@@ArcaDone Checked out the store page real quick. Sick color schemes!! Looks quite professional. I usually announce these videos a few weeks beforehand with instructions on how to submit. These videos are announced in the community section of YT, Twitter and the Making GAmes Together Discord group. :)
Thank you so much for playing Anchor Up! The feedback you gave is extremely valuable and helpful, and will be working on it! I’ll definitely make a more intuitive movement system as the top priority. Thanks again!
@@DutchdaveTanktastic Thank you so so much for that, that means a lot! I’m planning on getting a dev log up in the next week! Looking forward to playing your game jam games too :)
Hey I've got a recommendation for your game, concerning the laser canon. Why not make it a grappling hook canon? I mean, it has basically the same effect but with less scifi.
Hi Jonas! Thank you so much for playing Arcounter! Glad you liked it. I have actually made all the assets myself and yeah, the game is quite difficult right now😅
Game looks very promising! Personally I didn't really like the wall spell but the other stuff seems great, I imagine combo attacks are super satisfying.
Hey Jonas, what a surprise to see my game, Exophobia, when I just opened the video! Your feedback was really helpful, I will definitely work on improving the user experience based on it. But I won't budge and add vertical camera movement, I'm sorry but it's just how the game was designed 🤣 but definitely tweaking the parts that made you miss looking up and down. Thanks for giving it a try, hope you had fun!
Excellent reception and understanding of the interface issues he was having, man. Changing the camera angle would ruin that Wolfenstein/Doom aesthetic, and increasing visual range would diminish the tension that is integral to these shooters, but status effects should have clear indicators and certain text should have a linger time past its activation tile. You have an excellent looking game, I'm looking forward to it being released.
With Carpocalypse, one of the main problems is that clouds obscures your view plus obstacles and pits seem to suddenly appear without giving the player much time to be able to react. And of course, the ads would be a deal breaker for me, at least the way they are. I would rather pay a modest fee for the game and avoid ads totally (at least have that as an option).
Sorry for the amount of ads in my game 😅 This was my first game I ever made and I only decided to add the ads at the final week before releasing it so it was not properly planned. At least I have learnt the importance of playtesters now, when I was playing I thought it was a fair balance but I had played the game a few times more than you haha. I haven't touched the game in a few months but will remove the involuntary ads if I can! Thanks for the feedback :)
Playtesting or hearing the opinions of others about your project in general is super important and can be really helpful! I wish I knew this earlier myself. Good luck with your game/s!
Usually the thing that makes me instantly unintall is when I'm clicking something for the gameplay, I die, then an ad pops and I click it because it happened so fast I didn't even know until I'd already clicked. It looked like this happened to Jonas a couple times. It feels like I'm being tricked into clicking ads to fake the click-through rate, so I'd say make sure if you die, that there's time to realize it and stop engaging before presenting the ad. Insta-pop also feels like being slapped, which is extremely off-putting, whereas dead = transition to ad screen feels more like "darnit! Now I have to wait again."
Congratulations on successfully creating a game. As a developer (Self called) I understand how tough it is. As for the ads, if I were you, I would remove ads from restart and rather place these in the main menu where one could watch the ads to get some coins, that would help players buy more vehicles quickly. I guess player gets rewarded with coins after successfully completing the level. So I would decrease tge amount of coin rewards so if someone is interested in getting a new vehicle quickly he would watch ads to get coins. Restricting these ads to max of 3-4 times a day or an hour will keep them interested in playing the game rather than just watching ads continuously. Adding more number of vehicles, paint color, decorations and all will make them collect coins quickly. And while playing if players get message about how to cross next obstacle would be helpful. A message like "wall ahead" or "Jump here", just before a wall is approaching, but that could be a distraction if not placed wisely. Thse are just my views. Others may or may not like my views, so please ask for the feedbacks and that will help you make it more interesting.
I haven't finished the video yet, but I gotta say that the feedback you give keeps getting better with every new episode of "I played your games". Your advice sound very reasonable and extremely useful!
Yeah, I would love that as well. Unfortunately I only really have the resources to make a YT video every 3-4 weeks at the moment, which makes it very hard to do these more often.
my PERSONAL advice for the first game (im no game designer by the way) is to make the rooms all look different and memorable, also if you introduce a mechanic, give the player some space to play around with it (test how it works) without being interupted by anything like enemies.
