You should add silt/visibility in the cave, where if you aren’t careful, you won’t be able to see as much. This is one of the main dangers of cave diving. Also, you should make the oxygen deplete faster the deeper you go just like in reality.
THIS right here is a huge part of why cave diving is so terrifying. panicking in a tight space and not being able to see the exit even if you can touch it... gives me anxiety thinking about it
Request for a toggle in the options: Instead of spinning the screen it fades to black and then fades in again at the randomly chosen direction. Some people are more sensitive to spinning, especially when they aren't in control of the turn, allowing them to change it to something less dizzying would allow them to play the game without having a sick bag handy…
Oh wow this is amazing feedback and actually a totally perfect solution as well. I will definitely add this if the game gets taken further. Thank you so much for the feedback and idea!
@@lukemuscat after the fading, could even leave the flashlights off for a little Extra longer, maybe flicker from time to time. Add batteries or a charging mechanic so the player is forced to stop
Though, considering the fact that this element is supposed to make things more stressful and disorienting for the play, if you were to go for realism, you might not do a fade to black, just to really convey the feeling of getting turned around in an underwater cave
Great game! Maybe you could experiment with the idea of moving slower as you gather more gold. Think it could create a cool dynamic where the player has to decide between having a small amount of gold and definitely getting to safety, or going for more gold with the risk that you don't make it back to the top before you run out of oxygen.
Yeah I think I am going to revisit this. I originally made it so you just had the hard limit and towing was from a kinematic tow point because I was worried it would be too frustrating being slowed down. But you are totally right, there is a great risk/reward here with slowing down, and even having to cut lines just before the surface!
@@lukemuscat maybe you could also add a delay to cutting lines as a punishment and then sell different knife progressions in the shop to speed this process, this wouldn't be too useful if you are playing it safe, but if you are more risky than this upgrade would be extremely valuable
@@lukemuscat You should create a hard mode where if you bump the cave wall it kicks up silt and mud and you cant see the area for a period of time. Or also duplicate the main cave entrance to make false chimneys so they think therye surfacing but end up in a dead end air pocket.
I feel like you should make the surrounding area that isn’t being illuminated by your flashlight ALOT darker, almost pitch black. This would make it easier to get lost and have the enemies really be a threat
I absolutely love this concept! You should play with the idea of adding rare air pockets that randomly spawn during the level generation. I think it would be very scary for a player to keep diving in hopes that they find a air pocket soon as their oxygen slowly drops. If this is too over powered, you could make the air pocket get destroyed as the player leaves it. You can make it so the air pocket gets caved in, never to be reused again.
Air pockets that collapse are a GREAT idea! It's nice too because the air pocket would top up your oxygen, but doesn't let you cash in your haul, so it creates an interesting dynamic. Will have to try that out for sure!
It's logical that the air pocket would be used up even, after all it's not going to be refreshed with oxygen. Game logic: Have the water fill up the pocket. RL logic: Have the air turn another colour to indicate its oxygen supply is used up. By having it an analogue non-number display of air remaining it makes it less certain of if there's enough air in the pocket to use it again, adding tension and uncertainty.
@@lukemuscat Maybe give the air pockets a "life-bar" which degrades as you slowly fill your air. This could help the player manage the air in the pocket and their tank according to the situation. This would allow you to visit the pocket repeatedly to explore a certain route if you plan your course right, and maybe an Item could be dropped in them to refill the oxygen in the pocket in the event that you get good loot down that path. Scuba diving requires alot of careful planning and execution IRL so why not reward the player for that kind of behavior?
It would be interesting to add ruined structures in the depths. These structures could be pretty large with very few entrances to amplify the feeling of getting lost. Perhaps these structures could contain artifacts that when analyzed at the surface provide unique perks that can’t be obtained through the store. Ex: you can sense danger, when sea creatures get too close you get a warning
This is awesome! It'd be super cool if the enemies were like Rain World: body parts are a mixture of IK and simulated physics. Also when I heard "I designed Fruit Ninja" I was like :0
In my opinion, you could add some features to stick to the original idea. For example, you could create some very narrow tunnels where you would have to struggle to get past them. There would be a treasure behind it, or a story component, or nothing! Great video
Yeah I was thinking the same thing. Kind of mixing in a story, and slight horror, into the game. Kind if the same vibes as dredge. I would love to feel more scared of going deep, or small tunnels to crawl through, where i can get stuck and suffocate. And it would be much harder to add I presume, but maybe tunnels that can open and close that contain story elements. Perhaps you can use dynamite to gain access to tunnels, or caves can crash closed behind you.
You should definitely add something when the more you pick up gold the slower your swimming gets since everything does get more heavier even underwater.
Imagine how much more this would play into the Phobia aspect if instead of Up and Down always being the same direction, it faced the direction you were swimming. If no matter which way you turned, you were facing Down, but the environment rotated around you. That would be sick!
