheers ;)
Your video is amazing, no idea how it got only this many views. Btw, do you have a discord, tg or something? I'm a developer too (I have a game on Steam that I made a while ago) but it's hard to find other developers without using social networks like X or IG. So we can all help each other in dev problems.
Heyyo, I have a discord but I've been mostly just been lurking on a couple of gamedev servers XD. If you'd like to invite me to a server or have a recommendation for which servers to join feel free to let me know, meeting other devs seems like a lot of fun! (Btw what game did you make? Would love to try it sometime!)
You deserve more subs, dude. This video is on par with 100k+ size channels!
Thanks! Hopefully I'll get there eventually XD (probably will be a really slow crawl tho)
I think if you change your icon to a guy with a cardboard head you'll get more subs and views
@@qeysnasir7845 Thanks for the suggestion! I'll try out for a bit then ;)
Chaotic but not overwhelming, a deserved award winning game for the jam 🔥
Ayy thanks mate!
Wow this is beautifully edited, really cool video!!
There's so many freaking indie devs popping out of nowhere, and so many of them have neat and usually unique games.
an insane editing skill you got there IDKBOX
Thank you, spent like... 5 months in editing hell XD, definitely will try & make videos a bit faster next time!
Brilliant overview of the challenges and achievements. Key lesson learnt: Play testing. Thanks
Damn, this was a really good video, and i cant believe you manage to complete the art in a single week.
You can thank Clive our artist for this XD, I focused on the coding while he carried our visuals
@idkbox he did an insane job, i only aspire to do what he did.
Wow your editing is incredibly inspiring, will try not to copy paste 🫡 great video and great game! Subbed :)
Damn I thought you had at least 10k subscribers with the quality of the video, but you only have 400???? You deserve way more subs, also cool game!
88 subs actually XD (might've misread the views as subs). It's growing very slowly tho so hopefully we'll reach 10k subs one day. Also thanks for trying out the game! ✨
great video! very impressive work too 👏🏼👏🏼👏🏼
Wow seriously what an impression it gave me to see that you have less than a thousand subs, really good video dude, new sub.
Great video, greetings from Mexico.
This is incredible! Subscribed! Great job, seriously 🙏🏼
Amazing✨️ can't wait to watch more of your videos. That game has so much potential, i'm sure it'll be even better when you add more details and backgrounds. Wish you best of luck in your future projects
Highly underrated video, keep up the good work!
That was amazing. Game looks fun and it's incredible to me that you guys pulled it off in just 10 days.
Nice! looks like a great project made in such a short timeframe!
madness dedication!
Incredible editing, love your art, and cant wait to see the bosses!
This editing is actually amazing, the quality is insane
OMG LOL, I played your game during the jam and I frickin loved it! Good job I'm subscribed :)
Ayy thank you, nice to see a fellow jam participant here ;)
i thought your channel would have at least 50k subs but damn guess i found a gem! Looking forward for more updates :D
your channel is so underated the game looks so good
thats so cool! im new to game deving and im having trouble with making mine, but watching videos like this one that talks about the obstacles and problems in a fun way make me motivated to continue! love your game its looks so fun to play
Thank you! ✨ Gamedev is not an easy journey but it's definitely really REALLY fun one, so good luck on your own game! What game are you making btw?
@@idkbox a top down horror game! im still trying to learn the ropes, having a lot of problems pop up, but its very fun to learn how to fix them!
@@kjers Sounds interesting, good luck on it! feel free to let me know once you've finished it, would like to try it out someday XD
This game you making 10 Days Looks really cool
I hope that you continue to develop this game. ❤
amazing design and art
Great editing. Very impressed.
really cool!!
😎
A polished rouge like in 10 days by a completely underrated creator is insane bro can I get a small amount of your talent?