Thanks for your feedback! This demo unfortunately had to be very short so the level design and onboarding really suffered ... But all suggestions are definitely going to implemented in the final version!
Cool tip against ads: Turn your internet availability off (both wifi and 4g/5g whatever you have) before starting the game itself, so ads won't appear anymore. Dowside is you can not cointinue from checkpoints with watching ads, since there wont be internet to watch it on.
Yesss!! Squid now has facial expressions!! It adds so much to the game and personality of the game. Will you snail progressed so much since the trailer video. When I saw the facial expressions in trailer I was wondering that it is for the trailer or he really added it?... I'm soo happy :)
Jonas, I just wanted to say that ever since I found your channel a few months ago I loved every video I watched, every time you release a new video I get so excited, and I am definitely buying will you snail next decade when it comes out. I really like your style of videos, and videos like this one really help me as someone who still needs to learn a lot about game dev. I think that you are very underrated and your videos deserve a lot more appreciation, but I guess that's how TH-cam is sometimes. Keep on with the grind and I am sure you will have a bright future in this industry.
Nothing makes me happier than hearing I managed to make your life just a liiiittle bit better. Thanks so much for returning the favor by supporting my games. Means a lot! Thank you, thank you! :)
Loved the feedback for carpocalypse. So on point! Exactly how I feel about a lot of mobile games. Install, like the gameplay, play for 10 minutes, get annoyed by the amount of ads, uninstall.
Good mobile games I recommend, for getting a flavor of what's possible: Archero, Clash of Clans, Bloons TD 6, and some of the classics like Jetpack Joyride and Angry Birds
The big selling point is let people engage with monetisation *IF THEY WANT TO!* Even if they don't have or don't want to spend money, you can still entertain them, and they can tell their friends about it, and you can get new paying customers that way. The reason those five work is because they tempt you, not threaten you. I wish more devs would see that
jonas i really wanna say thanks for your amazing content , you are so kind and sweet , thanks for your helpful content that always inspire me , and trust me i mean that
If the dev of the first game is reading comments, I would ignore 90% of the suggestions (but not user experience) of the first game. That's just the genre. I haven't played doom but I'm at least familiar with how it plays 🧐
Hey, I was actually reading! :) I made the game with the focus on exploring what you can do design wise without a vertical camera axis, so I was scared to see such reaction to it, but glad there are some fans of the genre. I will just have to tweak the tutorials and worm projectiles for a better experience, all the other suggestions were very useful! Thanks a lot!
"If there is a way to make it make sense then you should obviously do it" As someone who saw a game dev completely scrap a game and rebuild it several times with this being one of the reasons I completely agree. There was a cool looking mine underground and it was a very nice feature since you could throw bombs, sticky bombs and mine some of the rock, but it was color coded on the walls so the dev said "it's not intuitive enough" like a few months into making this feature so now the public alpha of said game has mining in a much more boring, but intuitive way as you can see stone in ary part of the map just by going around the surface. An aesthetically unpleasing solution since it ruins the atmosphere of the land, but it work really well for what it is. I believe they'll do a mine update where a mine would be opened and a bunch of cool stuff can happen. These devs are amazing since they listen closely to community feedback and the game is in heavy alpha development.
ARCOUNTER looks like one of these games that is packed with cool ideas, great techniques, good art and even a good story maybe, but just not fun to play. There seems to be so much clicking involved for very little outcome.
The first one might have some issues with looking up and down because of the rendering technique used. (although even with raycasting, you can allow some vertical rotation.)
21:33 Yeah... That's the most frustrating part in these games. Attacks that throw you away. So many ways to just randomly die. This mechanic really throws difficulty control away.
I can't code for the life of me, I tried and am still trying but I just can never understand coding for the life of me, these people have a super power lmao
10:45 instead of the particles at the edges, there should be a little space between some of the border rocks and waterfalls flowing out (that could be patricles).
