You're definitely one of my favorite indie devs, and it's honestly crazy how you only have 700 followers! You have a great eye for game design, you listen to your audience, and most importantly, you actually know how to properly scope a game! So many indie devs on youtube have been going at their games for years, and you're already like, halfway done after a couple months! I'm so excited to get to play this game, and to see more of your videos. Thank you!
heyyyyy the islands suggestion made it!!! this is a massive amount of content for one boss. really cool, cannot wait to play it when it comes out suggestions that *hopefully* aren't too hard to add (idk tho been a bit since ive performed gamedev) 1. some kind of harder difficulty with either a. different or harder bullet patterns (harder to make, but more interesting) or b. the player dying in one hit 2. idk if it's just for dev purposes but if there is health it is *not* indicated. tha- that's it that's literally everything
Good ideas! I do like the idea of adding a harder difficulty, but that will have to be low priority for now. There's also a health system at the moment but it doesnt look very flashy (its just a number at the top left) so I just didn't show it in this video haha
Bro, this boss fight is so dope! The visuals and cutscenes are super polished already and the concepts you have are super smart. And good call setting a smaller scope for your game, would be a shame if the game didn't get finished. Keep grinding dude, you're doing awesome!
It's nice to hear you use the music you created for your previous games, its like a little easter egg. And you do a great job making this entertaining for people who aren't game devs. I laughed out loud a couple times. You're doing great!!
I am a huge bullet hell enjoyer so i think this game will be absolutely perfect! Suggestions: *Health bar* , right now it's hard to see the boss' halth so maybe a health bar at the top of the screen (anywhere is possible really) would really help. *Un-ghostable projectiles* , maybe these could have a different colour? I think this will add an extra layer of challenge to the game, so maybe you could use it for really hard bosses. *Bullet limit or cooldown* , maybe ad a bullet limit of 5 on screen at a time soo you cant just instakill the boss if you can shoot REALLY fast or just add a cooldown of 0.1s. (I don't know if this already implemented, if it is then it's good as is.) Hope you liked my suggestions as much as i like your game ;)
Thanks for the kind words and suggestions! I think we're on a similar page with your ideas! The blue bullets right now are the bullets that you cant ghost through, but I've made them also bounce the player back too. Although, there could maybe be another bullet type that just damages the player if they try to ghost through it. I also have a bullet cooldown for shooting. Atm I'm probably not planning to add a Boss healthbar. It wouldn't be hard to add, but its more of a design choice so it's more intense near the end of the fight since you don't know how much health is left
This is SO COOL! Maybe a ghost boss could be cool? it teleports like the player, shooting bullets and also ghost bullets which disappear after a period of time! Maybe the second phase could mimic the players movement on a separate island, and shoot beams! Idk, but this is sick! Keep up the great work !!!
i love your work! you did a great job with this new boss! i had an idea for a boss phase: needing to hit the boss's 'bumper' to escape more quickly or further. keep up the work i'm hype and cant wait to buy and play it!!
bro this is honestly epic af, found this while looking for inspiration and this looks so promising. Nothing better than a game made with passion. Keep up the work my man you gained a new supporter in me
Man you really nailed this, the whole thing is so epic platforms going up and turning into the boss at the end And you did speak with a lot of IntOnATiOn, i have the same issue when I record videos, my voice sounds ok irl but when i record it it sounds a lot different and a lot calmer Can’t wait to see what you do next!
I've only seen your channel just now but I love the game! Suggestions: 1. A boss jumping from the center and towards the player several times and creating shockwaves. 2. A boss rotating (clockwise/counter-clockwise) spewing out a stream of knockback bullets with holes to go through. 3. A boss creating clones of itself that die in one hit. 4. An upgrade tree.
Great video🎉 I have a cool idea. Maybe join the boss rush game jam. It can give you a way to quickly prototype ideas for bosses and mechanics. And usually game jams videos are very fun to watch :)
You should ad a boss made out of a bunch of weird computer parts who has attacks involving interacting with buttons on the map that you can stand to change the attack or do something else. His final faze be a giant mech that is the stage meaning you walk on him and shoot weak spots (could be anything) that appear on him. This might be a bit complicated but if the mech platform thing was a cube you could walk on all sides of it flipping the stage?
