Seeing two grim reapers on screen at once makes me think that should be a special mode or even post-end-game mode, like now you have to do everything over again but facing two at once, including during the final boss fight. And you should keep the old one for that phase for contrast so you can tell them apart.
My brain was hurting this entire video from all the technical talk, but I just got motivated to start learning game programming because of you and seeing what you have turned this game into... Its amazing.
This redesign was amazing! The Reaper looks SO much better, and same with the jumping animation! You're doing a great job! I don't want to tamper the mood, but i thought i might mention that, at least in my expirience, the catacombs seem a little short. I might just not be spending enough time looking around, but the urgency of the Reaper and the light draining makes me rush through it all. Just a little food for digestion. But other than that, I'm having a great time playing this masterpiece of art, music, and gameplay. Keep it up!
Thank you so much!! And it doesn’t dampen the mood-I need to keep this demo hella short and ideally even a bit easier, so that folks at the convention can sit down, play for 10ish minutes, and then make room for someone else. In the full game I expect the catacombs to at least take a couple minutes, even when you’re very experienced 😄 sorta like Dead Cells’ first area or Rogue Legacy’s
This is looking incredible, the attention to detail! Wild idea, but to have more dynamic lighting in the environment perhaps you could incorporate phosphorescence into your foliage. They wouldn't receive sunlight but what about Samuel's ? Then, when Samuel runs past them again, they glow. This indicates to the player that they've already passed this foilage and adds more lighting variety - just throwing it out there
Something that occurred to me a couple months back is that Death itself is the only being that lives forever. Until nothing else is left to die, I guess.
This may be me looking too far into things but I really love how the new jump reinforces Samuel's fear with him looking down to see where he's about to land rather than slightly upwards
I don't think you are at all! One of the reasons I didn't like it was because it was so... exuberant? When you're falling you really do need to be seeing what your feet are gonna hit!
Only a managed to have a few quick play session, but oh man, the art is so much more gorgeous and crisp when actually playing the game compared to the TH-cam videos, and all the new environment details... chef's kiss. Really enjoying it so far.
I few things I noticed the black goo hanging from the ceiling doesn’t look like it’s connected to the blocks it looks like it’s floating. Also I think the old scythe is way more menacing, my biggest issue with the new one is probably the attack animation because the chain arm hardly swings out in front of him it just doesn’t look like it should hit Samuel if that makes sense. I think it should extend way further by the time it’s in front of the reapers body it’s already curling back to him. I also this the old reaper takes up space better the new one forms a way more acute triangle than the old one he seems lazier. I think it’s because the old one had a lean towards Samuel. This makes it look like he has a sense of urgency to get to Samuel unlike the new one which just seems to be floating behind him. Anyways sorry for the unsolicited advice I think the other improvements look great especially the new decorations makes the game look way more professional!
I really like the Game but i would still prefer an option to change or get Rid of the Spiders. They are very well made and the size of them makes me not die of a phobia, but i do get a little sick looking at them move. Thats actually almost all my feedback; The difficulty is nice and i hope in the future there will be just more content thats all. Very excited for Release! :D
I’m super arachnophobic so I get it 😅 shouldn’t be too hard to add a playerpref checkbox that makes them not spawn, or turn into destructible boxes haha!
You should add Icarus wings as a sort of variant of the Cirrus wings. The more light you have, the less duration they have. Kinda like a corrupted variant that is more common.
Lookin awesome! I feel you could add more depth to the background now as well, the new tiles are amazing and the atmosphere keeps getting better, some particle effects and modifications to the background could go a long way for depth! :)
This is so inspiring to see. I want to create a game one day, and i love seeing people actually fulfilling that dream. It also looks amazing both in art and mechanics. I think the grim reaper slash could use something more perhaps more range of motion would make the animation look more threatening. Awesome job!
I made a lot more chain links than I needed so I can adjust it--Just wanna make sure it doesn't go TOO hard, since mostly everyone is saying this game is hard as hell so far XD
@@LighthoofDrydenKeep the difficulty please! I’m horrible at video games, and killing Guillame on my 5th run was the most rewarding thing of all time. The only thing to make it easier that necessary is more rogue like elements, but the mementoes are working REALLY well and let me actually beat him(4 onyx beads and the crooked staff = im Muhammad Ali)
The thumb needed to be separate from the rest so it could move in front later, but then I did confuse myself when I started animating and labeled all the fingers wrong! Good catch
I have a suggestion for esthetics in the background: What if there was a drooping drape/ cloth that covered some items or the seller/bead trader? It would become somewhat transparent when Samuel walks by. Or when the light of an object is visible. This came to mind as a potential incentive to maintain the light at a high enough radiance.
