Always love these videos, I'd like to see you make more - and my 8 month son was entertained the entire time! I'd love to see your thoughts on my game Survive Into Night if you do another one like this, be glad to send a Steam key. Either way, glad the algorithm finally showed me your channel again it's crazy how much you've grown in the last year.
Do you know the game "Thomas was alone", I found the last game to be quite derivative of it. I wouldn't shun it for that, but I wouldn't praise it either. It's not unique, it doesn't do too much differently from the original inspiration from controls, setting and visuals, only slightly tweaking; only slight changes. What it is is someone's first complete and decently polished game. They should be proud that they accomplished that! :)
Advice for run: I really love the idea, I think it would make the game look very good if you maybe added randomly picked bioms, and like goodgis said randomly generated map. Keep up the good work!
This is some great feedback! I'm going to work on fixing some of these problems. I reckon the main problem is that the tutorial kinds sucks at the moment (I'm not sure how to show off bunnyhopping), so I'm going to improve that. There is an auto run setting which hopefully helps with the movement stuff, and I'll see what I can do with getting momentum easier. Thank you so much! :)
Basically my impression was: This is a game of old-school shooter players that remember bunny hopping and rocket jumping. If you never experienced it, you'll fail horribly hard.😉
I think there's some merit to keeping the rocket jumping similar to TF2's, but this is not TF2. In the end there's no point in making the main mechanic obtuse on purpose in this new context.
For the first one, I think it would be better to remove the sprint button and have the walk speed be as fast as sprinting is now. It just cuts down on the amount of buttons you have to press
Here's my Feedback for each game (all the games look great and I understand that they are under development and some of these changes may already be planned, but these are just the things I thought of while watch Goodgis play these games): Game 1: maybe make each level's environment more unique, all the levels he tried on camera except for the random level seemed pretty similar, which could turn some people off of your game who don't realise that the environments will change eventually. I realise it could be hard to make every level unique, but even adding some small changes to each level's environment would go a long way to make each level feel new and different. Game 2: there's not much I can say that he didn't already mention, except that I think giving just a bit of animation to some of the background elements (especially since they are plants) would make the levels look even nicer. also I noticed that there are no walking particles, but that's not a huge issue Game 3: I would suggest showing what you got wrong when you get it wrong, other than that he pretty much said everything I was thinking of. on thing I also want to mention, to build off of something he said, you should (if you can) maybe make multiple rooms, and every few rounds it changes to a slightly harder room, but I would understand if you aren't able to do this Game 4: this game is designed to be simple, so there isn't really much I can think of to suggest other than to maybe add more enemy types Game 5: I really like the shadow mechanic, maybe build more on that if you ever decide to make a full version of this game
For propulsion (game 1), the level environments change pretty frequently, with some levels having multiple environments that change as the level goes on, you have to remember that he tried like max 4 levels on camera and with each level taking less than about 20 seconds they change relatively often, also any potential player would have visited the steam page where it offers many pictures and video showing plenty of the different environments.
@@ChadderboxDev yeah that makes sense, however I do still feel like there should be a little bit more uniqueness to the levels, this is in no way to say the game looks bad, I'm just making a suggestion based on what I saw
Yeah, the advice is perfectly reasonable, but I don't think I'll make anything more of the game (switcharoom). It was a jam game, and once the jam ends I usually don't touch up the game anymore. But thanks for sharing your thoughts!
For Game 3 it is also possible, to start with a almost empty room. Every time you are finding the difference, you get a coin or so. For coins you can buy new things Form your room with more coins you get. So it gets harder over time
@@stevemcwin thats true. Otherwise you could start with an almost empty room and add objects, If the score got a special hight or something like that. Or there could be different rooms, so that you can start with smaller ones
Awesome video man! I'm a little bummed my game didn't end up in the video. But, it inspired me to start working on it again, and it's almost to a fully playable state now! Watching your channel always motivates me to continue making games! Much love to the whole Firith team!😁
Advice on Switcharoom: Go with a full cube look which is a popular isometric art style Why have a timer instead of a limited number of guesses? It would make it a lot more chill. My thoughts!