This is definitely my favorite video of yours so far! I just about spat out my coffee during those spoiler text overlays. Excited to see where this goes!
to allow the enemies to maintain their fear factor you should add multiple different types. perhaps with different punishments, one that removes some of your oxygen, even a more rare one that kills u instantly, one that steals your key or gold etc
I think you should add some eldritch horrors in to, you know, really build on that fear of the deep idea. Since there is no combat the only way to avoid them would be to escape which would really add to the atmosphere
A cool mechanic would be the risk of falling stones blocking your way out or even damage you. You could either code it so that this only happens when there is another way out, or you could implement a new item that that makes gives the player the option to break these stones blocking their path. The risk of getting trapped would increase the further down you get, so in the begging of the game one would not really need the breaking tool but when you get further down the tool will eventually become a must have.
Wait… it’s on steam? You could technically add something like cooperative diving. Could allow for more chaos in choke points as players get stuck on each other or for more complexity like loosing connection to your own breathing gas and being reliant on the other‘s supply, teathering the players together in that way like real diving would. I really like this concept. I found you through your fruit ninja video. Fruit ninja and jetpack joyride was a decent part of my early experiences with games and I remember it fondly and I have incredible respect for the work you and the team have put into those old games. I am amazed to see you still working on games in this way and now sharing the process like you are now. Thank you very much, you have impacted my life and many others and I wish you only the best in your future adventures!
so i was thinking... "it's kind of like Dome Keeper without the dome" and then 0:56 was also thinking... "it would be cool if there was a monster deep in the caves" and then 10:30 🤣 game looks cool! loving your dev logs.
I sorta wished this would have an art style similar to Rain World. I know it's too much to ask, but imagining a fluid animation for the diver with realistic movements and mysterious environments would fit this so well.
The trailer at the end was really cute, the way you used the tiles to spell out words. The game looks great, looks like fun. When you mentioned you wanted to make something more dynamic to the game I thought you were gonna add little fishies that swim around but then you made an octopus monstrosity lol. Maybe you can have more friendly fishies that swim near the surface, but the further down you go the less there are and the number of hostiles increase.
Ngl, was not expecting you to just reveal that you created one of my Generation’s universal childhood games, respect, also this is a cool idea for a game
A pure joy to watch these videos, thank you for putting them out. As a game designer I am impressed and inspired from how awesome your designs are. PS I think this may be my first comment on youtube ever :D
Finally came around to watching this video and immediately thought about the German pond „Blautopf“. If you translate it, it literally means „blue pot“ and it gets its name from its incredibly blue colour. The pond is connected to a sprawling cave system, some of them filled with water, some of them more underwater lake types. The pond is famously dangerous to dive in, one of the most famous cave explorers of the Blautopf, Jochen Hasenmayer, is paraplegic because of a diving accident there. But that couldn’t keep him away from the Blautopf for long, he developed a special submarine to keep on exploring the Blautopf and its caves. The Blautopf is also connected to the legend of the „Schöne Lau“, a mermaid or water nymph (in German „Nixe“, which isn’t quite a mermaid, she hasn’t got a tail) who was famous for her beauty but got exiled by her husband for only birthing him dead children out of sadness. She couldn’t laugh but at one point interacted with the people of the town of Blaubeuren, the town around the Blautopf, who made her laugh five times, lifting the curse of still birth and sadness from her. Idk maybe these legends and myths and dangers are interesting to you. There are also some documentaries about the Blautopf available, but I don’t know if there are English ones or ones with subtitles. Might be worth a look if this topic intrigues you.
Wow this looks amazing, I've wishlisted and requested access! I don't mind if I don't get access I'm excited to see where you could take this game further!
You SHOULD have access now, hoping to get make it so that everyone who applies early gets in! But the way that the access works on my side is a bit strange, so, fingers crossed!
I think a tarkov like system where you would lose anything you brought with you would be really cool as it would add alot of intensity and fear like real cave diving likley has. I also thinking making the map look differnt the deeper down you go would add more enjoyment in exploring.
You should add underwater currents that can sweep the player deeper or send him to the surface, while also turning the player upside down ( not knowing what's up and what's down), also you can add deep sea creatures that you can photograph and get rewards/ achiv for it
Woah, Feed the Deep's looking pretty cool so far! Your approach to procedurally generating the caves was fun and I actually dig the minimalist graphics~ .u. Best of luck with future development on this!
Loved the concept. Always a pleasure to check your projects Luke! Your solutions concerning game-play mechanics are so creative and effective. Truly inspirational stuff!
I just requested access and your videos are so entertaining! The way you tell stories always keeps me so captivated and seeing the development process is so cool. I'm glad I stumbled here!!