Your game is so interesting I really hope you don’t cancel it since your one of my fav indie devs and it’s absolute insanity that you don’t have a larger following
Great video man I really would like to see (and play) the finished game. I only have one suggestion: To add different "spells" to the player to shoot different types of bullets, like one that does extra damage but has a one second cooldown. It would also be interesting if in the finished game, these spells were unlockable in spots throughout the map Keep up the good work.
For when the Eyes launching you off you should make an animation where blue electricity charges upon the eye and then creates a small electric explosion that launches the player off and for the other boss you could make a new animation basically doing the same thing but red or just take that animation and recolor it red (Btw the blue electricity is inspired off of the blue knockback projectiles so I suggest going for that shade of blue )
Wonderful to see that the bosses appear with much more intentionality then previous devlog! Some improvement that could be done is the bullets are a bit small, and slow. Possibly making them bigger, and using a shape/animation to indicate velocity as well would be good. Some patterns that are faster would be good as well. Just a suggestion but, if this is going to be a short game, you can use a time scalar increase as a way to increase challenge without too much work, then itll be a challenge of how long the player will last!
To show the player that you can dash while off the platform and maybe just dash in general you can make something knock the player off a platform, the blue projectiles for example and then tell them to press the dash button. See first minutes of Celeste for an example. Maybe a tutorial boss? Also, try to dial up the amount of warning particles (as in the ones warning about Larry's beam and enemies spawning), they will probably be hard to see in such small quantity when there's already a lot of random stuff flying at you.
I like your dash idea! that's definitely something I can add to a tutorial level maybe. I'll keep the warning particles in mind too. Thanks for the suggestions!
this sounds like and looks like what would be one of my favourite games once it is done, but after the simple bosses, I think it would be funny to add an extremely complex, tanky, and super difficult boss bc it would be fun to try. Also if you haven't already yet, maybe you can add a difficulty selection and a settings menu
Garry suggestion: lore. Garry knows story is hard but adding just a little to the game could immersed the player a lot more. Garry has played many games where the gameplay was good and art was good, but the story was so good it made the game 50 times better. Even just saying the triangle boss was a lost deity or something like that can catch many player attention. This has been your garry tip
very good video, very good game, very good voice acting :D I realy like you videos, sad that take so much time to make one, but i enjoy it and think you doing it greate. I want to give you a feedback, what can you add to game, but my imagination its too poor to generate original ideas :( and sry if there mistakes, still learning eanglish, thank to vieos like this
Thank you!! It is a shame that the videos take so long. I made much slower progress because of exams too. Hopefully I can go a bit faster for the next video!
You're a rare breed of devlogger, im glad to have finally found you. Just please don't hit us with a "starting my game over" video, im beginning to find those videos insulting. I feel like you know what you're in for so I will also trust you won't quit development unless it's absolutely necessary. Anyhow, thanks, your devlog is really well done, it's got everything from interesting new content, necessary changes and tweaks, what you ideally want to work on soon, generally solid quality with devlog format, sound, video and editing, and a fine balance between the creative and technical progress on your game even if you don't get too technically when showing it off, we at least now the work is being done (i only mention this last one because some devloggers focus solely on visuals to pull in viewers and neglect the function and quality of their game). Can't wait to see more! Don't think about it too much, just keep doing your thing...
Thanks a bunch man! I appreciate all the kind words. I definitely know what you're talking about, and I promise I won't be doing a 'starting over' devlog. Mind you, I'm purposely keeping the scope much smaller than I'd like it to be so that I have a more realistic goal - its still very easy to get lost thinking about the 'dream game', the possibility of having a dozen or so bosses, etc. I think that's what a lot of developers chase. And when you mention the devloggers who focus solely on visuals, I get the feeling that you might be referring to a certain office-themed devlog, but correct me if I'm wrong hahaha But yeah thanks again, glad youre enjoying the content :D
Idk if youll see this or if i commented too late, but on the comment of tells for attacks their should be a tell for when the eyes are going to open so you have a chance to get off of them so you dont get bounce into bullets by it. Maybe the eye starts squinting or something?
Hmmm I think if in the 2nd phase of the triangle boss, an eye err... strips it's skin, ur bullets would be able to do more damage, because the eye is even less covered. That's literally all i have
I have an Idea, what if you made a second attack that was slower, but dealt more damage. Idk if this is hard to code, but I think it would be a nice addition.