Great work! The double damage not seem working problem seems funny to me lol
I know right? Originally I planned to include tankier enemies so the powerup made sense but at the end I didn't really have time so it felt a bit out of place (especially since I didn't really add any effects or anything XD)
Finished the game on 2nd try (didn't bother with hardmode). It's both fun & frustrating, but if you continue working on it I think it can grow into something very cool! Already awesome job given how little time you spent on it, and like others said great editing in the video 😉
Haha yeah hard mode wasn't actually meant to be completed (Even I, the developer couldn't complete it, it's bloody hard!!!). Somehow Clive our artist managed to complete it in first try tho, which absolutely insane XD
Fun fact: the original game's difficulty... is hard mode (yes, health wouldn't regenerate in the original game, which explains some of the "Restore Health" upgrades). Due to playtesting & my own skill issue, the difficulty was changed a lot (& probably for the better XD).
I'll continue working on it for a bit, mostly just readding a bit more enemies, powerups & cut bosses. I have even bigger ideas that I'll save for maybe a potential sequel in the far future. Thanks for playing the game! ✨
Good editing
Thanks ✨
I yeah, development. The concept of making bugs into features XD.
Nice, tho, and very fun :)
This is crazy ❤
Great work!
Nevermind i just finished the video three months that good also loved the artstyle
Yep, each video takes a while to edit so I'm assuming around 2-3 months per video. It's definitely not an ideal upload schedule but I want to upload higher quality videos XD. Stay tuned for more ;)
Great Video. Commenting for algorithm love
if im being honest i didnt expect to scroll down and see this video having 65 views from a channel with 45 subs, after watching a video on quality with videos from channels with 500k+ channels
Ayy thanks for watching, spent the last few months just polishing up my editing skills, looks like it paid off. Glad you enjoyed the video!
can't wait for the bosses
Working on it, hopefully will be finished for the next devlog
i love it!
Awesome.
Your animations are so cute!
Might subscribe
Bro, what the freak. How does some TH-cam video with 400 views on a channel with 60 subscribers have this level of production quality. Keep at it, you are going places!!!
Thanks!!! Definitely just starting out, fingers crossed the next videos will be even better!
I subbed 🎉🎉 w video.
I would love to hear more about how you implemented power ups. I’ve been struggling to figure this out
Sure, I'll be showing a bit of behind the scenes of the powerup system in the next devlog! (Planning to overhaul it too so stay tuned for that!)
amazing game and amazing video
Subbed and waiting for more!
Also what will your upload schedule be ?
I feel like I found a rare jam, video quality to subscriber ratio is insane!!
I would love to know how each member contributed like whose for example the artist or the programmer...
Hey thanks for stopping by!
So there's three of us in this small jam team: Myself, Clive the artist (@clive_andrawson on instagram), & Reza as our music composer (prefers to stay anonymous)
I'm basically the team leader of our group so I handled a majority of the work (Game design, Concept art, UI, Programming, Sound design, etc). I also give out directions to our artist & our music composer and I implement them in game!
Clive handles most of the illustration works, so those amazing character portraits? He made them! He also made the sprite animations for every enemy in the game.
Reza handles the music, I believe he uses FL Studio for it, he was in a bit of a slump during this jam so we only had two music tracks (title screen & gameplay music) but it sounds really good!
So tl;dr it's a pretty balanced team, I focus on making the game work properly, Clive handles the visual part, & Reza helps us with music (which none of us can do XD).
awesome game and awesome video
The art in this game is absolutely gorgeous 😍 and it was only made in ten days??? I can't imagine what you could create in an actual reasonable amount of time
good art does this
You had me at the Tomodachi Life Mii Maker music.
this be more closer to Vampire Survivor with Hades gameplay than necessarily a Rogue-Lite. which aint a bad thing of course. and obviously, much quicker of development time compared to a full dungeon crawl experience.
i'd say, Nice Job
I loved the video the quality is awesome by the way will you continue please do
Wow, you nailed the title and intro, very well done! The editing is a pure joy to watch. What editor do you use?
Thank you! I use Premiere for the draft + audio recording & After Effects for the rest (yep, the entire 9 minutes is edited mostly in after effects!)