Hey Luke! I'm currently working on a masters thesis about visual polish in 2D games and wanted to do this experiment where different indie developers take the same skeleton of a game and "skin it" with visuals, metaphorical representation and polish effects to see what kind of results that would yield. If you find this topic interesting, I would like to invite you to be part of it. Perhaps, since you mentioned you're looking for ideas, you could even host it yourself as a challenge on your channel. It could act as content for you, and provide me with more diverse results, considering you definitely have more reach than I ever would. If you find either of these ideas interesting, let me know! Best of luck on your projects!
Oh wow that sounds really neat! I feel like a channel that has a stronger focus (and is better at) visual design would be better suited for hosting, but that is something I would for sure watch, because I think it is a fascinating topic and idea! I would love to see how different people approach it, because I very much consider myself a beginner when it comes to the visual side :)
@@lukemuscat Well I hope you're just being humble cuz your visuals and post processing are actually really clean and to the point. That being said, I would agree that a more game-visuals oriented channel would probably be better to host. Perhaps I'll reach out on a later date if I have something more game design related? Either ways thanks a lot for the reply! Really appreciate it
Came from reccomendations. Have to admit I did a full double-take, rewind, and full minute of eye-blinking when you say "when I designed Fruit Ninja". Just have to say that you run an amazing TH-cam Channel with entertaining content, and that your game have defined the mirth of my childhood. Its clear you're an experienced and well-worn game designer even from this video. Cheers!
we are Working on our game Peace is Your Destiny a wonderful game for anyone dealing with stress or anxiety. In today's fast-paced world, it's easy to get overwhelmed and feel helpless. This game could provide a much-needed escape and an opportunity to unwind.
I am really impressed with this idea, I think you just might have something special here. I am looking forward to trying out the Playtest later today. Thanks.
A recommendation is to add biomes, where at the surface it has vibrant plants and friendly fish, but the deeper you go the more dangerous and eerie it gets
Such a cool game!! A great idea you should add is having enemies react to light, making you have to turn off your lights as enemies are close by so they won’t attack.
you could add a halusination feature where if you have run out of xygen or has a lot of oxygen left over and going down into the water for prolonged periods of times you could make it so that scary sounds like minecraft cave sounds or weird shadows or creatures mess with the edge of the screen so the player is more frightened of the deep but overall an absolutly amazing game and keep up the fantasic work (i speak for all when i saw this thank you for fruit ninja )
I think the game would be even more fun if you leaned into the phobia aspect of it. Maybe some parts of the cave are more narrow where you can get stuck and you have to wiggle your way out? Also could make it more scary as enemies can get you while youre stuck. :)
I love how you just illustrate that making games isn't always trying to replicate GTA and them, but finding little nuggets of gold (get it 😁) in the little things that excite you, or in this case, terrify you and then brainstorming ideas from that. If you actually think about, most successful games are actually inspired by things that are real, rather than fake / made up mechanics and designs. This video is just pure gold (get it again 😁😁😁😁)
only 100 hours of dev time?? youre a goat mate holy, and especially that with other game devs theyll milk many videos of their game, but here you just showed off your entire game development in the one video. love that!
One thing you should make is to make it so if you carry too much gold, you start sinking and reaching a stable depth or it just becomes harder to swim. You can add algae and/or corals so it doesn't look just like a rocky place. Another thing that would make it more stressful is water currents.
I like the water current idea! Could have reverse geysers /whirlpools that suck you/your gold into it if u get too close or are near it when it activates
Wow, this video is just an absolute trove of knowledge if you know what to look for. Great for novice to intermediate and beyond in their journey. So many concepts are casually just built up from brick by brick prototyping, lovely.
what if you could buy something called „Sunlight“ or like a lighthouse on the surface, that just lights up the entire map over the water and the first metres in the water, so you can navigate a bit by noticing the water getting lighter in color. It disappears once you go too deep but is a big help when you’re working closer to the surface.
Not sure if you read comments on this video anymore, but this game seems like it would be PERFECT for a coop mode with like 2-3 people. The idea of diving into dark caves with friends seems like it would be absolutely awesome
I think you should add rain world like automated animations to the squid Like the tentacles latching to the walls And I think it would look terrifying if it looked like those long squids they've been finding in the deep sea lately 😄
This video is amazing Luke! I wonder what u hid under the surface, what it is that the player actually feeds. What I thought could add a little more to the fun of the game & maybe to the CAPITALISM (heh) would be to be able to build stuff above the surface: a house, a scientific lab..? Keep it up!
I feel like the idea of moving to different caves with checkpoints (surface area's like the starting area) would be a really cool way to stop the gameplay from becoming stale over time.
This is such a great time for this video to show up in my recommended, as I basically just finished recreating Spelunky’s procedural generation method so I could try it out. Your method is basically just the Spelunky method but much more complicated! Nice video
we are Working on our game Peace is Your Destiny a wonderful game for anyone dealing with stress or anxiety. In today's fast-paced world, it's easy to get overwhelmed and feel helpless. This game could provide a much-needed escape and an opportunity to unwind.