Oh lol the second game "Anchor Up" looks like a simpler tabletop simulator game version as a friend of mine did xD (well the thing my friend did was a PvP thing ^^)
Will You Snail looks so amazing. I've been following it for over a year and a half now, and it just looks so cool :) Also, How is the credit song coming along? I really liked it last time. :)
Hey, Jonas. Just discovered your content. Where would you recommend that I begin my own game dev journey? I’ve been doing Narrative Design work, helping other developers create their worlds and stories for their games, but now I want to take the leap into making my own.
Depends on what exactly you want to achieve. Think very precisely about what your personal goals are. The more precisely you know your objectives, the better you can tailor a specific strategy towards achieving them. Try to be very strategic about it. For most strategies it's usually a good idea to sharpen your axe before chopping down the tree. Do some smaller learning projects to sharpen the specific skills you'll need. Then chop down... ehhh... create the game that has the most potential to make you a tree... ehhhh.... ehhh.... you get what I mean. Wish you all the best and have fun! :)
@@JonasTyroller thanks, Jonas. I’ll start by doing some very basic projects - I ultimately want to create some 2D RPGs / platform ears with a heavy focus on the story (with good gameplay too of course :) )
Rumour say the doom guy doesn't need to look up and down to kill demon. I mean how could he, have you seen his helmet? their's no space for vertical head rotation on that thing! i don't even know if their is a neck under!
16:00 It would be really cool if there was a screen effect to show that you are in the freeze time mode so people do nothing there game from. Maybe something like a bit of something like screen edge blur or blue tint.
Pretty badly. He has a point with making the text linger a bit past the activation tile, but looking up and down or increasing visual range ruins the aesthetic.
Jonas obviously doesn't play retro shooters as much, but everything he said was still perfectly valid. If he wants to go full retro with not allowing vertical look, then he needs to accommodate that in the rest of his design. That means 90-degree eye-level switches and buttons like Doom, and no effects that would make the player want to look down, like flat effects on the floor that hurt the player (all of doom's acid pools were part of the level and had lower elevation), etc. If you're not capable of comprehending how artificial limitations impact your design choices in cases like this, then the best thing to do is remove them.
@@Deadener Castanheira mentioned specifically making just such accommodations, _without_ sacrificing that classic shooter game mechanics, in his response elsewhere in the comments here.
@@ostiariusalpha My response wasn't for the developer. It was for the guy thinking that all of Jonas's feedback can be dismissed because he doesn't like the game's lack of vertical look, and calling him "un-informed". Jonas even suggested basically exactly what I said, if you want this kind of mechanic, the rest of the game must be designed around it. You can't just 'uncheck' vertical camera rotation and call it "retro". The fact that Icewing Nix doesn't seem to realize this, and proceeds to call Jonas "un-informed", is ironic.
@@Deadener Icewing simply mentioned that Jonas seemed ignorant of Wolfenstein/Doom style play mechanics, which I would agree with, that's not the same thing as an outright dismissal of his opinion.
Jonas you give such great and fair critique of these games but always end it with a "don't take that the wrong way, it's still a great game" which I don't think is necessary! It seems to diminish the value of the critique, as if what you're saying is overly harsh and should be disregarded. I think it's totally fine to frame it as "this was my experience playing the game, right now it's a little rough but would be great if you did X Y Z". Curious to know your thoughts on my critique of your critique!
Hey, Jonas. I don't think you'll get this, but it's fine if you can't finish WYS? by the end of 2021! You know what happened to Cyberpunk 2077? Released early. Buggy mess. It's fine if you don't make the 2021 deadline. Believe me, burnout is real. I just wanted to tell you that I'd be completely fine if you don't release it on time.
Oh I wish I could get my game to be played and got some feedbacks from you since I'm the only one testing it lol as this is my first game. Great video i liked the last game
As a lover of Wolfenstein clones, I really don't see a reason to make you look up and down, it's unusual not to be able to, but in games like this it's not so mandatory, after all, that's the premise of the game. But I do agree that making a mouselook option in the menu can help, like most modern Doom source ports, but then again, it's not that necessary.
I see you point. I just think if you can't look up or down, you shouldn't add any mechanics that require you to (like important pads and puddles on the ground).
@@JonasTyroller I think so, but there might be some ways to call the players attention to something on the ground, like making the pad glow, or the damaging floor make a red flash on your screen and only cause damage after some time, but the best way is to avoid these situations
Basicaly like Doom and Doom 2 do it. They use fluid like textures or blaze like textures on damaging floors and also give them a distinct look. EDIT: I forgot to mention this, sorry.