Yoooo!! Really cool viedo! Yet I have some ideas for a boss batle: There can be a abisal boss were you go down (how creative) and the boss will have some sort of light that will flash in diferent colors, each color will have diferent paterns while in the platform might appear spikes (that they will inflict more damage) at the same time that all the screen is really dark and it's hard to see bullets, that's why the boss and the player will have a light I hope you like these ideas, also good art dude! My sincere respect (mis sinceros respetos)
this is great, but i have one gripe that i think is more of a personal prefrence than anything. i dont really like the color style of the boss. i kinda liked the clear color codes for everything light blue for player red for attack and boss and blue for knockback. its kinda hard to explain but nevertheless i think this is great. just a me problem probably cant wait for the game to release
You could make it so that the player gets a new shooting style after each boss which adds another attack to the basic shooting. So the first boss could have a string bullet attack and the second could have the eyes just to keep it on theme with the boss’s attack.
It'd be cool if this game actually does end up being similar to cuphead, where casual levels are not really apparent and the bossfights are most of the game, it'd probably inspire others to use the same genre as well.
I am also making a bullet he’ll style game and I am SO jealous of your boss fights. The attacks just look so satisfying and I love your bullet patterns. Do you have a discord or anything?
Idea about platforms: things you can stand on are outlined with black, which makes it a little easier to tell what you can land on or not. And things that aren't obvious that they can hurt you would be outlined with red. I'm not sure if this would ruin the art style or not. But either way I'm excited to play the game!
Would be a funny detail if beating a boss no hit added like a little relic to a pause screen or the level select like beating the pyramid no hit shows the little pyramid stuck in a display case like in a museum looking around terrified
Add a yellow bullet type for the bosses which travels a lot faster but it’s thinner and deals almost no knockback, and maybe you could add black bullets that explode and deal more knockback and damage than red bullets.
easy boss suggestion. a ghost version of you that causes giant random patterns that will sometimes spawn behind or infront of you, every action you make is reflected onto you and there are ways to heal.
idk what you meant that you have little art skills animating is a art skill and you do it pretty well the triangle spinning looks awesome and the other boss animations are super cool too
hahah thank you, I'm glad you like how it looks. I think my art skills prevent me from making more visually interesting bosses, but I try my best to make the most out of more simple designs
It would be better if the game had a more cartoonish artstyle like Brotator or Stacklands, because pixel art is the most difficult style for beginners due to the fact that it is literal paint pixel by pixel
Suggestion for a boss Some kind of work card or magician character who whould be able to make things harder for their fight by doing stuff like inverting your controls, removing your ghost ability for a bit or flipping the screen upside down
I’ve got a idea sorry for just adding stuff onto this boss fight if you do add this but as a another part for phase transition the mini pyramid in the back could have the eyeballs come out from it then got to the stage it looks great btw keep working I’m loving it
i suggest putting an pre attack signal more notable, like with some red/blue color depending in the attack, from those corner attacks because it could be very frustrating if the player is standing right besides that corner and immediately gets shot without having a chance to dodge it
Maybe you should add abilities like being able to shift into the shadow realm where you take 0 dmg, or a boss that relies on you taking dmg for it to damage itself, add skins that change your gameplay like a flame skin that adds 20% dmg and a electric one that gives a 30% speed boost, they can be unlocked by milestones or achievements
You should make a boss that tricks you by making you think it will attack X but in fact it will attack Y or the boss could switch direction of attack to your location at the last second. It could throw you off by suddenly having the platform be swept from a laser and is not really an easy boss, this is more of a skillcheck to make sure you know what you're doing.
I dont know if the player has a heathbar or something like that but if they do there could be some kind of pickup to heal, maybe powerups that can spawn like xtra damage pr faster fire rate temporarily
You should make that so that there is a chance of 1 in a 1000 or whatever for the pyramid to turn into bill cypher, could be a cool little secret, and for me at least, i really like when game devs do this.