Oooh, very neat. It does make things look much better and smoother! @5:05 the outward slopes on bottom corners end up looking a little odd on the 1-wide vertical drops, with it ending up looking too narrow. It might make sense to require at least 2 tiles of space for adding those and do a custom one for 1-wide gaps that leaves a little more space.
I think a final level should be a must. A satisfying end to the story. Maybe Samuel finds a fake goblet of eternal life, after defeating the Pain guy. that makes death disappears at the last level, however it made death more powerful, and now He's your final Boss. Maybe there's a cut scene, when Samuel picks up the goblet, and how it looks like it defeats death, but instead it made it more powerful. The boss level, Death is immune from all attacks, however the level can be more like a regular level with caverns. Samuel must place the 4 beads of life, on each pedestal, and then a beam of light binds death, and he can now be killed. The beads of life can spawn throughout the previous levels. And if the player doesn't have them. Tough luck. (although life beads should not be allowed to be duplicated.) This looks like a ton of works, these are just ideas. Love your work, and can't wait to play the finished product.♥♥♥
Brilliant! In fact so impressive I am virtually speechless. Above all thanks for explicitly sharing your thought process and dev process with the before, new design and after results, it shows newbies like me what is possible. All I've got to do now is to become a intuitive game developer, artist and musician then I just need that good game idea and in about 10 years I'll have a game of similar quality in the store! Good luck down under.
I really liked the visual improvements :) The only thing that seems a bit odd to me (at least from the footage, I haven't downloaded the new version yet), is the shadowy thing that hangs from the ceiling. The part that is IN the blocks seems a little blocky. Perhaps make it fade out instead of covering up the whole blocks, so it looks more seamless?
I gotta say, I am very excited about this game because 1 I like rouge-likes and 2 I'm studying to go into funeral services and this just perfectly encapsulates my weird morbid interests with gaming.
Looks amazing! Great work!! Seriously cannot compliment enough just how much this bit of polish adds to the atmosphere. Maybe this is just me, but I do think something looks a little funky. Not sure how I feel about the vines at 5:07 being affected by parallax. I know they’re technically foreground since the player goes behind them when the player is beneath them, but I think they look a little too disconnected from the ground when the camera pans left and right. I feel like they shouldn’t move as much or not have parallax at all since they’re not supposed to be that much closer to the camera than the playable space? Again, this is just one bit of feedback, feel free to go with whatever you think works and looks best!
I really want to see a Easter egg if either your other game or maybe of what happened in the game challenge. Other than that, keep up all your work, and have a very, very good day Sir! Also, I would like to see a song (either for the game or not) that uses some stuff reminiscent of breakcore, maybe the boss might have really fast attack speed and movement, but a lot of wind-up time, or a boss with really high movement that damages you more when you touch it but with no attacks, or something like that. Fun little fact: most people think brains taste like fish. Also fun fact, please add hamsters to the game
Yo Dryden if u see this I’d like to lyk I had one rlly weird run playing the demo where on every single decoration it caused me to fall through the floor somehow idk waht was going on but just thought I’d lyk love ur work man!
Man i only can say all these devlogs. I follow your channel till the unfair gamedev tournement, and wow. I hope one day i can buy this game because it gets better everday.
I love this art style which is similar to mine and how you show us all the considerations in the sketches in the build up to the final visualisations! Just curious what digital media you use for the design work and if you use a graphics pad or a stylus or whatever?
I feel like the reaper charging up chain swing should be a little faster, the chain moving that slow looks a little unnatural and weird. But otherwise the game is going amazing so far I can't believe how much you've done in this amount of time.