Switcharoom would be excellent with different rooms that get more complex. I think the final level could be like a storage unit just jam-packed full of stuff.
@@Goodgis Never expected you to respond to me. I really like the kind of content you make. It makes me feel lazy for not working on my stuff, which is good cuz that’s a catalyst!
I think for Game 3, what it really needed was more info on failure. You don't need to see the room in between levels, because the whole point is that there is a difficulty curve, and that as you play youre also seeing everything else in the room, and are able to get exposed to th e room layout through that. Instead, it might be more useful to show each item turning back into its "correct" form when you finish a round. And maybe, following the whole "smaller room" idea, once you get to round 10 of a room, you unlock a new room to play in or something, with the levels slowly getting more and more complex. Or maybe even like the rooms are at different levels of easy, medium, and hard, with the tutorial room being a class of its own. Then, if you play the tutorial room and get to, say level 10, you unlock an easy room. if you get to level 20 on the tutorial room you unlock a second easy room. if you get to level 30 on the tutorial room you unlock a third easy room. then after that it might just be a badge or something to limit upper progress. then, with each room you play from then on, getting to certain points unlocks more gameplay. Basically what I am trying to think of is a way that the game can both confirm your victory and encourage you to continue playing, because at the moment, once you've played enough, it becomes trivial to get through a lot of rounds.
There were a lot of post jam update ideas I got from all the feedback, but I just got burned out so much from that game that I couldn't keep on working on it. Thank you for the ideas tho!
Propulsion needs a button with a "hold to look behind" function. So you hold that button and the character spins quickly to look back 180 degrees until you release it. (Or just tap it to spin 180 degrees)
Really liked the video, I’ll definitely see if I have a ready game to submit in the future! For the lost onion I’d definitely like to see ambience and some variation in gun sounds. Hope that helps :)
Suggestion on Switcharoom: Go with a full cube look which is a popular isometric art style Why have a timer at all instead of just a limited number of guesses? It would make it a lot more chill. My thoughts!
Hey man! Loved the video. One thing to potentially increase visual appeal/watch time: when you're doing the recap of your thoughts for a game, it might be worth playing some b-roll of you continuing to play the game in the background. Instead of stopping in one spot on the level and just bouncing around while discussing what could be improved, continue to record yourself playing and just run that gameplay footage under your webcam. That way there isn't like 2 min of the same screen while you give your overall thoughts. This would require that you separate out the "recap" portion from the live gameplay, but it would really increase the visual interest as well as the overall pacing. Just a thought. Keep up the good work!
21:00 it’s weird to me to hear you say that, cause it’s actually more of the standard for the wasd keys to be used rather than the arrow keys in keyboard controlled games
WASD for platformers is really strange to me. Coming from a background play games like Maple Story which use Arrow Keys it's kind of weird. But I could see that if you play a lot of FPS games.
That "game 4" run game was the closest to a real game... If you made it mobile friendly (tilt to move?), added a tons of different maps, much more varied visual and sound experience, random generation, a few abilities, and turn it into a rogue like where you get a random power-up to an ability after each map, and you can sell it on the app store and make a few grand. If you're a brand new dev, that's a huge success.
Game 2 and 3 were both very, very pretty, but they didn't look super polished on the gameplay side at all, seemed more like art projects. Which is fine if that's what they prefer doing, it's their game after all, but maybe they should be teaming up with a friend who loves working on gameplay as much as they like doing the art if they want to make an overall great game. Unless of course it's one of their first real projects, in which case practice obviously makes perfect.
I actually did team up with someone for Switcharoom, tho Goodgis didn't mention that. I did the coding, game design and the art while bobosupreme (the guy I worked with) did the sound effects and music. The thing is, there just wasn't enough time to polish the game nor to make the difficulty curve more player friendly because that's just how game jams are. Thanks for the advice nonetheless!