Grim reaper boss Phase 1: just the grim reaper Attack 1: Grim reaper starts hovering towards you And when it’s close Swings at you with his Scythe. This attack will also knockback, to make it feel like it was a strong hit. Attack 2: Grim reaper slams his scythe into the ground. Hands start popping from the ground trying to grab you and bring you down.if caught by one, take one damage and teleport back up Attack 3: Grim reaper raises up his hand, starts casting magic with his other hand which is not holding the scythe, and after a couple seconds Fires a massive projectile at you which splits into a ton of smaller projectiles when it hits a wall. Attack 4: Most of the arena becomes yellow, other then a small spot. This spot is the only one which will not turn into projectiles Phase 2:revenge. Grim reaper grows angry and floats back behind the screen, with a moment of silence, he suddenly comes back inside I giant mech, with two cannons at each side. Screen will become pitch black other then you,the bullets, and the boss. The EDGES of the platform will be slightly lighter. This boss will have a lot of hp, and the screen will become light again When the boss is inbetween attacks For like 5 seconds allowing you to do a lot more damage. Then the screen will go dark again when the next attack begins Attack 1: the cannons fire massive projectiles in the shape of skulls, at a random angle (which is inside the arena) multiple times. Attack 2: grim reaper calls down the dead and Two angels and two demons appear. Both of which having different attack patterns, and needing all to be shot down Attack 3: grim reaper summons projectiles from six postions positions, very fast, in a straight line. These positions slowly move in a circle around the arena, making you have to carefully Go inbetween the projectiles to not get hit. Attack 4: grim reaper’s scythe gets massive, and swipes across the arena a couple times. Attack 5: Grim reaper uses his magic to Turn parts of the arena to spikes, Like, mabye 8 small circles of spikes After you win, the mech malfunctions, and grim reaper Gets defeated as it falls to the center of the earth
attack idea: a phase 3 attack where 1 or 2 platforms will be hit with a big attack and the player must go to one of the platforms that won't get hit by the attack. Boss idea: a boss that will launch multiple props in the arena to attack the player and sometimes moves parts of the arena mechanic idea: idk, maybe a melee attack for the player.
Can you add a new projectile (purple) that only hurts the player in ghost form? They'd move slower overall, but still pose a threat as the player decides between dodging regular or ghost projectiles.
Add an extremely miniscule chance for the first phase of the pyramid to have a little tophat. Just for funsies
GRAVITY FALLS REFERENCE
Gravity falls reference?
We. Know. What. You. Mean.
isaac bewton theory
Bill
You're definitely one of my favorite indie devs, and it's honestly crazy how you only have 700 followers! You have a great eye for game design, you listen to your audience, and most importantly, you actually know how to properly scope a game! So many indie devs on youtube have been going at their games for years, and you're already like, halfway done after a couple months! I'm so excited to get to play this game, and to see more of your videos. Thank you!
Thank you so much for the kind words, I really appreciate it! :D
Wholesome comment right here 👍
Is that a pun…
heyyyyy the islands suggestion made it!!!
this is a massive amount of content for one boss. really cool, cannot wait to play it when it comes out
suggestions that *hopefully* aren't too hard to add (idk tho been a bit since ive performed gamedev)
1. some kind of harder difficulty with either a. different or harder bullet patterns (harder to make, but more interesting) or b. the player dying in one hit
2. idk if it's just for dev purposes but if there is health it is *not* indicated.
tha-
that's it
that's literally everything
Good ideas! I do like the idea of adding a harder difficulty, but that will have to be low priority for now. There's also a health system at the moment but it doesnt look very flashy (its just a number at the top left) so I just didn't show it in this video haha
Bro, this boss fight is so dope! The visuals and cutscenes are super polished already and the concepts you have are super smart. And good call setting a smaller scope for your game, would be a shame if the game didn't get finished. Keep grinding dude, you're doing awesome!
Thank you!! And I appreciate your support on all of my videos too, I'm glad you're sticking around and enjoying the content :D
It's nice to hear you use the music you created for your previous games, its like a little easter egg. And you do a great job making this entertaining for people who aren't game devs. I laughed out loud a couple times. You're doing great!!
8:38 Him jumping off the map to get away from the stupid Mr Beast screenshot made me laugh
I am greatly enjoying this content. Keep it up!
I am a huge bullet hell enjoyer so i think this game will be absolutely perfect!
Suggestions:
*Health bar* , right now it's hard to see the boss' halth so maybe a health bar at the top of the screen (anywhere is possible really) would really help.
*Un-ghostable projectiles* , maybe these could have a different colour? I think this will add an extra layer of challenge to the game, so maybe you could use it for really hard bosses.
*Bullet limit or cooldown* , maybe ad a bullet limit of 5 on screen at a time soo you cant just instakill the boss if you can shoot REALLY fast or just add a cooldown of 0.1s. (I don't know if this already implemented, if it is then it's good as is.)