After playing the game for about ten hours, there are some things I’d love to be changed. Gulliame takes damage twice from his showel(if it has a weird trajectory; Silices screams should start faster, as so far they are not a threat; Augusta’s double drone attack is too hard to counter, maybe adding a bit of delay to the drone that is farthest away would help; And the entire infinite machine is way to hard: I win 60% of my runs, but all the fails are in the infinite machine. I think you should make lightbulbs drop more oil, fix some moving platform stuff, like them forcing you into crawl if two are nearby, and reduce the amount of spikes in the area! But overall great game ❤
@@LighthoofDryden Hi! Just played the new demo, and starting the game through the test button doesn’t seem to let me go further than gulliame… there is just an infinite loading screen in to the infinite machine(which is funny, but I wanna play)
Loving the game! Only major thing, in my opinion, is that I'm not a fan of the Hud. The rest of the art style is great, but the Hud just does not feel nice. Game's looking awesome other than that!
As a developer myself I wouldn't hold your breath. I'm sure Dryden would like to be there are a hundred hoops to jump through to even get approval to publish on switch, or get a developer kit, not to mention all the compliance there has to be in UI and controls. Happy to be proven wrong- perhaps Dryden has already thought of this, but I imagine he's more concerned with the initial PC release.
@@LighthoofDryden yea i didn’t expect it soon, I’m fully aware how hard it is for a switch release, especially since it’s likely the smallest group of sales. Good luck
Is it just me or does the grey of the new reapers cloak look a little too cold? I know its nitpicking and the rest of the new reaper in incredible but i somehow feel like he contrast with the colour scheme of the level instead of fitting in
Man, what a beaut... Any chance you could introduce me to the grim reaper, or...?
😂 I’ll put in a good word, see if Thanatos wants to pass along the digits (all five of them!)
Nah back off my husbando bruh 😤
I can't wait for the concept arts caused by the video thumbnail😂
SAME I am hoping for MAGIC here
Seeing two grim reapers on screen at once makes me think that should be a special mode or even post-end-game mode, like now you have to do everything over again but facing two at once, including during the final boss fight. And you should keep the old one for that phase for contrast so you can tell them apart.
Loving the progress on this gem on an indie game!
Ayyy thank you!!!!
My brain was hurting this entire video from all the technical talk, but I just got motivated to start learning game programming because of you and seeing what you have turned this game into... Its amazing.
Wow, that’s such an honor!! Wishing you the best of luck on your journey, and have fun with it!!
i know this might be my ocd brain talking but i liked it when the scythe was slashing outwards rather than inwards
I thiiiink I could adjust it to look more “open”!
This redesign was amazing! The Reaper looks SO much better, and same with the jumping animation! You're doing a great job!
I don't want to tamper the mood, but i thought i might mention that, at least in my expirience, the catacombs seem a little short. I might just not be spending enough time looking around, but the urgency of the Reaper and the light draining makes me rush through it all. Just a little food for digestion.
But other than that, I'm having a great time playing this masterpiece of art, music, and gameplay. Keep it up!
Thank you so much!! And it doesn’t dampen the mood-I need to keep this demo hella short and ideally even a bit easier, so that folks at the convention can sit down, play for 10ish minutes, and then make room for someone else. In the full game I expect the catacombs to at least take a couple minutes, even when you’re very experienced 😄 sorta like Dead Cells’ first area or Rogue Legacy’s
This is looking incredible, the attention to detail! Wild idea, but to have more dynamic lighting in the environment perhaps you could incorporate phosphorescence into your foliage. They wouldn't receive sunlight but what about Samuel's ? Then, when Samuel runs past them again, they glow. This indicates to the player that they've already passed this foilage and adds more lighting variety - just throwing it out there
Ooooh that would be really gorgeous, I’m into it!!
Something that occurred to me a couple months back is that Death itself is the only being that lives forever. Until nothing else is left to die, I guess.
This may be me looking too far into things but I really love how the new jump reinforces Samuel's fear with him looking down to see where he's about to land rather than slightly upwards
I don't think you are at all! One of the reasons I didn't like it was because it was so... exuberant? When you're falling you really do need to be seeing what your feet are gonna hit!
Only a managed to have a few quick play session, but oh man, the art is so much more gorgeous and crisp when actually playing the game compared to the TH-cam videos, and all the new environment details... chef's kiss. Really enjoying it so far.
YOOO thank you!! I feel like I need to improve my capture somehow, because it does seem to really dampen stuff. Any reccs or tips are welcomed!!