I played a few more games. Will deliver those in another video soon. Hope you enjoy! :)
Wow I’m earlier than usual
Hey Jonas! When is the next Wowieeee Gam Jam?
Would you try mine? play.google.com/store/apps/details?id=com.ArcaDone.CubeSmash&hl=it&gl=US
@@ArcaDone Checked out the store page real quick. Sick color schemes!! Looks quite professional.
I usually announce these videos a few weeks beforehand with instructions on how to submit. These videos are announced in the community section of YT, Twitter and the Making GAmes Together Discord group. :)
@@sree-dev9583 Probably Q2 of 2022. Definitely some time in 2022, though.
Thank you so much for playing Anchor Up! The feedback you gave is extremely valuable and helpful, and will be working on it! I’ll definitely make a more intuitive movement system as the top priority. Thanks again!
Epic. Let me know if you ever need some help or advice. I hope to see a successful Steam launch for this one!! :)
Agreed. I thought always show + dots was the best.
Heyy Orange! I clicked on this video because I recognized your game from the thumbnail :) Looking forward to more devlogs and your game jam entries :)
@@DutchdaveTanktastic Thank you so so much for that, that means a lot! I’m planning on getting a dev log up in the next week! Looking forward to playing your game jam games too :)
Hey I've got a recommendation for your game, concerning the laser canon.
Why not make it a grappling hook canon?
I mean, it has basically the same effect but with less scifi.
awesome games, but Billionaire Casino Slots 777 at 23:44 was definitely my favorite
Me too it's even better than Minecraft
Nope, that amazing looking base builder a bit later on is better
lol
Wow congrats on the verification poly mars...Great contemt
69 likes yay
Not biased. but Atrio seems like a lot of fun.
I've also heard the devs are wicked charming too.
@polymars But probably not as charming as the devs of billionaire casino slots 777
Hmm I wonder who made Atrio
@@troenxer4139 isto
@@yangkaihor4251
It was sarcastic
@@troenxer4139 did you really just say r/wooosh then say it was sarcastic? also did you really just say r/wooosh????
Hi Jonas! Thank you so much for playing Arcounter! Glad you liked it.
I have actually made all the assets myself and yeah, the game is quite difficult right now😅
The infinite knockback when getting hit by a spear seems a little rough!! :D :D
Keep up the great work! Very promising.
Top quality assets 👌
@@JonasTyroller While not infinite, only timed, you're right, it should probably end after you hit a wall. Thank you again and gl on Will You Snail!
imo arcounter is my favorite game here! it has a lot of potential!
Game looks very promising! Personally I didn't really like the wall spell but the other stuff seems great, I imagine combo attacks are super satisfying.
23:43 LOL! Did this guy leave in all the monetizations and ads for a review copy? Very ballsy move.
Well at least he is not hiding it
Edit: i mean there is nothing wrong with ads
I think Jonas just downloaded it from the playstore.
Not that deep
@@kommunismusarbeiterjonny Anything that takes you away from gameplay is usually not liked when trying to PLAY a game.
Hey Jonas, what a surprise to see my game, Exophobia, when I just opened the video!
Your feedback was really helpful, I will definitely work on improving the user experience based on it. But I won't budge and add vertical camera movement, I'm sorry but it's just how the game was designed 🤣 but definitely tweaking the parts that made you miss looking up and down. Thanks for giving it a try, hope you had fun!
Excellent reception and understanding of the interface issues he was having, man. Changing the camera angle would ruin that Wolfenstein/Doom aesthetic, and increasing visual range would diminish the tension that is integral to these shooters, but status effects should have clear indicators and certain text should have a linger time past its activation tile. You have an excellent looking game, I'm looking forward to it being released.
Regarding the vision range, you could maybe change it in different rooms to change the atmosphere.
Your game has an excellent look. The graphics are really nice.
Thanks everyone, glad you understand my decision! Trying my best to fix all these problems without compromising the retro aspect
The game looks awesome!
