Been lurking in these devlogs for a long time now, this is probably one of the best, lot of amazing improvements. The game really feels like a full-fledged game man, proud of how far this project has come
finally another devlog, but i feel like the question marks in the mini map could look more bright or have a border around them to be easier to see. keep up the amazing work benbonk
i think increasing move speed outside of battle is a really good idea it's something that Enter the Gungeon does, and i think it's a good change, given that you'd want to get straight into the action as fast as possible after the fight ends. it also makes exploring cleared rooms/floors easier as well
Letting players choose to either upgrade their pet or themselves is a really great idea! It not only adds replayability to the game, but also a lot more strategy and customization. Though making them cost more than upgrading the slime pet feels more balanced than making both cost around the same amount to max out. But overall great improvements all around!
I really like the move speed when out of combat, Enter The Gungeon has that. It makes it feel like the game isn't just walking from room to room. Great vid :)
@@BenBonk Well I do not know about this actually. You do not want to pull off a sonic frontiers on us if you know what I mean. It is kinda strange having an option that is a direct buff. I know it is out of combat, but still makes a little sense. Maybe you could add a way to move around faster while out of combat. We need a motorcycle that you can mount. (unlocked later in the game) If you enter a combat room, you will dismount it, and once the battle is over, you can go back and grab it. Your motorcycle will always be at your house if you lose it somehow. Obviously the motorcycle will be super fast, and hilarious.
I've been following along with the development of this for a while now, and I think something that really sticks out to me is the pixel consistency (or rather inconsistency). I noticed that while in the menus, the buttons were a completely different size than some other parts of the UI, like the inventory (I thought 6:24 was a good example of this). Furthermore, I feel it may look unpolished with the many differing resolutions, which consequently causes it to look unpolished. Anyway, whatever you do with this, I look forward to seeing the development continue and become a finished game!
I would like to see some "wondrous" rooms that can spawn with a very low chance. And it wouldn't give anything to the player, but the building or wonder in the room would be a very rare sight, so the players could actually try to see all the wondrous rooms. And maybe if a player manages to see all of the wonders (obviously throughout many playthroughs), the player could get an achivement. and for example, one of the rooms could have a large statue of the Slime King, or one could have a giant building, or it's ruin. I think it would be a great collectable system.
you should make the bosses have an explosion effect when they die, combined with a screenshake, and a loud sound effect. it would make it way more impactful than just some text on the screen. :)
For boss deaths: if the screen smoothly locks to the boss as he shakes, then a white flash effect covers the screen for 0.5secs as the boss death anim plays, THEN the "boss defeated" text pops up, I think that would make then feel super polished.
These changes are SO GOOD! So many things that bugged me are completely fixed (the slime balls going to player especially). Best devlog in awhile! The only thing that bugs me still is the pixel density in some areas. The blockier pixels make it look unprofessional in some areas because in other you have super detailed pixel art. For example the boss healthbar looks amazing super detailed but then when you open the slime book at 3:41 the borders are so blocky and thick while the text in it is much neater with smaller pixels. That may be intentional to allow for the text in the pages to stand out but I think the blocky borders just stick out too much. Same with the words in the tutorial normally the text in game looks fine for example when you are talking to NPCs its small enough that it works but in the tutorial all the words are a bit too big for the amount of pixels they have and it just looks weird. Anyways good work this was awesome!
when boss dies add a big explosion or something like that, and consider adding biomes with different tiles for variety, also make the pit fall faster or at least the animation
0:52 this does not improve the feeling at all 1:15 I don’t think removing content counts as new content, the weapon is now much more generic and less unique 1:37 is a stat rebalance really considered “new content”?
The decimal system is great for balancing, alternatively since you're showing numbers on screen anyway and big number scratch gamer brain, you could just times ten all health values and damage values. Similar to what final fantasy does, where numbers don't really end up mattering but you get to see big damages and it feels super impactful. Although, if health values are all hard coded and there isn't just some universal 10x you can do, this would probably take a while.
You could probably also add sort of an Xray effect on the character and the enemies thats behind buildings or other objects just to help a bit with readabillity, just probably a dark solid color on the characters that are behind the buildings?
Ive been trying to figure out a problem ive had with these devlogs for like... a year. And I have it! To me at least, the mix of hyper-smooth tweening and beautiful pixel art hurts my brain. Maybe you could add an optional pixel-perfect camera (similiar to what deynum has)?? I think this qould make the game look a lot better. (for context, enter the gungeon also has one; and its an important for of the games visual appeal.)
Edit: Turns out this idea is already in the game! I must have forgot lol; just saw someone else ask for it and I thought I’d write it for more traction. Original is under here; I know this isn’t completely related to the topic at hand, but being able to change the colour of the game (with a slider maybe?) in the settings could be nice. I mean, a practical reason for it could be for people to choose a colour that they like most!
