Thank you for leading by example, your approach to game dev and the success of Thronefall is truly inspiring. Can't wait to see where you take this game. Cheers!
I just wanted to say: I stumbled upon your game on Steam while randomly browsing one night. I liked the art style but didn't expect too much for $5. Man... I just have to tell you this is my new favorite game. I haven't stopped playing in weeks. I liked it so much I searched TH-cam for other people playing it. Which led me here. You guys have a gem on your hands. It's a perfect unwinding game. Excellent work, this game is literally exactly what I didn't even know I wanted.
One thing for moving troops in the game is to have the player view like a zoomed out map of the level and then use the map to select troops and then select positions for the troops to be in. This way the player doesn't have to spend half the time travelling up and down the level to place troops before night falls.
There should be a flail weapon that spins around the player and damages enemies as they get near (but if they get too close, the flail head won’t hit them)
10:50 You should probably put the new game option under the retry last day option: most players, when they lose, will spam the “choose” button (a on nintendo, x on playstation) if they are using a controller. They might accidentally start a new game bc of that, since the new game option will be selected. Its also better if you move because that way, players that do spam the button wont have to worry about accidenta starting a new game. King of a weird tip, hope it was clear :) Amazing video! Love your devlogs
Well done. You really optimized the art of making a consistently entertaining devlog series. Every time I finish watching one, I immediately can't wait for the next!
The absolute throneful of information you pack into these devlogs is inspiring. It's very motivating for an aspiring game dev and game dev youtuber like myself. Thank you for your hard work on these vids.
For some levels you could add a level specific objective that could lead to another level. Like building a giant bridge that takes a lot of resources to build each step or clear a forest. These objectives could lead to hidden / optional levels or could just lead to the next area
Defence Tower idea: a wizard tower where the player selects if it shoots Fire, Ice or Lightning and if it targets ground units or air units and if it prioritises Bossee and Elites or Goons/Grunts
This might be the first game from a youtuber I bought, that I didn't buy just to support cause I'm fan, but, cause I actually like the game! Congrats on the success game is awesome!
Love Thronefall so I am super happy you are continuing to work on it. I think this absolutely amazing work you guys have been doing and thank you so much for sharing your progress with us Jonas. Vielen dank aus australien
Love your channel and the game looks awesome! I just had a cool idea for a level, where the main gimmick was its festivals and arts. I'd like you to evolve the idea but here are some ideas: You might implement a week-cycle. At the start of each week, the player can plan on what day festivals occur, impacting things like the monsters and maybe you get more gold on weekends. One of the new building could be a stage to host that event/festival. If it is destroyed, you can't host that type of festival and won't earn gold. Great devlog btw
Great devlog, music is so chill. Congrats on putting so much work into this game (and your videos). 😊It's so interesting to see how you take player feedback to get new ideas and invent new creative mechanics! (they are gonna hate those pikemen though 🤭)
Man these devlogs, how do you keep up with all this work, and stay motivated. Thank for show all of us what is possible if you stay motivated. BTW any I am currently making a game engine, how to stay motivated, as c++ sometimes makes you blow your foot off.
The game is looking great! One suggestion though: you could add enemies coming in from the sea instead of the land, that way the player could surrounded on like a island or something.
The great thing about this is you will keep sharing the journey despite the massive success, that actually breaks the saying that game dev do TH-cam to get one successful game, and they abandon it when they become rich.
For levels that take place near the water, it would be cool to see enemies arrive by boat carrying weapons and tools, arriving on shore. This may add some chaos as enemies flank you from both ends and it would be cool to see some troops and weapons countering that.
If there isn't one already, I would suggest adding: a lifesteal weapon that heals you based on half of the damage it deals; a lightning weapon that strikes multiple targets; a knockback weapon sending enemies flying, and others.
This game makes me so excited. I'd love to see a pvp gamemode where someone works as the enemy spawner and the other the king. Maybe taking turns being the king and having to work with what the other player placed down
Just checked the steam page. $14.50AUD multiplied by 11,167 copies sold minus 30% steam cut equals $113,345 earned. How much did the development cost? To found the total profit
Completely agree with the design takeaways. I loved the small maps, and being able to see the action. For me, I really want to feel rich accumulating money
A Couple Days ago my friend visited my house and I showed his little brother Thronefall, he not only CRUSHED my highscore on Newland he also almost (he couldnt finish because he had to leave) beat The second map (Forgot name somehow) without losing a structure and maintaining a good economy, I should also probably say that it was his first time playing the game.