@LighthoofDryden Nah, the video capture looks good. I just meant more so the limitation of TH-cam in general, not much you can do about it.
I love the new reaper design! Although a bone chain for an arm would have also gone hard!
OHHH that’s actually so cool, I might file that away to try on another update!
Love the new reaper design! I’m mostly done with school stuff for the week, so I’ll have more time to playbthe demo this weekend
Thank you!! And amazing!
the best thing I've heard today was that the demo is in Sydney 🙏 hope to see you there
Amazing!! I’m showcasing all three days and I’ll be walking around otherwise, so let me know who you are!!
I few things I noticed the black goo hanging from the ceiling doesn’t look like it’s connected to the blocks it looks like it’s floating. Also I think the old scythe is way more menacing, my biggest issue with the new one is probably the attack animation because the chain arm hardly swings out in front of him it just doesn’t look like it should hit Samuel if that makes sense. I think it should extend way further by the time it’s in front of the reapers body it’s already curling back to him. I also this the old reaper takes up space better the new one forms a way more acute triangle than the old one he seems lazier. I think it’s because the old one had a lean towards Samuel. This makes it look like he has a sense of urgency to get to Samuel unlike the new one which just seems to be floating behind him. Anyways sorry for the unsolicited advice I think the other improvements look great especially the new decorations makes the game look way more professional!
I just played the game it’s one of the best experiences I’ve had all week. Keep it up!
Aw, thank you, this is so nice to read!
based from start to finish, love the new reaper
Ayy thank you!!
Really can't wait for the finished project! Looks like it'sll be a blast to play.
Love it all!
I really like the Game but i would still prefer an option to change or get Rid of the Spiders. They are very well made and the size of them makes me not die of a phobia, but i do get a little sick looking at them move.
Thats actually almost all my feedback; The difficulty is nice and i hope in the future there will be just more content thats all.
Very excited for Release! :D
I’m super arachnophobic so I get it 😅 shouldn’t be too hard to add a playerpref checkbox that makes them not spawn, or turn into destructible boxes haha!
My favorite episode so far! I love the new decorations that liven up the environment and the design of the Reaper!
All this artwork is making the game so much more alive or dead depending how you look at it 😂
You should add Icarus wings as a sort of variant of the Cirrus wings. The more light you have, the less duration they have. Kinda like a corrupted variant that is more common.
gorgeous
Lookin awesome! I feel you could add more depth to the background now as well, the new tiles are amazing and the atmosphere keeps getting better, some particle effects and modifications to the background could go a long way for depth! :)
Agreeeed thank you!
This is so inspiring to see. I want to create a game one day, and i love seeing people actually fulfilling that dream. It also looks amazing both in art and mechanics. I think the grim reaper slash could use something more perhaps more range of motion would make the animation look more threatening. Awesome job!
I made a lot more chain links than I needed so I can adjust it--Just wanna make sure it doesn't go TOO hard, since mostly everyone is saying this game is hard as hell so far XD
@@LighthoofDrydenKeep the difficulty please! I’m horrible at video games, and killing Guillame on my 5th run was the most rewarding thing of all time. The only thing to make it easier that necessary is more rogue like elements, but the mementoes are working REALLY well and let me actually beat him(4 onyx beads and the crooked staff = im Muhammad Ali)
A WEEK!?
So many huge changes!
Thank you!! Benefits of working like 14h/day!
The most visually appealing thing in the video is you 👀
7:40 The way you say bonus to sound like bones 😂 top tier. Bones everywhere
BONES
Nice and I can not wait to see other add-ons or changes
I love this game!
Thank you!! 😄😄😄
I love watching you iterate on art & animations. So well done!
Thanks my guy!!
the grim reapers hand is backwards
Yeah I was curious about that too. Perhaps it's intentional??
The thumb needed to be separate from the rest so it could move in front later, but then I did confuse myself when I started animating and labeled all the fingers wrong! Good catch
I have a suggestion for esthetics in the background: What if there was a drooping drape/ cloth that covered some items or the seller/bead trader? It would become somewhat transparent when Samuel walks by. Or when the light of an object is visible. This came to mind as a potential incentive to maintain the light at a high enough radiance.
Ooh that's a very appealing idea indeed! I'll play with it!