I find WASD is more common than arrow keys but I think it's a good idea to have implementation for both kinds of playstyles. I know being left handed some games are very difficult for me to play without needing to remap every key(if the game allows) and it get's very tiring and discouraging from time to time. Some games are down right too uncomfortable to play due to keyboard configuration. Great games and love the positive encouragement for each dev throughout. Sometimes a roast can be really crushing for a project you worked hard on.
People who play fps games like WASD for movement and really dislike using arrow keys, so I would be careful making your game use exclusively arrow keys for movement.
@@michaelpsarommatis8478 yeah but like I mean, wasd doesn't really play nice with my keyboard(most games using wasd automatically switch my keyboard layout which i don't like), and if they don't I still rather have the option of using arrow keys
For Propulsion (assuming you have it mapped to a controller) having a forward and backwards firing button could be helpful. The forward button could be for short hops and the backwards jumping for long hops. Take away the meter for how many jumps you have left, you can make the levels more complex where you're only worrying about forward momentum. Also, if you're using keyboard and mouse, you can have the WASD keys for movement and the left and right mouse buttons for forwards and backwards firing. This **really** has potential! Don't give up!
I totally see where you're coming from but I feel like it's part of the games mechanics/difficulty firing backwards, it has a trade off between difficulty and effectiveness, the whole point of propulsion is that it's a speed running game. B hops and conservation of momentum are imperative to the competitiveness of the game. Also a point about the removal of the jumps meter for more complex levels, I feel that the meter adds to a complexity of a level in a relatively simple and understandable way but in later levels (e.g. not like only the first 4 levels which he plays) different mechanics are added to spice up the game play e.g. wind, quicksand, ice etc.
The first game is so remenecent of team fortress 2 rocket jumping... if you made a version where you eliminated the whole multiple buttons to jump and just aim now would be lit
Hi I think your game board videos are the best and I think people should do them more often. Also I wonder if a Mario party board game has been done before…
GOODGIS ım young and I want to learn how do I get in a company and what is a needed side to be accepted. Also how to work out a company. Im 14 and I got no idea how it work. I want to learn. So please make a vid about it.
You didn't really try to build momentum at all in Propulsion. You kept stopping on almost every pedestal, which according to my extensive trailer watching is not the intended way to play. Just sayin'.
I Dare you to hosta game jam.and I WILL prove godot is slow make the game jam you can use only godot and gdevlop and having 30 minutes and it must not be a simple platformer the theme is Lights Out
If you liked the video make sure to Subscribe to see more videos like this. And if you didn't...that's totally fine. I won't be offended... ;(
Always love these videos, I'd like to see you make more - and my 8 month son was entertained the entire time! I'd love to see your thoughts on my game Survive Into Night if you do another one like this, be glad to send a Steam key. Either way, glad the algorithm finally showed me your channel again it's crazy how much you've grown in the last year.
Do you know the game "Thomas was alone", I found the last game to be quite derivative of it.
I wouldn't shun it for that, but I wouldn't praise it either. It's not unique, it doesn't do too much differently from the original inspiration from controls, setting and visuals, only slightly tweaking; only slight changes. What it is is someone's first complete and decently polished game. They should be proud that they accomplished that! :)
Yes it would be so cool if you make more game feedback videos like this :D
I like your videos keep up the good work 👌
I make games
So excited to see my game featured in here!
:D
YOU DESERVE IT HERE!
noice mate
Love it
Love your channel
Advice for run: I really love the idea, I think it would make the game look very good if you maybe added randomly picked bioms, and like goodgis said randomly generated map. Keep up the good work!
I totally agree!
This is some great feedback! I'm going to work on fixing some of these problems. I reckon the main problem is that the tutorial kinds sucks at the moment (I'm not sure how to show off bunnyhopping), so I'm going to improve that. There is an auto run setting which hopefully helps with the movement stuff, and I'll see what I can do with getting momentum easier.