Hey Jonas, I know youre busy, but I think a video on what youve learnt as a successful developer; the differences between you in the past and now, how you approach things, and the misconceptions you may have had in the past that either do or dont lead to successful games. ✌
I like the ultimate enemy which helps with lag with lots of enemies but I think you should give the ultimate enemy some customization and random names so he can be like a captain instead of just some random guy with alot of health.
11:28 the problem that it spawns so many enemies the frame-time is in triple digits? 😅 12:28 yours is fine. My pc would be roasted if the CPU didn't have thermal throttling
Not sure if its too important, but moving the enemy AI to a ECS based system would help the performance if they are currently just using monobehaviours.
the thing I've found annoying last time I've played is that even after finishing a level + 3/4 of the challenges in that level I still wasn't allowed to acess the next one because of sth like "you should first finish last level"
Looks like creative fire sparkling good ;) to games i try create joyful fireful gameLogics that would also inspire more experienced creators and players. game that people can create in it and save their creation. and continue next match from past created assets connectance. I like teaming and co create
Although this might not be the best channel of communicating this, but the mobile game "Age of Frostfall" is using footage of your game to advertise theirs
200 days of just 1 persons, 1 game... which... games are always made by different people, ideas, methods, order systems, etc. A game Jam via restrictions and themes gonna be vastly different that a full game with no constraints, a solo game is gonna be different than a game via a team. I don't even have to watch the video to know each "game" has it's own path, to make it unique, if you do that same path then they are gonna play very the same, thus everything has to be entirely new each time. If a group of 1000 people compiled 200 days, each and compiled it in 1 watch list then I would then at that point be interested, but just 1 person and 1 game just shows the journey 1 person chose for a random game.
Thank you for leading by example, your approach to game dev and the success of Thronefall is truly inspiring. Can't wait to see where you take this game. Cheers!
I just wanted to say: I stumbled upon your game on Steam while randomly browsing one night. I liked the art style but didn't expect too much for $5. Man... I just have to tell you this is my new favorite game. I haven't stopped playing in weeks. I liked it so much I searched TH-cam for other people playing it. Which led me here. You guys have a gem on your hands. It's a perfect unwinding game. Excellent work, this game is literally exactly what I didn't even know I wanted.
It's surprisingly interesting to watch devlogs + sometimes you can even learn something from them
The way you present your devlogs is probably the best I've seen.
One thing for moving troops in the game is to have the player view like a zoomed out map of the level and then use the map to select troops and then select positions for the troops to be in. This way the player doesn't have to spend half the time travelling up and down the level to place troops before night falls.
maybe a perk or an upgrade for something, but I love this idea
Fantastic devlog. Loved seeing how the infinite gamemode was made. Super cool stuff!
There should be a flail weapon that spins around the player and damages enemies as they get near (but if they get too close, the flail head won’t hit them)
10:50
You should probably put the new game option under the retry last day option: most players, when they lose, will spam the “choose” button (a on nintendo, x on playstation) if they are using a controller. They might accidentally start a new game bc of that, since the new game option will be selected.
Its also better if you move because that way, players that do spam the button wont have to worry about accidenta starting a new game.
King of a weird tip, hope it was clear :)
Amazing video! Love your devlogs
Well done. You really optimized the art of making a consistently entertaining devlog series. Every time I finish watching one, I immediately can't wait for the next!
The absolute throneful of information you pack into these devlogs is inspiring. It's very motivating for an aspiring game dev and game dev youtuber like myself. Thank you for your hard work on these vids.
For some levels you could add a level specific objective that could lead to another level. Like building a giant bridge that takes a lot of resources to build each step or clear a forest. These objectives could lead to hidden / optional levels or could just lead to the next area
Defence Tower idea: a wizard tower where the player selects if it shoots Fire, Ice or Lightning and if it targets ground units or air units and if it prioritises Bossee and Elites or Goons/Grunts
Congratulations of Winning "Best Casual Game" at the German Developer Awards
This might be the first game from a youtuber I bought, that I didn't buy just to support cause I'm fan, but, cause I actually like the game! Congrats on the success game is awesome!