This game just keeps looking better and and better. keeps doing it keep up the awesome work you absalote mad lad!
Thank you aaaah!
Came here from the 10k dev thing, i cant wait for this to be a real game. I'd play or watch ppl play this endlessly
Thank you!!! Working hard every day to make it a thing 😄😄
2:50 had to like the video I got called out
Oooh, very neat. It does make things look much better and smoother!
@5:05 the outward slopes on bottom corners end up looking a little odd on the 1-wide vertical drops, with it ending up looking too narrow. It might make sense to require at least 2 tiles of space for adding those and do a custom one for 1-wide gaps that leaves a little more space.
That makes sense to me!!
I think a final level should be a must. A satisfying end to the story.
Maybe Samuel finds a fake goblet of eternal life, after defeating the Pain guy. that makes death disappears at the last level, however it made death more powerful, and now He's your final Boss. Maybe there's a cut scene, when Samuel picks up the goblet, and how it looks like it defeats death, but instead it made it more powerful.
The boss level, Death is immune from all attacks, however the level can be more like a regular level with caverns.
Samuel must place the 4 beads of life, on each pedestal, and then a beam of light binds death, and he can now be killed.
The beads of life can spawn throughout the previous levels. And if the player doesn't have them. Tough luck. (although life beads should not be allowed to be duplicated.)
This looks like a ton of works, these are just ideas. Love your work, and can't wait to play the finished product.♥♥♥
Brilliant! In fact so impressive I am virtually speechless. Above all thanks for explicitly sharing your thought process and dev process with the before, new design and after results, it shows newbies like me what is possible. All I've got to do now is to become a intuitive game developer, artist and musician then I just need that good game idea and in about 10 years I'll have a game of similar quality in the store! Good luck down under.
I really liked the visual improvements :)
The only thing that seems a bit odd to me (at least from the footage, I haven't downloaded the new version yet), is the shadowy thing that hangs from the ceiling. The part that is IN the blocks seems a little blocky. Perhaps make it fade out instead of covering up the whole blocks, so it looks more seamless?
Noted!! More fade could definitely be helpful!!!
Maybe you can make it so that every time a boss dies the grim reaper kills them instead of them just dying normaly
The game looks great
i have been watching these dev logs for a while and i think a coop mode would be sooo good (couch coop) nowadays there arent any good couch coop games
Agreeed I would really like to do that!!
reaper giving me neuron activation
🐒 ⚡️ 🧠
Samuel’s new jump looks awesome! I think another way you could add more decorations (your system is genius btw) is with the use of particles!
The game start to look awesome with all the polish !!
I, in deed, am a nerd and like the technical aspect of making an indi game
The new reaper design is great! I agree the old was felt almost friendly. New one is more scary and threatening
Played the demo last week, so fun. Keep up the good work.
I gotta say, I am very excited about this game because 1 I like rouge-likes and 2 I'm studying to go into funeral services and this just perfectly encapsulates my weird morbid interests with gaming.
The foliage is 10/10
This game looks so fun
if you want to play it, there is a demo out
Thank you!!! 😄😄😄
I have a Apple computer so I can’t use it
Sad sad
But I have really been enjoying the dev logs
Looks amazing! Great work!! Seriously cannot compliment enough just how much this bit of polish adds to the atmosphere.
Maybe this is just me, but I do think something looks a little funky. Not sure how I feel about the vines at 5:07 being affected by parallax. I know they’re technically foreground since the player goes behind them when the player is beneath them, but I think they look a little too disconnected from the ground when the camera pans left and right. I feel like they shouldn’t move as much or not have parallax at all since they’re not supposed to be that much closer to the camera than the playable space?
Again, this is just one bit of feedback, feel free to go with whatever you think works and looks best!
Totally agree-I switched it like the day after this video went up actually 😆 felt like too much
Game launch when ???💫
I made a timeline and… it depends on how much content there is in the game!
I really want to see a Easter egg if either your other game or maybe of what happened in the game challenge. Other than that, keep up all your work, and have a very, very good day Sir!
Also, I would like to see a song (either for the game or not) that uses some stuff reminiscent of breakcore, maybe the boss might have really fast attack speed and movement, but a lot of wind-up time, or a boss with really high movement that damages you more when you touch it but with no attacks, or something like that.