Thank you so much! :)
Basically my impression was: This is a game of old-school shooter players that remember bunny hopping and rocket jumping. If you never experienced it, you'll fail horribly hard.😉
Maybe you leave the auto running on be default? I didn’t realize I needed to move fast but that’s an easy fix. :D I honestly was a fun game.
@@Smaxx Pretty good interpretation :)
I think there's some merit to keeping the rocket jumping similar to TF2's, but this is not TF2. In the end there's no point in making the main mechanic obtuse on purpose in this new context.
Have you ever done rocket jumping in Tf2? cause maby you could add some of the features from that?
For the first one, I think it would be better to remove the sprint button and have the walk speed be as fast as sprinting is now. It just cuts down on the amount of buttons you have to press
Thanks for sharing!
Here's my Feedback for each game (all the games look great and I understand that they are under development and some of these changes may already be planned, but these are just the things I thought of while watch Goodgis play these games):
Game 1: maybe make each level's environment more unique, all the levels he tried on camera except for the random level seemed pretty similar, which could turn some people off of your game who don't realise that the environments will change eventually. I realise it could be hard to make every level unique, but even adding some small changes to each level's environment would go a long way to make each level feel new and different.
Game 2: there's not much I can say that he didn't already mention, except that I think giving just a bit of animation to some of the background elements (especially since they are plants) would make the levels look even nicer. also I noticed that there are no walking particles, but that's not a huge issue
Game 3: I would suggest showing what you got wrong when you get it wrong, other than that he pretty much said everything I was thinking of. on thing I also want to mention, to build off of something he said, you should (if you can) maybe make multiple rooms, and every few rounds it changes to a slightly harder room, but I would understand if you aren't able to do this
Game 4: this game is designed to be simple, so there isn't really much I can think of to suggest other than to maybe add more enemy types
Game 5: I really like the shadow mechanic, maybe build more on that if you ever decide to make a full version of this game
For propulsion (game 1), the level environments change pretty frequently, with some levels having multiple environments that change as the level goes on, you have to remember that he tried like max 4 levels on camera and with each level taking less than about 20 seconds they change relatively often, also any potential player would have visited the steam page where it offers many pictures and video showing plenty of the different environments.
@@ChadderboxDev yeah that makes sense, however I do still feel like there should be a little bit more uniqueness to the levels, this is in no way to say the game looks bad, I'm just making a suggestion based on what I saw
Thanks for sharing!
Yeah, the advice is perfectly reasonable, but I don't think I'll make anything more of the game (switcharoom). It was a jam game, and once the jam ends I usually don't touch up the game anymore. But thanks for sharing your thoughts!
For Game 3 it is also possible, to start with a almost empty room. Every time you are finding the difference, you get a coin or so. For coins you can buy new things Form your room with more coins you get. So it gets harder over time
That's a fantastic idea!
@@Goodgis thanks
Had the same idea, but that would turn the game into a larger project than I thought it was gonna be, so I gave up on that :/
@@stevemcwin thats true. Otherwise you could start with an almost empty room and add objects, If the score got a special hight or something like that.
Or there could be different rooms, so that you can start with smaller ones
Ahh yes always a breath of fresh air when your videos start playing
Aww, thanks so much! :D
oh no, a goodgis video
haha thanks for your feedback!!
Thanks for submitting! :D
Awesome video man! I'm a little bummed my game didn't end up in the video. But, it inspired me to start working on it again, and it's almost to a fully playable state now! Watching your channel always motivates me to continue making games! Much love to the whole Firith team!😁
I wish I could have played it but don’t let that disappoint you! You got this, and I can’t wait to see what you end up making. :D
Advice on Switcharoom:
Go with a full cube look which is a popular isometric art style
Why have a timer instead of a limited number of guesses? It would make it a lot more chill.
My thoughts!
Thanks for sharing!
dude i literally submitted a game where you climb up stairs an said that it was an action adventure game
XD
for Switcharoom, when losing show the player what did they get wrong
For Run: 2 player mode? would be pretty cool to play with friends!