With Carpocalypse, one of the main problems is that clouds obscures your view plus obstacles and pits seem to suddenly appear without giving the player much time to be able to react. And of course, the ads would be a deal breaker for me, at least the way they are. I would rather pay a modest fee for the game and avoid ads totally (at least have that as an option).
Sorry for the amount of ads in my game 😅
This was my first game I ever made and I only decided to add the ads at the final week before releasing it so it was not properly planned. At least I have learnt the importance of playtesters now, when I was playing I thought it was a fair balance but I had played the game a few times more than you haha. I haven't touched the game in a few months but will remove the involuntary ads if I can!
Thanks for the feedback :)
Playtesting or hearing the opinions of others about your project in general is super important and can be really helpful! I wish I knew this earlier myself. Good luck with your game/s!
Usually the thing that makes me instantly unintall is when I'm clicking something for the gameplay, I die, then an ad pops and I click it because it happened so fast I didn't even know until I'd already clicked. It looked like this happened to Jonas a couple times. It feels like I'm being tricked into clicking ads to fake the click-through rate, so I'd say make sure if you die, that there's time to realize it and stop engaging before presenting the ad.
Insta-pop also feels like being slapped, which is extremely off-putting, whereas dead = transition to ad screen feels more like "darnit! Now I have to wait again."
Congratulations on successfully creating a game. As a developer (Self called) I understand how tough it is. As for the ads, if I were you, I would remove ads from restart and rather place these in the main menu where one could watch the ads to get some coins, that would help players buy more vehicles quickly. I guess player gets rewarded with coins after successfully completing the level. So I would decrease tge amount of coin rewards so if someone is interested in getting a new vehicle quickly he would watch ads to get coins. Restricting these ads to max of 3-4 times a day or an hour will keep them interested in playing the game rather than just watching ads continuously. Adding more number of vehicles, paint color, decorations and all will make them collect coins quickly.
And while playing if players get message about how to cross next obstacle would be helpful. A message like "wall ahead" or "Jump here", just before a wall is approaching, but that could be a distraction if not placed wisely.
Thse are just my views. Others may or may not like my views, so please ask for the feedbacks and that will help you make it more interesting.
I haven't finished the video yet, but I gotta say that the feedback you give keeps getting better with every new episode of "I played your games". Your advice sound very reasonable and extremely useful!
Jonas: I played your games!
Everyone: WHERE IS WILL YOU SNAIL JONAS
Jonas: no
12:58
Yes I know you mean when will it come out it’s a joke lol
Don't rush art lol
man, i wish you would do these more often
Yeah, I would love that as well. Unfortunately I only really have the resources to make a YT video every 3-4 weeks at the moment, which makes it very hard to do these more often.
my PERSONAL advice for the first game (im no game designer by the way) is to make the rooms all look different and memorable, also if you introduce a mechanic, give the player some space to play around with it (test how it works) without being interupted by anything like enemies.
Thanks for your feedback! This demo unfortunately had to be very short so the level design and onboarding really suffered ... But all suggestions are definitely going to implemented in the final version!
Instead of pausing to cast spells,in ARCOUNTER, it should reduce speed to like 20%
I'm gonna be so addicted to Atrio, no joke
I think it launched in early access a few days ago. ;)
@@JonasTyroller it launched 1 week ago
I am so addicted
Nice edit man , well done
hm... I saw you playing goop loop. Nice
Arcounter looks amazing. I will say, make the world look like it's in bullet time when you want to release spells
"Who doesn't like boats"
Truer words have never been spoken
13:35 DAMN that soundtrack gives me "Welcome to Gravity Falls" vibes
I thought I was the only one that thought that
Cool tip against ads: Turn your internet availability off (both wifi and 4g/5g whatever you have) before starting the game itself, so ads won't appear anymore. Dowside is you can not cointinue from checkpoints with watching ads, since there wont be internet to watch it on.
Great video so far! It's really cool to see what games other people are making! :D
Yesss!! Squid now has facial expressions!!
It adds so much to the game and personality of the game.
Will you snail progressed so much since the trailer video.
When I saw the facial expressions in trailer I was wondering that it is for the trailer or he really added it?...