Love Thronefall so I am super happy you are continuing to work on it. I think this absolutely amazing work you guys have been doing and thank you so much for sharing your progress with us Jonas. Vielen dank aus australien
Me before listening to weezer blue album:
“This guy’s content is great!”
Me after:
*MY NAME IS JONAS*
Picked this up yesterday, lots of fun! Glad TH-cam recommend this video, excited to follow the development!
I love the style of this game! I really like the roguelike-y elements
Very nice! I like how every feels so simple but adds so much!
👏👏👏 Amazing progress!
Sup Ponty, how you doin? Planning on release new vid? No pressure, just curious.
keep on keeping on! thanks for all the hard work Jonas and Co
Thanks for sharing, its been great to watch someone helpful and open succeed. Inspiring to the rest of us.
Hearing you say "monobattles" brings back memories of Day9's Funday Monday 😊
Yeah, new devlog!
Thanks so much for sharing Jonas! Very interesting to watch, even though I'm not a game developer :)
Thanks for sharing the process! Love your data-driven approach 🙌
I just started binging your videos for the 100th time, so this came at the right moment.
Love your channel and the game looks awesome! I just had a cool idea for a level, where the main gimmick was its festivals and arts. I'd like you to evolve the idea but here are some ideas:
You might implement a week-cycle. At the start of each week, the player can plan on what day festivals occur, impacting things like the monsters and maybe you get more gold on weekends.
One of the new building could be a stage to host that event/festival. If it is destroyed, you can't host that type of festival and won't earn gold.
Great devlog btw
Great devlog, music is so chill. Congrats on putting so much work into this game (and your videos). 😊It's so interesting to see how you take player feedback to get new ideas and invent new creative mechanics! (they are gonna hate those pikemen though 🤭)
Loved this video and just seeing how far the game has come! Eternal Trials sounds great, can't wait to see it come to fruition 👀
The roguelite prototype sounds compelling. It could allow you to add a daily/weekly challenge mode to the game to keep people coming back.
Man these devlogs, how do you keep up with all this work, and stay motivated. Thank for show all of us what is possible if you stay motivated. BTW any I am currently making a game engine, how to stay motivated, as c++ sometimes makes you blow your foot off.
Cool video! Great idea, and great presentation!
You really do deserve all the success you have.
The game is looking great! One suggestion though: you could add enemies coming in from the sea instead of the land, that way the player could surrounded on like a island or something.
4:23 there are enemies from the sea
I think those are in the sky. They have shadows on the water
yeah those are flying. I thought you meant you wanted enemies to completely surround the player, not enemies that are water-based.
Junior Unity Dev here.
I really enjoyed your game!
That's nice, you are quite skilled dev.
I think an enemy dictionary would be great. Sure, for learning what the enemies do, but I just like knowing enemy names and lore
The great thing about this is you will keep sharing the journey despite the massive success, that actually breaks the saying that game dev do TH-cam to get one successful game, and they abandon it when they become rich.
at 7:35 I am also having that problem please how did you delete the navmesh outside
For levels that take place near the water, it would be cool to see enemies arrive by boat carrying weapons and tools, arriving on shore. This may add some chaos as enemies flank you from both ends and it would be cool to see some troops and weapons countering that.
If there isn't one already, I would suggest adding: a lifesteal weapon that heals you based on half of the damage it deals; a lightning weapon that strikes multiple targets; a knockback weapon sending enemies flying, and others.
There could be a new amulet that converts a percentage of overheal into a shield.
Amazing fun and gorgeous game! A was playing a bit some weeks ago and hoping to make some time to play more. Ty for sharing the process!
You should make a Trojan Horse enemy that carries a bunch of the other enemies inside it and you have to destroy it while it slowly brings them in.
Your organization is amazing, ill reach your level at some point!
Have yall thought of making a PvP game mode?
This game makes me so excited. I'd love to see a pvp gamemode where someone works as the enemy spawner and the other the king. Maybe taking turns being the king and having to work with what the other player placed down
Just checked the steam page. $14.50AUD multiplied by 11,167 copies sold minus 30% steam cut equals $113,345 earned. How much did the development cost? To found the total profit
So the total profit is in the millions
Congrats for the successful game!
Das Internet ist für uns alle Neuland! Nice one xD
Completely agree with the design takeaways. I loved the small maps, and being able to see the action. For me, I really want to feel rich accumulating money
"I love making enemies!" Yes, out of context, that does sound weird. lol 😂
HOW did you have those nested custom inspector fields at 9:19 ?? I would kill for those.