Maybe you could eventually add treasure or old structures! I also think some more wildlife would be amazing, optionally interacting with other wildlife like Rain World. Interactive AI is super fun
I absolutely can’t wait to play this game it looks so fun! Just the sense of fear you have when turning corners going through small entrances and even just encountering the enemies! If I could give 1 suggestion for the game before playing it I would say to add more resources! At the start of the game you can start with (for example copper) and the deeper you go the more valuable the resources. There could be resources like, titanium, copper, diamond, iron, etc. You could also make a survival mechanic where you have to get filtered water or food to survive. Am I saying to much… nah. You could also have different biomes including, The Arctic, Radiation Site, etc. each biome having different survival mechanics! Hope you read this it took a long time to write!
Love the video!! Maybe you could add mountable light sources, like roof and wall lights etc. You could so wiring, battery powered, or durability for the lights up to you. I love your commitment to a simplicity feel within your games so I would be careful about adding to many additions that the player has access to at the very start. Keep crushin it!!
I feel like it would be cool to have a way to make the game have some sort of equalization mechanism. So faster you go down without equalizing you could get more dizzy or loose vision, and to equalize all you would have to do it remember to stop and do a small skill check. But if you need to quickly escape you could choose to quickly swim up without equalizing (Risking lossing vision or orientation) or just trying to loose the “monster/fish” within the cave. This would be a new way to upgrade the depth upgrades aswell, the more you upgrade it the faster you can go down or up without having to equalize.
on behalf of the boys (and prob girls), thank you for shaping our childhood. this man fr made fruit ninja and jetpack joyride, and announces it to the world like its nothing
the "when I designed Fruit Ninja" caught me completely off guard lmao.
SAME
instant respect
Same...
@@albedehombre did he?
jetpack joyride too
okay, was NOT expecting this guy to just casually reveal himself to be the creator of fruit ninja in like the first 10 seconds
1k no likes?
1k 1 comment???
@@jefffmolk9806 thats what im saying
Ikr
He also designed jetpack joyride.
Bro just casually drops that he made Fruit Ninja as if he didn't make up most of my childhood 😭
most of your childhood was fruit ninja??
Fr that through me off for a minute
@@ChasterProductions yes. i didn't have much growing up and i loved that game.
@@Brigtzen real 😤
@@ChasterProductions yes
"When I made fruit ninja" the single sentence that broke me.
"like when I designed Fruit Ninja"
It was at that moment the world froze
no replys?
lemme fix dat rq
@@GlaneGaming77 no replys?
lemme fix dat rq
I have covid-19
looks like someone drank covid@@aGamerNamedGarry1
@@aGamerNamedGarry1good
The disorientation mechanic is absolutely genius. What a way to introduce a real world scenario.
Hey Anthony I am in your walls
@@beetlebg3759 sure
@@hgrm2electricboogaloo242 Now I am in your walls
@@beetlebg3759 you're so funny. ha. ha.
@@hgrm2electricboogaloo242 Ikr! Thanks for the compliment.
You should add silt/visibility in the cave, where if you aren’t careful, you won’t be able to see as much. This is one of the main dangers of cave diving. Also, you should make the oxygen deplete faster the deeper you go just like in reality.
THIS right here is a huge part of why cave diving is so terrifying. panicking in a tight space and not being able to see the exit even if you can touch it... gives me anxiety thinking about it
It's nice to be realistic but it shouldn't take priority on the fun part/simplicity. It depends on what he intends the game to be.
It could also be cool to see him add equalizing, so if you come up to fast forgetting to equalize you could loose vision or get dizzy
@@kmoneyman5k second mode maybe? main mode pain, imagine subnautica with that, it would be annoying imo
With "when i designed fruit ninja" i remembered my childhood thank you man i respect
it.
Request for a toggle in the options: Instead of spinning the screen it fades to black and then fades in again at the randomly chosen direction. Some people are more sensitive to spinning, especially when they aren't in control of the turn, allowing them to change it to something less dizzying would allow them to play the game without having a sick bag handy…
Oh wow this is amazing feedback and actually a totally perfect solution as well. I will definitely add this if the game gets taken further. Thank you so much for the feedback and idea!
@@lukemuscat after the fading, could even leave the flashlights off for a little Extra longer, maybe flicker from time to time. Add batteries or a charging mechanic so the player is forced to stop
Makes it impossible to know your direction without dropping something.
Though, considering the fact that this element is supposed to make things more stressful and disorienting for the play, if you were to go for realism, you might not do a fade to black, just to really convey the feeling of getting turned around in an underwater cave
@@lukemuscat And when will the mobile version come out?
“When I designed Fruit Ninja…”
you WHAT
Unexpected things(Im not late just decided to comment late)
Great game! Maybe you could experiment with the idea of moving slower as you gather more gold. Think it could create a cool dynamic where the player has to decide between having a small amount of gold and definitely getting to safety, or going for more gold with the risk that you don't make it back to the top before you run out of oxygen.