I'm soo happy :)
Jonas, I just wanted to say that ever since I found your channel a few months ago I loved every video I watched, every time you release a new video I get so excited, and I am definitely buying will you snail next decade when it comes out. I really like your style of videos, and videos like this one really help me as someone who still needs to learn a lot about game dev. I think that you are very underrated and your videos deserve a lot more appreciation, but I guess that's how TH-cam is sometimes. Keep on with the grind and I am sure you will have a bright future in this industry.
Nothing makes me happier than hearing I managed to make your life just a liiiittle bit better. Thanks so much for returning the favor by supporting my games. Means a lot! Thank you, thank you! :)
Please do this more often! So awesome to see how creative this comunity can be and your feedback helps alot
Very interesting, I definitely learned a few important things from your feedback to these games. Thank you!
Loved the feedback for carpocalypse. So on point! Exactly how I feel about a lot of mobile games. Install, like the gameplay, play for 10 minutes, get annoyed by the amount of ads, uninstall.
Arcounter looks amazing, and reminds me a lot of Spellbreak, which is a good thing. If the UI looked anything like that it would just be... 😚👌
Good mobile games I recommend, for getting a flavor of what's possible: Archero, Clash of Clans, Bloons TD 6, and some of the classics like Jetpack Joyride and Angry Birds
The big selling point is let people engage with monetisation *IF THEY WANT TO!* Even if they don't have or don't want to spend money, you can still entertain them, and they can tell their friends about it, and you can get new paying customers that way. The reason those five work is because they tempt you, not threaten you. I wish more devs would see that
I love these! Not only a professional perspective, but it gives me hope in creating my own game, which I overstress about/overthink way too much.
jonas i really wanna say thanks for your amazing content , you are so kind and sweet , thanks for your helpful content that always inspire me , and trust me i mean that
Thanks for your kind words. Appreciate it. :)
If the dev of the first game is reading comments, I would ignore 90% of the suggestions (but not user experience) of the first game. That's just the genre. I haven't played doom but I'm at least familiar with how it plays 🧐
Hey, I was actually reading! :)
I made the game with the focus on exploring what you can do design wise without a vertical camera axis, so I was scared to see such reaction to it, but glad there are some fans of the genre. I will just have to tweak the tutorials and worm projectiles for a better experience, all the other suggestions were very useful! Thanks a lot!
That light mechanic on the last game seems really good. Hopefully they do a lot with it in the final game.
Great work by these devs so far! Inspires me to improve and finish my game
What is the game you are making called? Sorry for asking, I am just curious.
@@SavageJarJar Hey, appreciate you asking - it's called "Classy Train" and is a classic style platformer
@@trunkostudios Interesting. Anywhere I could learn more about it?
I get so excited when I see that you have made a new video! They are so entertaining.
"If there is a way to make it make sense then you should obviously do it"
As someone who saw a game dev completely scrap a game and rebuild it several times with this being one of the reasons I completely agree. There was a cool looking mine underground and it was a very nice feature since you could throw bombs, sticky bombs and mine some of the rock, but it was color coded on the walls so the dev said "it's not intuitive enough" like a few months into making this feature so now the public alpha of said game has mining in a much more boring, but intuitive way as you can see stone in ary part of the map just by going around the surface. An aesthetically unpleasing solution since it ruins the atmosphere of the land, but it work really well for what it is. I believe they'll do a mine update where a mine would be opened and a bunch of cool stuff can happen. These devs are amazing since they listen closely to community feedback and the game is in heavy alpha development.
I wanted to post my game demo but it still isn't out yet :(
Cool, it’s good that your staying active in the community
I'm trying. :D
I feel like for arcounter the spells should slow down time like shooting a bow midair in botw rather than stopping time outright
Will there be a one more submission part? Didn't know, so couldn't submit
are you gonna make more will you snail videos???
Lol, I was waiting for the Will You Snail ad. The visual improvements are looking so cool! I'm stoked to play it!
Arcounter looks neat but the backflip jump looks so unnatural lol. All the games look neat!
*1:09** I don't think you can do that in ray casting* 🤔
But I'm not sure if this is raycasting or just 3D game in that style
You should be able to allow a little bit by applying a rotation after the render pass.
That first game is really cool graphically, it kind of makes me want to make a Jurassic Park-esque game in this style
ARCOUNTER looks like one of these games that is packed with cool ideas, great techniques, good art and even a good story maybe, but just not fun to play. There seems to be so much clicking involved for very little outcome.