Totally agree!
Switcharoom would be excellent with different rooms that get more complex. I think the final level could be like a storage unit just jam-packed full of stuff.
Heck yeah!
@@Goodgis Never expected you to respond to me. I really like the kind of content you make. It makes me feel lazy for not working on my stuff, which is good cuz that’s a catalyst!
I think for Game 3, what it really needed was more info on failure. You don't need to see the room in between levels, because the whole point is that there is a difficulty curve, and that as you play youre also seeing everything else in the room, and are able to get exposed to th e room layout through that. Instead, it might be more useful to show each item turning back into its "correct" form when you finish a round. And maybe, following the whole "smaller room" idea, once you get to round 10 of a room, you unlock a new room to play in or something, with the levels slowly getting more and more complex.
Or maybe even like the rooms are at different levels of easy, medium, and hard, with the tutorial room being a class of its own. Then, if you play the tutorial room and get to, say level 10, you unlock an easy room. if you get to level 20 on the tutorial room you unlock a second easy room. if you get to level 30 on the tutorial room you unlock a third easy room. then after that it might just be a badge or something to limit upper progress. then, with each room you play from then on, getting to certain points unlocks more gameplay.
Basically what I am trying to think of is a way that the game can both confirm your victory and encourage you to continue playing, because at the moment, once you've played enough, it becomes trivial to get through a lot of rounds.
There were a lot of post jam update ideas I got from all the feedback, but I just got burned out so much from that game that I couldn't keep on working on it. Thank you for the ideas tho!
Thanks for sharing!
@@stevemcwin oh hey! yeah i mean obv do what you gotta do, just my two cents on this. you made something amazing, though. congrats!
Nice video goodgis, this is such a nice community.
Couldn't agree more
@@Goodgis
I love that you are super nice and respectful and giving them clear feedbacks at the same time. 🔥🔥✨✨
I appreciate that!
Propulsion needs a button with a "hold to look behind" function. So you hold that button and the character spins quickly to look back 180 degrees until you release it. (Or just tap it to spin 180 degrees)
That could be awesome!
Weird idea, I might look into this.
21:09 That "aaaaaaaah" sound would be perfect for so many games lmao. Great video!
Thanks! haha
Really liked the video, I’ll definitely see if I have a ready game to submit in the future! For the lost onion I’d definitely like to see ambience and some variation in gun sounds. Hope that helps :)
Totally agree!
Suggestion on Switcharoom:
Go with a full cube look which is a popular isometric art style
Why have a timer at all instead of just a limited number of guesses? It would make it a lot more chill.
My thoughts!
Good suggestions!
The Game at 18:00 is great. I love the way the blocks pulse in a glowy style. Super slick
Heck yeah!
Hey man! Loved the video. One thing to potentially increase visual appeal/watch time: when you're doing the recap of your thoughts for a game, it might be worth playing some b-roll of you continuing to play the game in the background. Instead of stopping in one spot on the level and just bouncing around while discussing what could be improved, continue to record yourself playing and just run that gameplay footage under your webcam. That way there isn't like 2 min of the same screen while you give your overall thoughts. This would require that you separate out the "recap" portion from the live gameplay, but it would really increase the visual interest as well as the overall pacing.
Just a thought. Keep up the good work!
Thanks for the feedback!
21:00 it’s weird to me to hear you say that, cause it’s actually more of the standard for the wasd keys to be used rather than the arrow keys in keyboard controlled games
WASD for platformers is really strange to me. Coming from a background play games like Maple Story which use Arrow Keys it's kind of weird. But I could see that if you play a lot of FPS games.
very nice. Another goodgis upload. HYPE!
Hyyype!
@@Goodgis a great video. Very good feedback too
Awesome you made this type of video. Hope to see something like this sometimes in the future. Nice work
Thanks so much! :D
Man as a dreamer to be a programmer in future I love your videos. It's pretty interesting to see your videos. I appreciate it! Nice
Thanks so much, that means a lot!