Yeah I think I am going to revisit this. I originally made it so you just had the hard limit and towing was from a kinematic tow point because I was worried it would be too frustrating being slowed down. But you are totally right, there is a great risk/reward here with slowing down, and even having to cut lines just before the surface!
@@lukemuscat a strategy would be to move gold more towards the surface so you can get the gold more easily and you won’t be so heavy
@@lukemuscat maybe you could also add a delay to cutting lines as a punishment and then sell different knife progressions in the shop to speed this process, this wouldn't be too useful if you are playing it safe, but if you are more risky than this upgrade would be extremely valuable
@@lukemuscat You should create a hard mode where if you bump the cave wall it kicks up silt and mud and you cant see the area for a period of time. Or also duplicate the main cave entrance to make false chimneys so they think therye surfacing but end up in a dead end air pocket.
@@SoulfulSolid6 the silt and mud idea is phenomenal. I love it, especially because that’s a real issue you have to deal with
Bro you can’t just drop the fact that you made our childhood like that
This dude carved entire childhoods
I feel like you should make the surrounding area that isn’t being illuminated by your flashlight ALOT darker, almost pitch black. This would make it easier to get lost and have the enemies really be a threat
Yeah it definitely gets like this at lower depths, in retrospect I should have included more of this kind of footage in the video!
@@lukemuscatnuit frinja
@@lukemuscat nuit frinja
@@lukemuscat nuit frinja
@@lukemuscatnuit frinja
I absolutely love this concept! You should play with the idea of adding rare air pockets that randomly spawn during the level generation.
I think it would be very scary for a player to keep diving in hopes that they find a air pocket soon as their oxygen slowly drops.
If this is too over powered, you could make the air pocket get destroyed as the player leaves it. You can make it so the air pocket gets caved in, never to be reused again.
Air pockets that collapse are a GREAT idea! It's nice too because the air pocket would top up your oxygen, but doesn't let you cash in your haul, so it creates an interesting dynamic. Will have to try that out for sure!
This is a great idea 👍
It's logical that the air pocket would be used up even, after all it's not going to be refreshed with oxygen.
Game logic: Have the water fill up the pocket. RL logic: Have the air turn another colour to indicate its oxygen supply is used up.
By having it an analogue non-number display of air remaining it makes it less certain of if there's enough air in the pocket to use it again, adding tension and uncertainty.
I also wanted to comment this idea lol
@@lukemuscat Maybe give the air pockets a "life-bar" which degrades as you slowly fill your air. This could help the player manage the air in the pocket and their tank according to the situation. This would allow you to visit the pocket repeatedly to explore a certain route if you plan your course right, and maybe an Item could be dropped in them to refill the oxygen in the pocket in the event that you get good loot down that path. Scuba diving requires alot of careful planning and execution IRL so why not reward the player for that kind of behavior?
It would be interesting to add ruined structures in the depths. These structures could be pretty large with very few entrances to amplify the feeling of getting lost. Perhaps these structures could contain artifacts that when analyzed at the surface provide unique perks that can’t be obtained through the store. Ex: you can sense danger, when sea creatures get too close you get a warning
This is awesome! It'd be super cool if the enemies were like Rain World: body parts are a mixture of IK and simulated physics. Also when I heard "I designed Fruit Ninja" I was like :0
Hello there fellow rain world enthusiast
@@chocolate_pizza hi
@@chocolate_pizza scug
RAIN WORLD!
Hello fellow rain world enjoyers.
Most ppl dont realise it but this guy made our childhood
In my opinion, you could add some features to stick to the original idea. For example, you could create some very narrow tunnels where you would have to struggle to get past them. There would be a treasure behind it, or a story component, or nothing!
Great video
Yeah I was thinking the same thing. Kind of mixing in a story, and slight horror, into the game. Kind if the same vibes as dredge. I would love to feel more scared of going deep, or small tunnels to crawl through, where i can get stuck and suffocate. And it would be much harder to add I presume, but maybe tunnels that can open and close that contain story elements. Perhaps you can use dynamite to gain access to tunnels, or caves can crash closed behind you.
I wanna thank you for making a game that was a part of my childhood
You should definitely add something when the more you pick up gold the slower your swimming gets since everything does get more heavier even underwater.
Imagine how much more this would play into the Phobia aspect if instead of Up and Down always being the same direction, it faced the direction you were swimming. If no matter which way you turned, you were facing Down, but the environment rotated around you.
That would be sick!
perfect
This is definitely my favorite video of yours so far!
I just about spat out my coffee during those spoiler text overlays.
Excited to see where this goes!
I just watched the whole video, when was this??
@@jakeklic There's one at 2:21 and one at 2:33
to allow the enemies to maintain their fear factor you should add multiple different types. perhaps with different punishments, one that removes some of your oxygen, even a more rare one that kills u instantly, one that steals your key or gold etc
I think you should add some eldritch horrors in to, you know, really build on that fear of the deep idea. Since there is no combat the only way to avoid them would be to escape which would really add to the atmosphere
When he said "when I made fruit ninja" I was like WHAT!!!????!