Hope you liked my suggestions as much as i like your game ;)
Thanks for the kind words and suggestions! I think we're on a similar page with your ideas! The blue bullets right now are the bullets that you cant ghost through, but I've made them also bounce the player back too. Although, there could maybe be another bullet type that just damages the player if they try to ghost through it. I also have a bullet cooldown for shooting. Atm I'm probably not planning to add a Boss healthbar. It wouldn't be hard to add, but its more of a design choice so it's more intense near the end of the fight since you don't know how much health is left
This is SO COOL! Maybe a ghost boss could be cool? it teleports like the player, shooting bullets and also ghost bullets which disappear after a period of time! Maybe the second phase could mimic the players movement on a separate island, and shoot beams! Idk, but this is sick! Keep up the great work !!!
This is AWESOME!!! The commentary and explanation of what the bosses do, the bullet patterns, the incredible mechanics, good luck with the game!
i love your work! you did a great job with this new boss! i had an idea for a boss phase: needing to hit the boss's 'bumper' to escape more quickly or further. keep up the work i'm hype and cant wait to buy and play it!!
bro this is honestly epic af, found this while looking for inspiration and this looks so promising. Nothing better than a game made with passion. Keep up the work my man you gained a new supporter in me
Bro this game is really cool man. I love these devlogs. Good luck :)
Man you really nailed this, the whole thing is so epic platforms going up and turning into the boss at the end
And you did speak with a lot of IntOnATiOn, i have the same issue when I record videos, my voice sounds ok irl but when i record it it sounds a lot different and a lot calmer
Can’t wait to see what you do next!
Thank you so much! It's definitely taking me a while to get used to it, it's a weird feeling just reading a video script out loud by myself hahah
the legend is back!
bro your game is so good
First time watching your devlog series and honestly I love it. I will probably not play it but I see Dantdm playing it!
I've only seen your channel just now but I love the game! Suggestions:
1. A boss jumping from the center and towards the player several times and creating shockwaves.
2. A boss rotating (clockwise/counter-clockwise) spewing out a stream of knockback bullets with holes to go through.
3. A boss creating clones of itself that die in one hit.
4. An upgrade tree.
Is the game released yet?
Nah lol, crazy high quality channel, love your work...I subbed with notifs on last video and am not disapointed now
Great video🎉
I have a cool idea. Maybe join the boss rush game jam. It can give you a way to quickly prototype ideas for bosses and mechanics. And usually game jams videos are very fun to watch :)
You keep saying you are bad at art but the game looks really gooddd!
I wish I coud make art like that, I'll need to parctise more
1.25k subs is crazy b.c. you are so talented, I'm subbed now
You should ad a boss made out of a bunch of weird computer parts who has attacks involving interacting with buttons on the map that you can stand to change the attack or do something else. His final faze be a giant mech that is the stage meaning you walk on him and shoot weak spots (could be anything) that appear on him. This might be a bit complicated but if the mech platform thing was a cube you could walk on all sides of it flipping the stage?
this is amazing!!! I think its really smart of you to be realistic with the scope and this already seems like an amazing boss as is
@@axivy4684 thank you!!
@ do you have a community discord or anything of the sort to follow the project
@@axivy4684 not yet, but I'm thinking of opening a discord server if the youtube channel gets bigger
Your game is so interesting I really hope you don’t cancel it since your one of my fav indie devs and it’s absolute insanity that you don’t have a larger following
this game looks really fun to play, good job dude
This guy is like Dani, he appears, blesses us with a dev log video, and leaves, and im here all for it.
The boss looked awesome, i'm also starting to make a bullet hell game and this inspires me :)
glad it inspires you! good luck with your game!
Can't wait to play the game
this is so cool, it reminds me so much of enter the gungeon and im all here for it
Great video man I really would like to see (and play) the finished game.
I only have one suggestion:
To add different "spells" to the player to shoot different types of bullets, like one that does extra damage but has a one second cooldown. It would also be interesting if in the finished game, these spells were unlockable in spots throughout the map
Keep up the good work.
For when the Eyes launching you off you should make an animation where blue electricity charges upon the eye and then creates a small electric explosion that launches the player off and for the other boss you could make a new animation basically doing the same thing but red or just take that animation and recolor it red (Btw the blue electricity is inspired off of the blue knockback projectiles so I suggest going for that shade of blue )
love the progress so far! keep up the good work
This game looks great I can't wait for it to come out! New sub!
So cool!