Arccounter looks dope. Lots of potential if the spells can be done quickly
The first one might have some issues with looking up and down because of the rendering technique used. (although even with raycasting, you can allow some vertical rotation.)
I love how you visualize your feedback in the footage!
Credits for that go to my editor actually.
Last game was insanely good. I loved the design and the Idea. The gameplay looks so enjoyable as well
3:51 when you mix flummoxium with weird fungus
7:01 he sounded like a French chef liking the sauce of pizza
21:33 Yeah... That's the most frustrating part in these games. Attacks that throw you away.
So many ways to just randomly die.
This mechanic really throws difficulty control away.
36:04 minute video, very cool
Yeah
Hope you find it enjoyable. :)
Would love to see more of these game design feedback videos!!
Personally I think the "no looking up and down" is not a bad choice, since it's more faithful to the doom shooters.
Hey Jonas do you only play games that are complete? And where do I submit mine?
I feel your pain. Not being able to look up and down is worse than not being able to jump in 3d games
That first game looks like it’d be really cool in vr
I can't code for the life of me, I tried and am still trying but I just can never understand coding for the life of me, these people have a super power lmao
I mean, I would like to snail. Please Jonas, let us snail. Please... (but seriously happy to wait until you are happy and ready to release it)
10:45 instead of the particles at the edges, there should be a little space between some of the border rocks and waterfalls flowing out (that could be patricles).
Oh lol the second game "Anchor Up" looks like a simpler tabletop simulator game version as a friend of mine did xD (well the thing my friend did was a PvP thing ^^)
Will You Snail looks so amazing. I've been following it for over a year and a half now, and it just looks so cool :) Also, How is the credit song coming along? I really liked it last time. :)
25:15 "Let the player play at least for an hour"
Do people play those games for hours without getting bored?
UGH HOW DID I MISS THIS
great video as always though!
Hey, Jonas. Just discovered your content. Where would you recommend that I begin my own game dev journey? I’ve been doing Narrative Design work, helping other developers create their worlds and stories for their games, but now I want to take the leap into making my own.
Depends on what exactly you want to achieve. Think very precisely about what your personal goals are. The more precisely you know your objectives, the better you can tailor a specific strategy towards achieving them. Try to be very strategic about it.
For most strategies it's usually a good idea to sharpen your axe before chopping down the tree. Do some smaller learning projects to sharpen the specific skills you'll need. Then chop down... ehhh... create the game that has the most potential to make you a tree... ehhhh.... ehhh.... you get what I mean.
Wish you all the best and have fun! :)
@@JonasTyroller thanks, Jonas. I’ll start by doing some very basic projects - I ultimately want to create some 2D RPGs / platform ears with a heavy focus on the story (with good gameplay too of course :) )
Exaphobia reminds me of ocarina of time, I love these games and I like this idea.
I guess Jonas never played OG wolfenstein and Doom
I LOVE Woking with UI & GUI :D
I really like the color scheme on the first game
For anchor up, the laser gun could be a harpoon with a rope
Harshly truthful. The best form of criticism if you ask me.
What was the game in the beginning when he says "humbled"?
Rumour say the doom guy doesn't need to look up and down to kill demon. I mean how could he, have you seen his helmet? their's no space for vertical head rotation on that thing! i don't even know if their is a neck under!
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It would be really cool if there was a screen effect to show that you are in the freeze time mode so people do nothing there game from. Maybe something like a bit of something like screen edge blur or blue tint.
i liked the fact you couldnt look down its nostalgic to a lot of people
Fair enough. But don't put so many gameplay elements into the game that require you to look down then (acid pudles, text tiles). :P
wishlisted love how it looks cant wait till it comes out!
how u wanted to look up and down i think its a 2d game engine with raycast. idk tho
exophobia is my favorite. it just seems so unique
That's nice of you to highlight some games.
Wow this man is un-informed in the art of the classic DOOM shooter layout.
Pretty badly. He has a point with making the text linger a bit past the activation tile, but looking up and down or increasing visual range ruins the aesthetic.