@@oXGoldenHeartXoyeah, it's part of the game already, as a slider too! You get to hueshift the game however you want, it only really gets buggy with some weather effects that make everything too dark other than those, it's already really functional
Yea I totally get this perspective and is something that I've definitely learned to understand over the years. While I do think it is too late to add more colors or change anything like that, you can change hue/saturation/brightness, etc in the settings menu, so hopefully that should make things a lot more accessible.
Honestly I have a hard time looking at the constant green, it would prevent me from purchasing this. Maybe you could add an option to filter the overall color? Like what Gato Roboto did with collectables
Been thinking of this for a while, however. Why not redesign the Slime pet to be like a bouncing slime "Puppy" Pet/ Both are bouncy and it would make it more noticeable that it isn't the enemy, since transparency on the green still makes it look like a green enemy slime.
Ben would it be possible you could add a toggle or slider for the distortion effects that get added to the screen as the days progress (like minecraft's)? Those kinds of effects tend to give me headaches, not a condition or anything, I guess certain effects tickle my brain wrong
What if after the boss in the level dies (if the level has one) the corruption effect on the screen goes down and/or some characters you encounter have unique celebratory dialog?
pov of a viewer. 0:53 Why not just add shake, a little zoom in or even something like an explosion. I feel like the text is not really solving anything.
About the Bosses, i strongly suggest better names for them, because honestly, going into an Arena and having that amazing art with the word "MECH" or "DJ" in it's side is just reallu underwealming... An idea could be to ask for suggestions for names in the Discord, people would share their name ideas and vote for the best ones, and a simple tournament-like event could have the chosen name at the end!
Is this entire devlog just ragebait? Between the mixel, rixels, palette, fonts, small tweaks branded as "overhaul" and incorrectly used meme images I just can't anymore. Unsubbed, sorry.
what ? slimekeep is not a terrible indie game. He doesn't make a new game, he just makes lots of things way better and listens to feedback like a good gamedev. The game will be good when it releases so idk what ur on about
Wtf? You are mad that he is improving? Shocker but your Fortnite, Roblox and other gen Alpha games also had development. They evolved from concepts to betas to full games. They improved with every rendition.
Alternate title: Re-Rehauling my indie game for the 27,324th time!
😂😂
Thats the process for small games xd
This is so true
I love your devlogs
average yt game dev roadmap 💀
tho tbf this rehaul actually does sound like a rehaul rather than just remaking a bunch of stuff randomly
Been lurking in these devlogs for a long time now, this is probably one of the best, lot of amazing improvements. The game really feels like a full-fledged game man, proud of how far this project has come
You've got this! remember to work at your own pace, we will all be ready when the game is ready. Make it your dream!
Bro posted 3 min after video got posted u didnt even have time to watch it
@@pandaking09 yeah? the comment has nothing to do with specific context in the video? just trying to be nice and encouraging mate.
@@Zwylo respect++
@@Zwylo ye
Yes. As miyamoto once said: a late game is only late until it releases. A rushed game remains rushed until the end of time.
finally another devlog, but i feel like the question marks in the mini map could look more bright or have a border around them to be easier to see. keep up the amazing work benbonk
Yeah that's true, thanks for the feedback.
a small thing, but i think having the player spin slightly as they fall into a pit would help with the falling effect
The rush mode looks very nice, I really like that concept. So excited for when this game releases
Thank you, glad you like it!
“Hey what’s up guys it’s BenBonk” :>
Caught this just as I was about to sleep, now I have to watch the whole thing
Too real
Usually when I click on a dev-log I expect an ok game. But when I clicked on this one, I was surprised at how well done the game was. GREAT WORK!!
i think increasing move speed outside of battle is a really good idea
it's something that Enter the Gungeon does, and i think it's a good change, given that you'd want to get straight into the action as fast as possible after the fight ends. it also makes exploring cleared rooms/floors easier as well
Hey glad you like the system, that's great to hear
Letting players choose to either upgrade their pet or themselves is a really great idea! It not only adds replayability to the game, but also a lot more strategy and customization. Though making them cost more than upgrading the slime pet feels more balanced than making both cost around the same amount to max out.
But overall great improvements all around!
Gotcha, I'll see about balancing things, glad you like the new system!
I really like the move speed when out of combat, Enter The Gungeon has that. It makes it feel like the game isn't just walking from room to room. Great vid :)
Thanks! Sounds like I'll keep it then.
@@BenBonk Well I do not know about this actually. You do not want to pull off a sonic frontiers on us if you know what I mean. It is kinda strange having an option that is a direct buff. I know it is out of combat, but still makes a little sense. Maybe you could add a way to move around faster while out of combat.