Wonderful to see that the bosses appear with much more intentionality then previous devlog! Some improvement that could be done is the bullets are a bit small, and slow. Possibly making them bigger, and using a shape/animation to indicate velocity as well would be good. Some patterns that are faster would be good as well.
Just a suggestion but, if this is going to be a short game, you can use a time scalar increase as a way to increase challenge without too much work, then itll be a challenge of how long the player will last!
To show the player that you can dash while off the platform and maybe just dash in general you can make something knock the player off a platform, the blue projectiles for example and then tell them to press the dash button. See first minutes of Celeste for an example.
Maybe a tutorial boss?
Also, try to dial up the amount of warning particles (as in the ones warning about Larry's beam and enemies spawning), they will probably be hard to see in such small quantity when there's already a lot of random stuff flying at you.
I like your dash idea! that's definitely something I can add to a tutorial level maybe. I'll keep the warning particles in mind too. Thanks for the suggestions!
something about that triangle animation is so mesmerizing at 0:35
this seems like a really cool game, time to binge every episode of it at midnight 🔥🔥🔥
Can't wait for sound effects!
I can't wait for sound effects either! We're slowly getting there haha
docs.google.com/spreadsheets/d/1IongAIE7IDY6oSaEDuCdTXw-H6_7pEEDPxBPKDn_688
Very cool😎
super sick, i love watching this!
Awesome bosses fight you've outdone yourself man
this sounds like and looks like what would be one of my favourite games once it is done, but after the simple bosses, I think it would be funny to add an extremely complex, tanky, and super difficult boss bc it would be fun to try. Also if you haven't already yet, maybe you can add a difficulty selection and a settings menu
i love this this is SPECTACULAR. im super excited to play it >:)
Garry suggestion: lore. Garry knows story is hard but adding just a little to the game could immersed the player a lot more. Garry has played many games where the gameplay was good and art was good, but the story was so good it made the game 50 times better. Even just saying the triangle boss was a lost deity or something like that can catch many player attention. This has been your garry tip
Good job garry
You should add a micro boss! Where the player shrinks and fights some sort of micro virus! Your game looks great! ❤
I’m not used to bullet hells with dodging mechanics so seeing seemingly undodgable walls of bullets is pretty funny
very good video, very good game, very good voice acting :D
I realy like you videos, sad that take so much time to make one, but i enjoy it and think you doing it greate.
I want to give you a feedback, what can you add to game, but my imagination its too poor to generate original ideas :(
and sry if there mistakes, still learning eanglish, thank to vieos like this
Thank you!! It is a shame that the videos take so long. I made much slower progress because of exams too. Hopefully I can go a bit faster for the next video!
You're a rare breed of devlogger, im glad to have finally found you. Just please don't hit us with a "starting my game over" video, im beginning to find those videos insulting. I feel like you know what you're in for so I will also trust you won't quit development unless it's absolutely necessary. Anyhow, thanks, your devlog is really well done, it's got everything from interesting new content, necessary changes and tweaks, what you ideally want to work on soon, generally solid quality with devlog format, sound, video and editing, and a fine balance between the creative and technical progress on your game even if you don't get too technically when showing it off, we at least now the work is being done (i only mention this last one because some devloggers focus solely on visuals to pull in viewers and neglect the function and quality of their game).
Can't wait to see more! Don't think about it too much, just keep doing your thing...
Thanks a bunch man! I appreciate all the kind words. I definitely know what you're talking about, and I promise I won't be doing a 'starting over' devlog. Mind you, I'm purposely keeping the scope much smaller than I'd like it to be so that I have a more realistic goal - its still very easy to get lost thinking about the 'dream game', the possibility of having a dozen or so bosses, etc. I think that's what a lot of developers chase. And when you mention the devloggers who focus solely on visuals, I get the feeling that you might be referring to a certain office-themed devlog, but correct me if I'm wrong hahaha
But yeah thanks again, glad youre enjoying the content :D
i love humongous evil three dimensional shapes
Idk if youll see this or if i commented too late, but on the comment of tells for attacks their should be a tell for when the eyes are going to open so you have a chance to get off of them so you dont get bounce into bullets by it. Maybe the eye starts squinting or something?
right now the eye has a bit of a bouncy animation for when theyre about to open (3:06) but honestly it is a bit hard to notice
This looks awesome!
Hmmm I think if in the 2nd phase of the triangle boss, an eye err... strips it's skin, ur bullets would be able to do more damage, because the eye is even less covered.