Awesome progress !
I really hope a level gets added that has maybe two or three places where the Town Hall could be built with diffrent advantages
wait, ive been playing this game for months, and i just discovered you actually have a yt channel, how did i miss that
A Couple Days ago my friend visited my house and I showed his little brother Thronefall, he not only CRUSHED my highscore on Newland he also almost (he couldnt finish because he had to leave)
beat The second map (Forgot name somehow) without losing a structure and maintaining a good economy, I should also probably say that it was his first time playing the game.
@Jonas, willst du die künstliche Intelligenz heiraten?
8:32 if a journalist played the game the tutorial will definitely have a red bar
Hi Jonas! Can you tell me how you made the "landmass" of your island? I see the rocks are prefabs, but how you made the land?
PORTUGAL FOI MENCIONADO LETS GOOOOOOOO
You can improve game fps if you use ECS for your units. That way you can spawn even more units
ENDLESS CONTENT, ENDLESS FUN!
Hey Jonas, I know youre busy, but I think a video on what youve learnt as a successful developer; the differences between you in the past and now, how you approach things, and the misconceptions you may have had in the past that either do or dont lead to successful games. ✌
I like the ultimate enemy which helps with lag with lots of enemies but I think you should give the ultimate enemy some customization and random names so he can be like a captain instead of just some random guy with alot of health.
I recently bought the game and didn't know it was developed by you 😂
11:28 the problem that it spawns so many enemies the frame-time is in triple digits? 😅
12:28 yours is fine. My pc would be roasted if the CPU didn't have thermal throttling
Wait kommst du aus deutschland?
thrownfall multiplayer would be so fun ngl
Hey! Cool devlog. Can you please tell me what assets help or simplify working on your project?
A technical question: I believe your camera is projective, not orthographic. What are the camera rotation parameters you use then? X, Y, Z?
Great!
Not sure if its too important, but moving the enemy AI to a ECS based system would help the performance if they are currently just using monobehaviours.
Did you make Thronefall in Unity?
Can you add a special game mode (that u get after beating the game) that makes it so you can place down builds anywhere you want?
You're so wholesome.
Add a daily and weekly challenges maybe ?!
you should add an an enemy that cooks you a filling meal :D
I need a steam deck so I can play throne fall, rain world, and hollow knight 😂
I love the graphics, is there any tutorial in how to make that kind of graphics?
Oh no, infinite content? Reminds me of the infinite bathroom video...
Have you made a video on how to make a game look like this?
Are there any game devs that want video game ideas, because i am too lazy to fulfil them myself?
Best casual game🎉
the thing I've found annoying last time I've played is that even after finishing a level + 3/4 of the challenges in that level I still wasn't allowed to acess the next one because of sth like "you should first finish last level"
He's really making Minecraft Legends but if it was fun
Insane mode :
You should protect your area and destroy enemy buildings.........
Looks like creative fire sparkling good ;) to games i try create joyful fireful gameLogics that would also inspire more experienced creators and players. game that people can create in it and save their creation. and continue next match from past created assets connectance. I like teaming and co create
Hello meister Jonas, great game, you might know me already 😂
Gluten tag 👋
@@_GhostMiner :yaenthedestroyer:
@@LTU_Adas_ Hey that's me!
Is this coming to Mac?
Commenting for the algorithm
Although this might not be the best channel of communicating this, but the mobile game "Age of Frostfall" is using footage of your game to advertise theirs
Yes, endless mode!!!
Multiplayer? :D
Whaaaaat it is already +222 days looool😂
THRONEFALL!!!
THRONEFALL!!!
THRONEFALL..!
Almost first! 🤣
Guys thx so much for macOs support
You should make will snail 2
200 days of just 1 persons, 1 game... which... games are always made by different people, ideas, methods, order systems, etc. A game Jam via restrictions and themes gonna be vastly different that a full game with no constraints, a solo game is gonna be different than a game via a team. I don't even have to watch the video to know each "game" has it's own path, to make it unique, if you do that same path then they are gonna play very the same, thus everything has to be entirely new each time. If a group of 1000 people compiled 200 days, each and compiled it in 1 watch list then I would then at that point be interested, but just 1 person and 1 game just shows the journey 1 person chose for a random game.
What's This? A game developer who still uploads videos.