This guy is definitely gonna be the next big game dev on youtube
He IS the big game dev on YT, just that he choose this moment to reveal the fact that he almost singlehandedly made our smartphone gaming childhood
A cool mechanic would be the risk of falling stones blocking your way out or even damage you. You could either code it so that this only happens when there is another way out, or you could implement a new item that that makes gives the player the option to break these stones blocking their path. The risk of getting trapped would increase the further down you get, so in the begging of the game one would not really need the breaking tool but when you get further down the tool will eventually become a must have.
You always come up with interesting concepts and ideas, I hope you continue to grow this channel!
Wait… it’s on steam? You could technically add something like cooperative diving. Could allow for more chaos in choke points as players get stuck on each other or for more complexity like loosing connection to your own breathing gas and being reliant on the other‘s supply, teathering the players together in that way like real diving would.
I really like this concept. I found you through your fruit ninja video. Fruit ninja and jetpack joyride was a decent part of my early experiences with games and I remember it fondly and I have incredible respect for the work you and the team have put into those old games. I am amazed to see you still working on games in this way and now sharing the process like you are now. Thank you very much, you have impacted my life and many others and I wish you only the best in your future adventures!
Just so damn good :D
LOOOOOVE the enemy disorienting you, just an awesome enemy ability for this concept.
0:03 top 10 anime betrayals
so i was thinking... "it's kind of like Dome Keeper without the dome" and then 0:56
was also thinking... "it would be cool if there was a monster deep in the caves" and then 10:30 🤣
game looks cool! loving your dev logs.
you made FRUIT NINJA and you have under 1 million subs?? you kept me sane most of my childhood dude.
Broo...casually say "When I designed Fruit Ninja" in 10 seconds instantly stop my heart beat
Damn thank you for everything
"when I created fruit ninja"
Me: heh?🤨
He just casually says he made fruit ninja.
I sorta wished this would have an art style similar to Rain World. I know it's too much to ask, but imagining a fluid animation for the diver with realistic movements and mysterious environments would fit this so well.
> says he developed fruit ninja
> doesnt elaborate
> continues with his video
What a chad
who the hell just comments in a 4chan format in youtube out of nowhere
@@XerTaaL Magnum Opus
@@lucasgamerbr2774 yeah but do you candice
Essentially starting and finishing a game in one devlog which doesnt looked rushed, has good polish, and looks fun to play. Well done!
The trailer at the end was really cute, the way you used the tiles to spell out words. The game looks great, looks like fun. When you mentioned you wanted to make something more dynamic to the game I thought you were gonna add little fishies that swim around but then you made an octopus monstrosity lol. Maybe you can have more friendly fishies that swim near the surface, but the further down you go the less there are and the number of hostiles increase.
Ngl, was not expecting you to just reveal that you created one of my Generation’s universal childhood games, respect, also this is a cool idea for a game
A pure joy to watch these videos, thank you for putting them out. As a game designer I am impressed and inspired from how awesome your designs are. PS I think this may be my first comment on youtube ever :D
Finally came around to watching this video and immediately thought about the German pond „Blautopf“. If you translate it, it literally means „blue pot“ and it gets its name from its incredibly blue colour. The pond is connected to a sprawling cave system, some of them filled with water, some of them more underwater lake types. The pond is famously dangerous to dive in, one of the most famous cave explorers of the Blautopf, Jochen Hasenmayer, is paraplegic because of a diving accident there. But that couldn’t keep him away from the Blautopf for long, he developed a special submarine to keep on exploring the Blautopf and its caves.
The Blautopf is also connected to the legend of the „Schöne Lau“, a mermaid or water nymph (in German „Nixe“, which isn’t quite a mermaid, she hasn’t got a tail) who was famous for her beauty but got exiled by her husband for only birthing him dead children out of sadness. She couldn’t laugh but at one point interacted with the people of the town of Blaubeuren, the town around the Blautopf, who made her laugh five times, lifting the curse of still birth and sadness from her.
Idk maybe these legends and myths and dangers are interesting to you. There are also some documentaries about the Blautopf available, but I don’t know if there are English ones or ones with subtitles. Might be worth a look if this topic intrigues you.
Oh this is GREAT, I'm definitely going to go do some research, thank you!
Wow this looks amazing, I've wishlisted and requested access! I don't mind if I don't get access I'm excited to see where you could take this game further!
You SHOULD have access now, hoping to get make it so that everyone who applies early gets in! But the way that the access works on my side is a bit strange, so, fingers crossed!
I think a tarkov like system where you would lose anything you brought with you would be really cool as it would add alot of intensity and fear like real cave diving likley has. I also thinking making the map look differnt the deeper down you go would add more enjoyment in exploring.