That's literally all i have
I have an Idea, what if you made a second attack that was slower, but dealt more damage. Idk if this is hard to code, but I think it would be a nice addition.
Fells like a new enter the gungeon and I love it
Yoooo!! Really cool viedo!
Yet I have some ideas for a boss batle:
There can be a abisal boss were you go down (how creative) and the boss will have some sort of light that will flash in diferent colors, each color will have diferent paterns while in the platform might appear spikes (that they will inflict more damage) at the same time that all the screen is really dark and it's hard to see bullets, that's why the boss and the player will have a light
I hope you like these ideas, also good art dude! My sincere respect (mis sinceros respetos)
Bill cipher is back!!!!
Remember: Reality is an illusion. The universe is a hologram. Buy gold. Bye!
I’ll be watching youuuuuuuuuuu
this is great, but i have one gripe that i think is more of a personal prefrence than anything. i dont really like the color style of the boss. i kinda liked the clear color codes for everything light blue for player red for attack and boss and blue for knockback. its kinda hard to explain but nevertheless i think this is great. just a me problem probably cant wait for the game to release
Ah yeah good point, thanks for the feedback! I can try keep that in mind for the next bosses
this is amazing!
Add „Classes“ ( 2 New Player Characters ) which have a unique way of dodging and shooting maybe? maybe even unique Playstyle! :D
maybe a Warrior / Fighter, who has a Jump instead of Ghosting, has an Melee Weapon and is more durable
yoooo we have Enter The Gungeon in another alternative universe after another universe
it even has the better version of blood scarf too dudeee
Woah, it’s been a long time since i’ve seen a devlog and got hungry in the fingers to play the game.
You could make it so that the player gets a new shooting style after each boss which adds another attack to the basic shooting. So the first boss could have a string bullet attack and the second could have the eyes just to keep it on theme with the boss’s attack.
It'd be cool if this game actually does end up being similar to cuphead, where casual levels are not really apparent and the bossfights are most of the game, it'd probably inspire others to use the same genre as well.
Yep, thats definitely the plan! It will not have nearly as many bosses as Cuphead though haha
I am also making a bullet he’ll style game and I am SO jealous of your boss fights. The attacks just look so satisfying and I love your bullet patterns. Do you have a discord or anything?
haha thank you! I don't have a discord server yet, I'll probably wait to see if this channel picks up a bit more
oh damn... i spoke to soon 6:25 thats sick!
"i'm not very artsy" this still looks better than any pixel art i could ever do.
Idea about platforms: things you can stand on are outlined with black, which makes it a little easier to tell what you can land on or not. And things that aren't obvious that they can hurt you would be outlined with red. I'm not sure if this would ruin the art style or not. But either way I'm excited to play the game!
realy great game continue working on it
Would be a funny detail if beating a boss no hit added like a little relic to a pause screen or the level select like beating the pyramid no hit shows the little pyramid stuck in a display case like in a museum looking around terrified
little no-hit relics sound like a nice idea!
Add a yellow bullet type for the bosses which travels a lot faster but it’s thinner and deals almost no knockback, and maybe you could add black bullets that explode and deal more knockback and damage than red bullets.
easy boss suggestion. a ghost version of you that causes giant random patterns that will sometimes spawn behind or infront of you, every action you make is reflected onto you and there are ways to heal.
i think a visual change that would be nice to the phase 3 spin attack would be adding little wind lines in each frame of the spin
I was like oh wow you must be an experienced dev since you haven’t talked about any issue or mishaps, then 3:18
those moving platforms were HELL
@ I’m guessing you had to make a whole new movement engine to make the dashing work with it
@@xXMr.SealXx the main problem for me was that the player was always lagging 1 frame behind where they should be on the moving platform
idk what you meant that you have little art skills animating is a art skill and you do it pretty well the triangle spinning looks awesome and the other boss animations are super cool too
hahah thank you, I'm glad you like how it looks. I think my art skills prevent me from making more visually interesting bosses, but I try my best to make the most out of more simple designs
reminds me of just shapes and beats, I love it! Definitely subbing.
It would be better if the game had a more cartoonish artstyle like Brotator or Stacklands, because pixel art is the most difficult style for beginners due to the fact that it is literal paint pixel by pixel
Suggestion for a boss
Some kind of work card or magician character who whould be able to make things harder for their fight by doing stuff like inverting your controls, removing your ghost ability for a bit or flipping the screen upside down
Top tier game. Needs some story tho. Kinda like cuphead with small dialouge.