We need a motorcycle that you can mount. (unlocked later in the game) If you enter a combat room, you will dismount it, and once the battle is over, you can go back and grab it. Your motorcycle will always be at your house if you lose it somehow. Obviously the motorcycle will be super fast, and hilarious.
I've been following along with the development of this for a while now, and I think something that really sticks out to me is the pixel consistency (or rather inconsistency). I noticed that while in the menus, the buttons were a completely different size than some other parts of the UI, like the inventory (I thought 6:24 was a good example of this). Furthermore, I feel it may look unpolished with the many differing resolutions, which consequently causes it to look unpolished. Anyway, whatever you do with this, I look forward to seeing the development continue and become a finished game!
These are some well-needed quality of life changes!
I would like to see some "wondrous" rooms that can spawn with a very low chance. And it wouldn't give anything to the player, but the building or wonder in the room would be a very rare sight, so the players could actually try to see all the wondrous rooms. And maybe if a player manages to see all of the wonders (obviously throughout many playthroughs), the player could get an achivement.
and for example, one of the rooms could have a large statue of the Slime King, or one could have a giant building, or it's ruin.
I think it would be a great collectable system.
Yeah, I'm thinking of adding more "break" rooms that aren't just pure combat so I think this is definitely a good idea, thanks.
I absolutely love all the qol changes. Keep it up 👍
Remember watching you when A Simple Test came out
(You should totally create a sequel)
Excellent progress as always!
you should make the bosses have an explosion effect when they die, combined with a screenshake, and a loud sound effect. it would make it way more impactful than just some text on the screen. :)
For boss deaths: if the screen smoothly locks to the boss as he shakes, then a white flash effect covers the screen for 0.5secs as the boss death anim plays, THEN the "boss defeated" text pops up, I think that would make then feel super polished.
These changes are SO GOOD! So many things that bugged me are completely fixed (the slime balls going to player especially). Best devlog in awhile! The only thing that bugs me still is the pixel density in some areas. The blockier pixels make it look unprofessional in some areas because in other you have super detailed pixel art. For example the boss healthbar looks amazing super detailed but then when you open the slime book at 3:41 the borders are so blocky and thick while the text in it is much neater with smaller pixels. That may be intentional to allow for the text in the pages to stand out but I think the blocky borders just stick out too much. Same with the words in the tutorial normally the text in game looks fine for example when you are talking to NPCs its small enough that it works but in the tutorial all the words are a bit too big for the amount of pixels they have and it just looks weird. Anyways good work this was awesome!
I literally find you again and suddenly you are at devlog 54.. I was watching during devlog 10 ish
when boss dies add a big explosion or something like that, and consider adding biomes with different tiles for variety, also make the pit fall faster or at least the animation
0:50 just add explosions 👍
YESS BENBONK IS BACK
0:52 this does not improve the feeling at all
1:15 I don’t think removing content counts as new content, the weapon is now much more generic and less unique
1:37 is a stat rebalance really considered “new content”?
54th? That's a lot of time... I feel old now
I also feel old now lol
i love jetbrains
Same
The decimal system is great for balancing, alternatively since you're showing numbers on screen anyway and big number scratch gamer brain, you could just times ten all health values and damage values. Similar to what final fantasy does, where numbers don't really end up mattering but you get to see big damages and it feels super impactful. Although, if health values are all hard coded and there isn't just some universal 10x you can do, this would probably take a while.
WOOOOOOOOOOOOH! 🎉🎉🎉
You could probably also add sort of an Xray effect on the character and the enemies thats behind buildings or other objects just to help a bit with readabillity, just probably a dark solid color on the characters that are behind the buildings?
usual benbonk banger
Ive been trying to figure out a problem ive had with these devlogs for like... a year. And I have it!
To me at least, the mix of hyper-smooth tweening and beautiful pixel art hurts my brain.
Maybe you could add an optional pixel-perfect camera (similiar to what deynum has)?? I think this qould make the game look a lot better. (for context, enter the gungeon also has one; and its an important for of the games visual appeal.)
Transition at 8:45 was very smooth!
HONEY CANCLE MY APPOINTMENTS BENBONK JUST POSTED!!!1!
Edit: Turns out this idea is already in the game! I must have forgot lol; just saw someone else ask for it and I thought I’d write it for more traction. Original is under here;
I know this isn’t completely related to the topic at hand, but being able to change the colour of the game (with a slider maybe?) in the settings could be nice. I mean, a practical reason for it could be for people to choose a colour that they like most!
This is currently in the game settings!😊
@ Ah! Thank you for telling me! I’ll edit the comment so people don’t get confused. Thanks!