You should add underwater currents that can sweep the player deeper or send him to the surface, while also turning the player upside down ( not knowing what's up and what's down), also you can add deep sea creatures that you can photograph and get rewards/ achiv for it
Woah, Feed the Deep's looking pretty cool so far! Your approach to procedurally generating the caves was fun and I actually dig the minimalist graphics~ .u. Best of luck with future development on this!
The fruit ninja caught me off guard so hard I stepped on my own head bro
Loved the concept. Always a pleasure to check your projects Luke!
Your solutions concerning game-play mechanics are so creative and effective.
Truly inspirational stuff!
There is no way! You actually created Fruit Ninja?!
I did, along with my small but incredible team!
Congrats on the viral video! Looking forward to seeing more of your content!
"when I designed Fruit Ninja"
I just requested access and your videos are so entertaining! The way you tell stories always keeps me so captivated and seeing the development process is so cool. I'm glad I stumbled here!!
Bro just casually pulled up "when I designed fruit ninja" this mf also built the rest of our childhood lmao
You made one of my favorite childhood games
Hey Luke! I'm currently working on a masters thesis about visual polish in 2D games and wanted to do this experiment where different indie developers take the same skeleton of a game and "skin it" with visuals, metaphorical representation and polish effects to see what kind of results that would yield. If you find this topic interesting, I would like to invite you to be part of it.
Perhaps, since you mentioned you're looking for ideas, you could even host it yourself as a challenge on your channel. It could act as content for you, and provide me with more diverse results, considering you definitely have more reach than I ever would.
If you find either of these ideas interesting, let me know! Best of luck on your projects!
Oh wow that sounds really neat! I feel like a channel that has a stronger focus (and is better at) visual design would be better suited for hosting, but that is something I would for sure watch, because I think it is a fascinating topic and idea! I would love to see how different people approach it, because I very much consider myself a beginner when it comes to the visual side :)
@@lukemuscat Well I hope you're just being humble cuz your visuals and post processing are actually really clean and to the point.
That being said, I would agree that a more game-visuals oriented channel would probably be better to host. Perhaps I'll reach out on a later date if I have something more game design related?
Either ways thanks a lot for the reply! Really appreciate it
@@alloka2000 Aw you are too kind. But yeah, sounds great, definitely reach out!
Came from reccomendations. Have to admit I did a full double-take, rewind, and full minute of eye-blinking when you say "when I designed Fruit Ninja". Just have to say that you run an amazing TH-cam Channel with entertaining content, and that your game have defined the mirth of my childhood. Its clear you're an experienced and well-worn game designer even from this video. Cheers!
we are Working on our game Peace is Your Destiny a wonderful game for anyone dealing with stress or anxiety. In today's fast-paced world, it's easy to get overwhelmed and feel helpless. This game could provide a much-needed escape and an opportunity to unwind.
I want to be cool enough to say stuff like "When I designed Fruit Ninja" so Casually
Very good game idea. It has so many potential, even I can imagine ideas of what that game can become Good job
Cool game! But also this gave me quite a bit of inspiration on how to present a dev project without diving too deep into the code. Subscribed!
I LOVED the whole premise of this game and the way you did the execution! Would love to see more game ideas like this.
bro just said he made fruit ninja in the first 5 seconds of the video what
I am really impressed with this idea, I think you just might have something special here. I am looking forward to trying out the Playtest later today. Thanks.
A recommendation is to add biomes, where at the surface it has vibrant plants and friendly fish, but the deeper you go the more dangerous and eerie it gets
bro casually drops "I designed fruit ninja"
that was like my top played game on the xbox 360
"when I designed Fruit Ninja" and then just casually continues talking
Amazing how you condensed so much work into this little video, the game is looking fantastic so far!
Nailin' it. Cave diving is terrifying.
Such a cool game!! A great idea you should add is having enemies react to light, making you have to turn off your lights as enemies are close by so they won’t attack.
2:30 **Heavy breathing ensues**
This can't be real this can't be real this can't be real this can't be real
amongus
you could add a halusination feature where if you have run out of xygen or has a lot of oxygen left over and going down into the water for prolonged periods of times you could make it so that scary sounds like minecraft cave sounds or weird shadows or creatures mess with the edge of the screen so the player is more frightened of the deep but overall an absolutly amazing game and keep up the fantasic work (i speak for all when i saw this thank you for fruit ninja )
I think the game would be even more fun if you leaned into the phobia aspect of it. Maybe some parts of the cave are more narrow where you can get stuck and you have to wiggle your way out? Also could make it more scary as enemies can get you while youre stuck. :)
Yes please! That would be sick
love the concept and simple visual design!
I love how you just illustrate that making games isn't always trying to replicate GTA and them, but finding little nuggets of gold (get it 😁) in the little things that excite you, or in this case, terrify you and then brainstorming ideas from that. If you actually think about, most successful games are actually inspired by things that are real, rather than fake / made up mechanics and designs.