I’ve got a idea sorry for just adding stuff onto this boss fight if you do add this but as a another part for phase transition the mini pyramid in the back could have the eyeballs come out from it then got to the stage it looks great btw keep working I’m loving it
i suggest putting an pre attack signal more notable, like with some red/blue color depending in the attack, from those corner attacks because it could be very frustrating if the player is standing right besides that corner and immediately gets shot without having a chance to dodge it
Maybe you should add abilities like being able to shift into the shadow realm where you take 0 dmg, or a boss that relies on you taking dmg for it to damage itself, add skins that change your gameplay like a flame skin that adds 20% dmg and a electric one that gives a 30% speed boost, they can be unlocked by milestones or achievements
What about an attack type that blocks your attacks and/or one that stuns you?
6:51 is cool, you could make the bullets follow the player instead of it falling down
You should make a boss that tricks you by making you think it will attack X but in fact it will attack Y or the boss could switch direction of attack to your location at the last second. It could throw you off by suddenly having the platform be swept from a laser and is not really an easy boss, this is more of a skillcheck to make sure you know what you're doing.
Ok this is cool ima subscribe!
Damn this looks so fun
I dont know if the player has a heathbar or something like that but if they do there could be some kind of pickup to heal, maybe powerups that can spawn like xtra damage pr faster fire rate temporarily
you should do a bossfight that is completely stationary and like "grows" the more damage it is dealt, like an evil tree
You should make that so that there is a chance of 1 in a 1000 or whatever for the pyramid to turn into bill cypher, could be a cool little secret, and for me at least, i really like when game devs do this.
aweseom video man
6:23 piskel actually haves a dithering tool, but I also always forget it 😅
@@lol_trol2999 ah ye I wasnt very clear oops
I used the dither tool but there's no dithered line tool
what about a tutorial with the practice being a boss that looks like those targets you would see in a gun range
6:46 not him sitting in the middle and dodging every single bullet
oh hey Mr. Cipher is in the game now
Grim reaper boss
Phase 1: just the grim reaper
Attack 1: Grim reaper starts hovering towards you And when it’s close Swings at you with his Scythe. This attack will also knockback, to make it feel like it was a strong hit.
Attack 2: Grim reaper slams his scythe into the ground. Hands start popping from the ground trying to grab you and bring you down.if caught by one, take one damage and teleport back up
Attack 3: Grim reaper raises up his hand, starts casting magic with his other hand which is not holding the scythe, and after a couple seconds Fires a massive projectile at you which splits into a ton of smaller projectiles when it hits a wall.
Attack 4: Most of the arena becomes yellow, other then a small spot. This spot is the only one which will not turn into projectiles
Phase 2:revenge. Grim reaper grows angry and floats back behind the screen, with a moment of silence, he suddenly comes back inside I giant mech, with two cannons at each side. Screen will become pitch black other then you,the bullets, and the boss. The EDGES of the platform will be slightly lighter. This boss will have a lot of hp, and the screen will become light again When the boss is inbetween attacks For like 5 seconds allowing you to do a lot more damage. Then the screen will go dark again when the next attack begins
Attack 1: the cannons fire massive projectiles in the shape of skulls, at a random angle (which is inside the arena) multiple times.
Attack 2: grim reaper calls down the dead and Two angels and two demons appear. Both of which having different attack patterns, and needing all to be shot down
Attack 3: grim reaper summons projectiles from six postions positions, very fast, in a straight line. These positions slowly move in a circle around the arena, making you have to carefully Go inbetween the projectiles to not get hit.
Attack 4: grim reaper’s scythe gets massive, and swipes across the arena a couple times.
Attack 5: Grim reaper uses his magic to Turn parts of the arena to spikes, Like, mabye 8 small circles of spikes
After you win, the mech malfunctions, and grim reaper Gets defeated as it falls to the center of the earth
whe need a demo when the next boss is done or smth
attack idea: a phase 3 attack where 1 or 2 platforms will be hit with a big attack and the player must go to one of the platforms that won't get hit by the attack.
Boss idea: a boss that will launch multiple props in the arena to attack the player and sometimes moves parts of the arena
mechanic idea: idk, maybe a melee attack for the player.
Can you add a new projectile (purple) that only hurts the player in ghost form? They'd move slower overall, but still pose a threat as the player decides between dodging regular or ghost projectiles.