Jonas obviously doesn't play retro shooters as much, but everything he said was still perfectly valid. If he wants to go full retro with not allowing vertical look, then he needs to accommodate that in the rest of his design. That means 90-degree eye-level switches and buttons like Doom, and no effects that would make the player want to look down, like flat effects on the floor that hurt the player (all of doom's acid pools were part of the level and had lower elevation), etc.
If you're not capable of comprehending how artificial limitations impact your design choices in cases like this, then the best thing to do is remove them.
@@Deadener Castanheira mentioned specifically making just such accommodations, _without_ sacrificing that classic shooter game mechanics, in his response elsewhere in the comments here.
@@ostiariusalpha My response wasn't for the developer. It was for the guy thinking that all of Jonas's feedback can be dismissed because he doesn't like the game's lack of vertical look, and calling him "un-informed". Jonas even suggested basically exactly what I said, if you want this kind of mechanic, the rest of the game must be designed around it. You can't just 'uncheck' vertical camera rotation and call it "retro". The fact that Icewing Nix doesn't seem to realize this, and proceeds to call Jonas "un-informed", is ironic.
@@Deadener Icewing simply mentioned that Jonas seemed ignorant of Wolfenstein/Doom style play mechanics, which I would agree with, that's not the same thing as an outright dismissal of his opinion.
Jonas you give such great and fair critique of these games but always end it with a "don't take that the wrong way, it's still a great game" which I don't think is necessary! It seems to diminish the value of the critique, as if what you're saying is overly harsh and should be disregarded. I think it's totally fine to frame it as "this was my experience playing the game, right now it's a little rough but would be great if you did X Y Z". Curious to know your thoughts on my critique of your critique!
jonas i will be happy to collab with you and team in any next game jam, thanks . regards - a guy on the internet. (im as early as 3 minutes holy cow )
crap im early 27th like
wow
Who made that awesome snail game? You kinda sped through it
I love this format.
This guy is really starting to be the new brackeys
Arcounter, I see pausing is viable mechanic :)
What headphones are u using?
Lovely video, but when will we get to play Will You Snail?
Hey, Jonas. I don't think you'll get this, but it's fine if you can't finish WYS? by the end of 2021! You know what happened to Cyberpunk 2077? Released early. Buggy mess. It's fine if you don't make the 2021 deadline. Believe me, burnout is real. I just wanted to tell you that I'd be completely fine if you don't release it on time.
Thank you, thank you. Appreciate your patience! Don't worry, I'll pick my own pace! :)
Atrio: The dark wild looks absolutely amazing!
love this kind of videos, keep up the great work 👍 also are you watching Glp? Wombo combo make it seem pretty likely 🙃
The sehlfman is a great editor
When new Snail devlog ?
Next video.
@@JonasTyroller yessssss
Not including Mellow was a missed opportunity
Not entirely sure what you mean. I can only pick games that are submitted to me during the submission phase. :)
@@JonasTyroller Oh, I thought I did
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I have an idea: you can look up and down, but only by pressing PgUp and PgDn. :D
Oh I wish I could get my game to be played and got some feedbacks from you since I'm the only one testing it lol as this is my first game. Great video i liked the last game
very good video keep it up and i hope its going well whit will you snail!
Will You Snail is going well. Thanks. Will keep give you an update with a new devlog soon. :)
@@JonasTyroller didint think you would reply!
i hate it when people complain about them being bad at the game and blaming the developer for it
I'm sad I didn't see that before I would have loved to have you play my game! :) Great video!
As a lover of Wolfenstein clones, I really don't see a reason to make you look up and down, it's unusual not to be able to, but in games like this it's not so mandatory, after all, that's the premise of the game. But I do agree that making a mouselook option in the menu can help, like most modern Doom source ports, but then again, it's not that necessary.
I see you point. I just think if you can't look up or down, you shouldn't add any mechanics that require you to (like important pads and puddles on the ground).
@@JonasTyroller I think so, but there might be some ways to call the players attention to something on the ground, like making the pad glow, or the damaging floor make a red flash on your screen and only cause damage after some time, but the best way is to avoid these situations
Basicaly like Doom and Doom 2 do it. They use fluid like textures or blaze like textures on damaging floors and also give them a distinct look. EDIT: I forgot to mention this, sorry.