This video is just pure gold (get it again 😁😁😁😁)
Golden comment
only 100 hours of dev time?? youre a goat mate holy, and especially that with other game devs theyll milk many videos of their game, but here you just showed off your entire game development in the one video. love that!
One thing you should make is to make it so if you carry too much gold, you start sinking and reaching a stable depth or it just becomes harder to swim. You can add algae and/or corals so it doesn't look just like a rocky place. Another thing that would make it more stressful is water currents.
I like the water current idea! Could have reverse geysers /whirlpools that suck you/your gold into it if u get too close or are near it when it activates
Wow, this video is just an absolute trove of knowledge if you know what to look for. Great for novice to intermediate and beyond in their journey. So many concepts are casually just built up from brick by brick prototyping, lovely.
what if you could buy something called „Sunlight“ or like a lighthouse on the surface, that just lights up the entire map over the water and the first metres in the water, so you can navigate a bit by noticing the water getting lighter in color. It disappears once you go too deep but is a big help when you’re working closer to the surface.
Not sure if you read comments on this video anymore, but this game seems like it would be PERFECT for a coop mode with like 2-3 people. The idea of diving into dark caves with friends seems like it would be absolutely awesome
I think you should add rain world like automated animations to the squid
Like the tentacles latching to the walls
And I think it would look terrifying if it looked like those long squids they've been finding in the deep sea lately 😄
ai generated animations would actually fit really well with this game, good shout
This video is amazing Luke!
I wonder what u hid under the surface, what it is that the player actually feeds.
What I thought could add a little more to the fun of the game & maybe to the CAPITALISM (heh) would be to be able to build stuff above the surface: a house, a scientific lab..?
Keep it up!
I feel like the idea of moving to different caves with checkpoints (surface area's like the starting area) would be a really cool way to stop the gameplay from becoming stale over time.
This is such a great time for this video to show up in my recommended, as I basically just finished recreating Spelunky’s procedural generation method so I could try it out. Your method is basically just the Spelunky method but much more complicated! Nice video
we are Working on our game Peace is Your Destiny a wonderful game for anyone dealing with stress or anxiety. In today's fast-paced world, it's easy to get overwhelmed and feel helpless. This game could provide a much-needed escape and an opportunity to unwind.
"When I designed Fruit Ninja"
Hold on man slow down
Super cool video man! I love seeing the theory behind this, you have a great mind.
Maybe you should add a really big enemy that just stalks you when you’re in a certain area
"Like when I designed Fruit Ninja"
Bro said it so casually when that game has made so many childhood.
Maybe you could eventually add treasure or old structures! I also think some more wildlife would be amazing, optionally interacting with other wildlife like Rain World. Interactive AI is super fun
I absolutely can’t wait to play this game it looks so fun! Just the sense of fear you have when turning corners going through small entrances and even just encountering the enemies! If I could give 1 suggestion for the game before playing it I would say to add more resources! At the start of the game you can start with (for example copper) and the deeper you go the more valuable the resources. There could be resources like, titanium, copper, diamond, iron, etc. You could also make a survival mechanic where you have to get filtered water or food to survive. Am I saying to much… nah. You could also have different biomes including, The Arctic, Radiation Site, etc. each biome having different survival mechanics!
Hope you read this it took a long time to write!
wait he also made landsliders? Bro is the owner of my childhood
and jetpack joyride
@@planetgd JETPACK JOYRIDE TOO??!!!
@@Wembambwe yep
Love the video!! Maybe you could add mountable light sources, like roof and wall lights etc. You could so wiring, battery powered, or durability for the lights up to you. I love your commitment to a simplicity feel within your games so I would be careful about adding to many additions that the player has access to at the very start. Keep crushin it!!
He designed what now?!?
12:44 love how suddenly alcohol apears in the background
YOU WHAT???????????
I feel like it would be cool to have a way to make the game have some sort of equalization mechanism. So faster you go down without equalizing you could get more dizzy or loose vision, and to equalize all you would have to do it remember to stop and do a small skill check. But if you need to quickly escape you could choose to quickly swim up without equalizing (Risking lossing vision or orientation) or just trying to loose the “monster/fish” within the cave. This would be a new way to upgrade the depth upgrades aswell, the more you upgrade it the faster you can go down or up without having to equalize.
on behalf of the boys (and prob girls), thank you for shaping our childhood. this man fr made fruit ninja and jetpack joyride, and announces it to the world like its nothing
Very impressive! the game looks sooo cool. You deserve loads more subs with this high quality content. Subbed.
ok where exactly does he say that he designed fruit ninja
Like 5 seconds into the video
@@Dmau01 i am the stupidest person in the universe
@@Nooby69 worry not my dude happens to the best of us
Not me clicking for cool concept then being like:
WAIT you’re the guy that made fruit ninja?!
then
WAIT YOU’RE THE GUY WHO MADE LANDSLIDERS
Team Landsliders
@@lukemuscat it could be awesome! i rlly liked the game