so inspiring to watch you talk about this, and the game looks suuuuper satisfying. do you plan on having difficulty settings, or just one difficulty for everyone?
wow. I can't beleive i found this again (through your revita review). I remember seeing the first video. Game has progressed, I see. Looks better. Reminds me of Dungreed, which I love. What is the roguelite elements? By that, I mean permanent progression.
Thank you! There will be lots of knowledge based progression, like best routes to take and which events happen at what time (there will likely be a time loop). There will also be some more traditional progression in the form of unlockable relics/powers to find in your runs.
Game looks great! I don't know if you have any plans for this, but it might be fun if there were some armor sets or something that could change your appearance. Also being able to customize your character at the start of a run could be cool too!
i really love your devlogs. i’ve watched them all today! the game is starting to look much more polished and fun! though, i think you should work on the art. the autumnal forest trees look under detailed, and visually i’m not seeing leaves anywhere except from the falling particles. i feel the bones of the game could look much better... perhaps consider looking into more unique palettes? the game looks awesome to play, but not visually memorable yet despite all the unique enemies and features that should be stuck in my head due to their designs, like other games similar (ie: hollow knight, ori, spelunky, etc…).
Thanks for watching! There's a curse meter that will fill up over time. Ideally, you want to prevent this by consuming vials. Each vial will reduce the meter by a certain amount, but each also comes with its own negative side effect- reduced HP, stronger enemies, etc. If the curse meter does fill up, you'll be chased by a ghost that can kill you with one touch. But you still have a chance to save yourself! During this period, if you kill a set number of enemies, you can make the ghost go away and reset the curse. It's pretty stressful and tough to do while being chased, but possible! So there's a lot of time management and decision making to be done here. You'll want to keep finding and drinking more vials to keep the curse meter low, but each one you drink will make the game harder. If you're bold (or can't find a vial in time) you can also just let the meter fill up and deal with the ghost. Hope that helps!
@@KevynTheJar Did not expect such a detailed response, thank you! I'm glad to see a developer so passionate about their product and I look forward to seeing future videos. Thanks again.
Hi, thanks for checking out my devlogs! I'd like to make more tutorials at some point in the future, and a boss fight one would be a high priority one since there aren't many out there. Good tutorials are pretty hard to make though since it's a complicated subject. In the meantime, I'd suggest looking into state machines. There's a good starting video here: th-cam.com/video/yfFzz9mZkU4/w-d-xo.html. It's a good jumping off point with some links to other resources as well. From there, I would start using state machines to design very simple enemies. Start small and build up. Eventually you can design a boss, which is really just a big enemy with more complex moves. You might also have more luck looking for tutorials about designing enemies, as that's more general than looking for a boss tutorial but will still give you helpful, relevant info. Good luck!
@@godgifted1556 I remember this one being very helpful, there's a lot of stuff besides enemies in it but it should all be useful if you're learning th-cam.com/video/U0fQHIueFw4/w-d-xo.html&ab_channel=HeartBeast
You know the game's good when you can pet the dog!
Just finished playing the demo, dude, the combat is really fun!
Game's looking great! Congrats on the demo milestone!
Congrats, that's awesome!
The graphics are really good and relaxing a great game from single developer .
GOOD LUCK FOR FUTURE BROTHER
Looks like a great game!
so inspiring to watch you talk about this, and the game looks suuuuper satisfying. do you plan on having difficulty settings, or just one difficulty for everyone?
Probably just one difficulty, with increasingly difficult endgame goals to achieve as you get better. Kind of like a hell run in Spelunky
Just stumbled across your channel, loving the content friend! As a fellow dev I love seeing others progress, keep up the great work! ✌
The gigantic gems I think make the game feel too candy-crushy, I'd make them smaller or the same shape, unless they're different for a reason
wow. I can't beleive i found this again (through your revita review). I remember seeing the first video. Game has progressed, I see. Looks better. Reminds me of Dungreed, which I love.
What is the roguelite elements? By that, I mean permanent progression.
Thank you! There will be lots of knowledge based progression, like best routes to take and which events happen at what time (there will likely be a time loop).
There will also be some more traditional progression in the form of unlockable relics/powers to find in your runs.
Game looks great! I don't know if you have any plans for this, but it might be fun if there were some armor sets or something that could change your appearance. Also being able to customize your character at the start of a run could be cool too!
Costumes would be fun! Might add some once the core game is done, so tempting to get distracted by this kind of stuff lol
i really love your devlogs. i’ve watched them all today! the game is starting to look much more polished and fun! though, i think you should work on the art. the autumnal forest trees look under detailed, and visually i’m not seeing leaves anywhere except from the falling particles. i feel the bones of the game could look much better... perhaps consider looking into more unique palettes? the game looks awesome to play, but not visually memorable yet despite all the unique enemies and features that should be stuck in my head due to their designs, like other games similar (ie: hollow knight, ori, spelunky, etc…).
Thanks! Art is tough but steadily improving, was actually just working on some forest background improvements
The game looks great! have you considered pixelating the zapping effect so it doesn't clash with the games art-style?
Good idea
This is nice
I’m a little confused by the curse system, could you please explain it to me as I have loved the last few devlogs.
Thanks for watching! There's a curse meter that will fill up over time. Ideally, you want to prevent this by consuming vials. Each vial will reduce the meter by a certain amount, but each also comes with its own negative side effect- reduced HP, stronger enemies, etc.
If the curse meter does fill up, you'll be chased by a ghost that can kill you with one touch. But you still have a chance to save yourself! During this period, if you kill a set number of enemies, you can make the ghost go away and reset the curse. It's pretty stressful and tough to do while being chased, but possible!
So there's a lot of time management and decision making to be done here. You'll want to keep finding and drinking more vials to keep the curse meter low, but each one you drink will make the game harder. If you're bold (or can't find a vial in time) you can also just let the meter fill up and deal with the ghost. Hope that helps!
@@KevynTheJar Did not expect such a detailed response, thank you! I'm glad to see a developer so passionate about their product and I look forward to seeing future videos. Thanks again.
Hello , sir please make a tutorial on boss fight please
Hi, thanks for checking out my devlogs! I'd like to make more tutorials at some point in the future, and a boss fight one would be a high priority one since there aren't many out there. Good tutorials are pretty hard to make though since it's a complicated subject.
In the meantime, I'd suggest looking into state machines. There's a good starting video here: th-cam.com/video/yfFzz9mZkU4/w-d-xo.html. It's a good jumping off point with some links to other resources as well.
From there, I would start using state machines to design very simple enemies. Start small and build up. Eventually you can design a boss, which is really just a big enemy with more complex moves.
You might also have more luck looking for tutorials about designing enemies, as that's more general than looking for a boss tutorial but will still give you helpful, relevant info. Good luck!
@@KevynTheJar any course you would like to suggest me
@@godgifted1556 I remember this one being very helpful, there's a lot of stuff besides enemies in it but it should all be useful if you're learning th-cam.com/video/U0fQHIueFw4/w-d-xo.html&ab_channel=HeartBeast
I am also subscribe and wating for your reply
Sir please reply to me