Fun little fact: most people think brains taste like fish. Also fun fact,
please add hamsters to the game
Yo Dryden if u see this I’d like to lyk I had one rlly weird run playing the demo where on every single decoration it caused me to fall through the floor somehow idk waht was going on but just thought I’d lyk love ur work man!
Thank you!! I “fixed” the tilemap and it broke it (but only in the build, not in my editor, which is just awesome 😂) I’m uploading new builds tonight!
@@LighthoofDryden sounds amazing dude I’ll check it out later!
You must be a fan of Pyramid Head's design huh 😂
*Such* a fan actually
Man i only can say all these devlogs. I follow your channel till the unfair gamedev tournement, and wow. I hope one day i can buy this game because it gets better everday.
please get technical into the algorithmic details of the game implementation like you did with the tiles more often! we're all nerds! we want that!
I think bigger scythe would be scarier
Glam reaper
I love this art style which is similar to mine and how you show us all the considerations in the sketches in the build up to the final visualisations! Just curious what digital media you use for the design work and if you use a graphics pad or a stylus or whatever?
Oh, thank you! I use Procreate and an Apple Pencil 😄
Maybe show the lantern in Samuels belt
I feel like the reaper charging up chain swing should be a little faster, the chain moving that slow looks a little unnatural and weird. But otherwise the game is going amazing so far I can't believe how much you've done in this amount of time.
After playing the game for about ten hours, there are some things I’d love to be changed. Gulliame takes damage twice from his showel(if it has a weird trajectory; Silices screams should start faster, as so far they are not a threat; Augusta’s double drone attack is too hard to counter, maybe adding a bit of delay to the drone that is farthest away would help; And the entire infinite machine is way to hard: I win 60% of my runs, but all the fails are in the infinite machine. I think you should make lightbulbs drop more oil, fix some moving platform stuff, like them forcing you into crawl if two are nearby, and reduce the amount of spikes in the area! But overall great game ❤
the Machine is really hardcore, I agree!! Lots of tuning needs to be done there. Thank you for the feedback (and ten hours! Wow!!)
@@LighthoofDryden Hi! Just played the new demo, and starting the game through the test button doesn’t seem to let me go further than gulliame… there is just an infinite loading screen in to the infinite machine(which is funny, but I wanna play)
well, you're a nerd for telling us about it
FACTUAL
I am sorry but i liked the hood/head from the last reaper…
Wait im first? Also the demo is so fun!
You were!! I got it up so late last night haha
This sounds a bit steep but could you possibly implement it on phone would gain a lot of traction if you did plz do it🙏🙏
I'd love to try! It should be possible!
@@LighthoofDryden thanks so much 👍👍
that 6:34 reaper looked sus
Loving the game! Only major thing, in my opinion, is that I'm not a fan of the Hud. The rest of the art style is great, but the Hud just does not feel nice. Game's looking awesome other than that!
Yeah, the hud is *super* old, like week 1 of development old! Needs a rework now that I know where this all is headed!
Will this game be on nintendo switch?
Because it looks so cool
Thank you!! I would love for it to be, but it’s probably a ways off!
still didnt fix the tilemap block corner things
Are there plans for console release (mostly switch) at any point in the future
As a developer myself I wouldn't hold your breath. I'm sure Dryden would like to be there are a hundred hoops to jump through to even get approval to publish on switch, or get a developer kit, not to mention all the compliance there has to be in UI and controls. Happy to be proven wrong- perhaps Dryden has already thought of this, but I imagine he's more concerned with the initial PC release.
If I have my way, yes! But like @Orionhart said it will be very hard, and likely not for a while after the PC release!
@@LighthoofDryden yea i didn’t expect it soon, I’m fully aware how hard it is for a switch release, especially since it’s likely the smallest group of sales. Good luck
im early yay!
Is it just me or does the grey of the new reapers cloak look a little too cold? I know its nitpicking and the rest of the new reaper in incredible but i somehow feel like he contrast with the colour scheme of the level instead of fitting in
Yeah, I see where you’re coming from on that for sure!
maybe a dlc could add an egyptian tomb or a shady undercity or something
Yeaahhh, and im sixth 😎 ✌️
Third babyy
Oh and I’m second
I wanna play the demo but I am unable to download it on my mac