@@idkbox ugh, I hope you enjoyed the process :)
I hope this becomes a full game.
Planning to expand on it a bit more! adding a bit more abilities, enemy types & readding cut content such as bosses.
I do have a bigger plans for this game but I'll save it for a potential sequel in the future (since it's basically an entirely new game at that point XD)
5:16 smarto move there
Wow, could you make an RPG with the perspective of the miniature in this video? 😮
really good
I'm so surprised, I expected ATLEAST 10K subs with that quality of the video and game!
As someone whos been working on a roguelike on my spare time
Im completely devastated that i could not figure a way to make the enemies not clump together
XD Limitations do bring creativity after all (if I had unlimited time I might've went with a more complex solution, but due to the time limit I had to think creatively & surprisingly it works pretty well!). Good luck on your roguelike btw! also feel free to implement the anti-clumping solution if you want ✨
amazing work and this game could be fire if u keep growing the game. i loved the style it felt like i was in a wonderful dream. u should make a discord so people can talk and see progress of the game
Thank you! maybe in the near future for my next games ;) Currently this game is pretty much near completion so I want to focus on that first. Definitely thanks for the suggestion!
@@idkbox oh i see well hope that ur next will be as wonderful than this one, but the discord server should be more based on ur community than a specefic game
Amazing!!! but light mode PS is lowkey cursed lol
I use light mode discord too >:D
(Nah for real tho, originally preferred dark mode but light mode helps me stay awake XD)
Wow 😲 you know Im interested in making my own game someday can I ask what game engine would you recommend for beginners I'd like to make a pixel art game like eastward
Highly recommend either learning Unity or Godot. Personally I went with Unity since there's a whole lot more learning materials about it (highly recommend watching GMTK's Unity Tutorial, it's really good!)
That said, Godot is also on the rise & it's 100% free so give both a shot if you want! They both are great engines.
nice video bro! Can you suggest any channel to learn how to animate and edit videos like yours?
Yep, highly recommend watching some of Ben Marriott's TH-cam tutorials, also highly recommend checking out "The Path to Mograph" by School of Motion (Learnt a whole lot from this!)
@@idkbox thank you so much!
@@idkbox thanks, do you use after effects for your videos?
@@lucas_pscheidt Yep, used After Effects for most of the editing process!
Keren!
You're lucky you didn't go 3D, you did well to iterate quickly and focus on what was fun. In the future it's better to upgrade enemies rather than nerf abilities. Especially when you can think about enemies complementing each other to deliver different behaviours. So you can have shielded enemies clump up around spell casters or special ranged enemies for protection. Mix fast melee enemies with ranged archers to divert players attention. You have a huge opportunity to polish the hell out of this game and turn it into something that'll do quite well. The only thing I'm only confused with, were you focusing on mobile? The input seemed clunky, most of your issues would have been solved if you were aiming for keyboard and mouse or even controller. You should be proud of what you made in any case.
Ayy thanks for the comment, yep in the future I do intend to expand the enemy behaviors a bit more (what if there's a "General" that's surrounded by his own army, what if shield enemies could attack in formation with another unit, etc). More enemy types will come so stay tuned for that ;)
Also yes for controls, it's really clunky on the jam version (gotten a lot of feedbacks for it, the next version should hopefully fix most of the problems). Originally I wanted to split the aiming system so you can aim manually, but I'll explain why I'm not doing that for a bit in the next devlog!
As for mobile, there's actually a massive secret about the game (one which I'll also touch on the next devlog!), the game is actually designed to be played on mobile. But why..? Honestly just me experimenting with mobile development XD. My goal is to release "PC/Console" quality games for mobile in the very far future, this isn't it yet (this game is more of just me testing out how to port games to android, publishing to play store, etc). Also I just think it's fun to play the games that you've made on the go.
More on those in the next devlog though, thanks for the kind words, cheers! ;)
I want to see the bosses!!!!