@@oXGoldenHeartXoyeah, it's part of the game already, as a slider too! You get to hueshift the game however you want, it only really gets buggy with some weather effects that make everything too dark
other than those, it's already really functional
@@absolutewisp I mean it isn’t really a complex or “out there” idea haha 😅
Yessirrrr
I was going to sleep, until i saw this. Sleep can wait ❤
Honestly i think most people REALLY wont like the green look. you can easily make terrain thats infested etc with better colors and art
Agreed. From a color theory perspective, the excessive use of green making it appear too saturated and overwhelming
Yea I totally get this perspective and is something that I've definitely learned to understand over the years. While I do think it is too late to add more colors or change anything like that, you can change hue/saturation/brightness, etc in the settings menu, so hopefully that should make things a lot more accessible.
Honestly I have a hard time looking at the constant green, it would prevent me from purchasing this. Maybe you could add an option to filter the overall color? Like what Gato Roboto did with collectables
@@Drewski633 you can already alter the game color from the menu, that's what he just said.
Been thinking of this for a while, however. Why not redesign the Slime pet to be like a bouncing slime "Puppy" Pet/ Both are bouncy and it would make it more noticeable that it isn't the enemy, since transparency on the green still makes it look like a green enemy slime.
I dont like how green it is lol
A version that has blue or red or any colour would be nice.
@@oXGoldenHeartXoPretty sure there is already a hue setting
@@RandomHandle837 I heard there is from my own comment 😭 the replies helped me 😅
Ben would it be possible you could add a toggle or slider for the distortion effects that get added to the screen as the days progress (like minecraft's)? Those kinds of effects tend to give me headaches, not a condition or anything, I guess certain effects tickle my brain wrong
What if after the boss in the level dies (if the level has one) the corruption effect on the screen goes down and/or some characters you encounter have unique celebratory dialog?
pov of a viewer.
0:53 Why not just add shake, a little zoom in or even something like an explosion.
I feel like the text is not really solving anything.
Niceee
what will come out first silksong or slimekeep
The mixels 😫
Random idea, but make slimes that might fly (like the ghost slime. Is there a ghost slime? I can’t remember.) not fall into pits for theming
I that instead of just saying "boss defeated", instead the bosses should have a unique death animation
Will you make a way so you can have presets on your pet slime so you can go theought different paths?
It would be nice for the dialogue to be quite a bit faster.
you should make the rush mode/slime pet have a lot more upgrades as right now i feels a bit underwhelming for such a cool fearture
About the Bosses, i strongly suggest better names for them, because honestly, going into an Arena and having that amazing art with the word "MECH" or "DJ" in it's side is just reallu underwealming...
An idea could be to ask for suggestions for names in the Discord, people would share their name ideas and vote for the best ones, and a simple tournament-like event could have the chosen name at the end!
Will the old tutorial still be alongside the new one or is it completely scrapped in favour of the new tutorial system?
here's a really stupid suggestion: make all boss explode after you defeat them
I WANT TO USE RIDER BUT I DONT DEV ENOUGH TO HAVE THE PRICE BE RESONABLE. how can i get it for free with the beta again?
They recently made it free for non-commercial use on the JetBrains website
Quick question, how much will the game cost when released?
i think ou should keep the different speed for different weapon stuff
You should make statue guy an optional boss
Nice 🙂
U should add a slime prince boss lol which would be like a nerfed version of the slime king or smth
practically every game releases with a 20% discount it's not a bribe
Ok but you should wishlist the game lol
wishlist it anyway
The tutorial should still be completely optional and easily re-playable. That way new players who don't wanna do it don't have to.
I thought that the player character was just a head with a mouth and eyes
If the game is pixel art, and there’s no diagonal lines, what’s the point of anti aliasing?
Bonk
what game engine do you use if you use one at all?
he uses unity
How can you not use one?
@@G0o0se well i know a couple people who code in the graphics and everything
honestly the boss defeated clip still feels kinda lame,
you could try doing something like envorimental station alpha does boss death effects
yeeeeeeeeeeeeeeeeeeeesssssssssssssss
This game will never come out 💀
:)
Is this entire devlog just ragebait? Between the mixel, rixels, palette, fonts, small tweaks branded as "overhaul" and incorrectly used meme images I just can't anymore. Unsubbed, sorry.
tf u talkin bout 💀
Haters gonna hater
Bro what 💀
Would be really cool if you made your script without just using "I made it" over and over again, feels like a 4th grader essay
why are you rehauling a terrible game, you should just keep it as it is and work on something else. rehauling for 12939th time, just STOP
what ?
slimekeep is not a terrible indie game.
He doesn't make a new game, he just makes lots of things way better and listens to feedback like a good gamedev.
The game will be good when it releases so idk what ur on about
Wtf? You are mad that he is improving? Shocker but your Fortnite, Roblox and other gen Alpha games also had development. They evolved from concepts to betas to full games. They improved with every rendition.