You'll see them soon ;) (Hopefully if I finish them on time XD)
GG
poggers
WTH Never heard anyone solve the enemy clumping problem, thoght it was more like a feature(i am making a holocure inspired multiverse game). Thats why wave horde survivors are usually predictable and rely on overwhelming.
Yep, normally horde survivors rely on overwhelming numbers, but since my game is set in a closed level that's not really a viable solution. There's more complex solutions like using "boids" or something similar like a proper pathfinding system but those are significantly more complicated XD.
Genuinely surprised with the results of my implementation, really simple to use & you can get pretty interesting enemy behaviours (the shield enemies will surround the way points but will never target the player directly, so they will attempt to block the player in)
Anyways good luck on your game! Feel free to implement my solution or create your own, genuinely curious to see what you're making so feel free to share more about it when you're ready ;)
How do you edit your videos?!?
A combination of Photoshop, After Effects & Premiere. Honestly I'm still confused on how I managed it (I don't have a proper workflow yet, it's mostly just throwing stuff at the wall XD)
If you want a bit of behind the scenes in the future, I'll try to make one, probably not sometime soon though as I still want to focus on finishing the current game
Dude, that''s an INSANE video quality, how long it took to make this video??
Around 5 months but most of it were just spent procrastinating & learning how to edit XD. Realistically it's closer to 2 months (1 week for scriptwriting, 1 week for storyboarding, 2 weeks to create assets, & around 4 weeks of just editing in Premiere & After Effects)
Peak
Where can i play the game?
Ayy sorry for the late reply, you can try the game out here: idkbox.itch.io/until-my-end
Currently in the middle of porting it to Android so hopefully it should be playable there too sometime soon!
8 ads in last 10 mins...Way to go youtube
Yeah it's gotten really bad too on my end (normally I get 2 skippable ads but lately it's just been 2 long unskippable ads :/)
Btw I don't control ads on this video (I'm not monetized yet) so I can't do anything about it on my own channel XD
where is the game ???,
Hello sorry for the late reply, you can try it out here: idkbox.itch.io/until-my-end
Keep in mind that this is the old jam version, I have a new version that's hopefully ready to play in a month or two so stay tuned for that!
It's almost like the worst part of the industry.
you say it's polished but like it just doesn't look good...
I do agree it's not as polished as I wanted it to be, but do keep in mind that we only had 10 days to make this game XD. There's still room for lots of improvements (which I'll tackle in the next devlog!).
Do let me know if there's any suggestions, cheers!
@@idkbox very fair
I think making obstacles and hazards could add for some interesting gameplay elements
the attacks should be just bigger in general, they look kind of weird as is. maybe check out hollow knight melee strike size to player ratio
add a second ability perhaps that lets you shoot a projectile or blast foes away from all sides or heal, and you can do a trade-off between the three
increase from 8-bit design to 16-bit
obviously you already know most of this but just didn't have time, but these are the biggest things from a viewer perspective
@@jaxon3186 Yep, definitely planning to implement some of these in the next version of the game!
I'm also planning for a tiny bit of visual improvements & a more robust power-up system (the current power-up system only limits you to 5 powerups & it gets boring pretty quick! A lot more powerups will be implemented, including some of your suggestions so stay tuned for it!)
For upgrading to 16-bit, I think I'll save that for a sequel as I want to move on to new projects (since it's basically like creating a whole new game at that point XD). We used 8-bit due to time constraints, definitely a fair feedback though!
Seriously though thanks for the feedback! Cheers ;)
Your video is amazing, no idea how it got only this many views. Btw, do you have a discord, tg or something? I'm a developer too (I have a game on Steam that I made a while ago) but it's hard to find other developers without using social networks like X or IG. So we can all help each other in dev problems.
Heyyo, I have a discord but I've been mostly just been lurking on a couple of gamedev servers XD. If you'd like to invite me to a server or have a recommendation for which servers to join feel free to let me know, meeting other devs seems like a lot of fun!
(Btw what game did you make? Would love to try it sometime!)