@@Goodgis Could you tell me a good place for godot tutorials?
@@wohao_gaster7434 I think Pigdevs channel is a better place for you.
@@psyduck3133 okay! I'll check it out
@@psyduck3133 I checked them out and their channel seems to have a lot of great and useful godot tutorials!
32 seconds ago? Sounds cool, might watch
:D
This Is the Actual First Comment LOL
Thanks for the feedback, will keep that in mind!
Thanks for submitting! :D
That "game 4" run game was the closest to a real game...
If you made it mobile friendly (tilt to move?), added a tons of different maps, much more varied visual and sound experience, random generation, a few abilities, and turn it into a rogue like where you get a random power-up to an ability after each map, and you can sell it on the app store and make a few grand. If you're a brand new dev, that's a huge success.
14:32 Items changed 1
indeed
Oh wow? I haven't been this early in forever. Nice video!
Well, welcome back! ;)
Game 2 and 3 were both very, very pretty, but they didn't look super polished on the gameplay side at all, seemed more like art projects. Which is fine if that's what they prefer doing, it's their game after all, but maybe they should be teaming up with a friend who loves working on gameplay as much as they like doing the art if they want to make an overall great game. Unless of course it's one of their first real projects, in which case practice obviously makes perfect.
I actually did team up with someone for Switcharoom, tho Goodgis didn't mention that. I did the coding, game design and the art while bobosupreme (the guy I worked with) did the sound effects and music. The thing is, there just wasn't enough time to polish the game nor to make the difficulty curve more player friendly because that's just how game jams are. Thanks for the advice nonetheless!
Luckily, that's an easy fix! :D
@@stevemcwin For a jam game, you guys did a super job! It was more of a general thing, I notice a lot of art project games these games.
I find WASD is more common than arrow keys but I think it's a good idea to have implementation for both kinds of playstyles. I know being left handed some games are very difficult for me to play without needing to remap every key(if the game allows) and it get's very tiring and discouraging from time to time. Some games are down right too uncomfortable to play due to keyboard configuration. Great games and love the positive encouragement for each dev throughout. Sometimes a roast can be really crushing for a project you worked hard on.
Thanks for sharing! Also thanks so much!
second I see any video of goodgis out of nowhere my mouse js starts going to it and then everything turns off i seem to watch the whole thing
People who play fps games like WASD for movement and really dislike using arrow keys, so I would be careful making your game use exclusively arrow keys for movement.
I get that!
I don't think I can do that, my game has to be fun for myself
@@wohao_gaster7434 just recognize both the [w,a,s,d] and the arrow key movement, so the player can deside what they like best.
@@michaelpsarommatis8478 yeah but like I mean, wasd doesn't really play nice with my keyboard(most games using wasd automatically switch my keyboard layout which i don't like), and if they don't I still rather have the option of using arrow keys
I’m somewhat new here and I was wondering if I wanted to submit a game if I can where can I do that?
Join the discord in the description below to submit your game. :D
@@Goodgis awesome thank you
wow squarespace sure looks like a fun game
It's my favorite game.
I may not be first but feels good to be this early, I love this kind of gamedev video format and Im happy that more youtubers are doing it
I'm really glad to hear it. :D
hmm... 1 and 4 looks really good, time to crossbreed it, just gotta find a jam for it.
I agree! haha
great video! loving the good vibes!
Thanks!
20:06 game maybe change the colors every playthrough of the player and enemies or the level itself , add variety fellow GameDev
Amazing As Always!
Thank you! Cheers!
maybe propulsion could allow you to look down past 180 degrees so you could shoot behind you that way
Hey! Should I get into game dev if I'm still just a beginner in Python? Or should I wait until I'm a little better?
Heck yeah!
I need more vídeos like these
:D
For Propulsion (assuming you have it mapped to a controller) having a forward and backwards firing button could be helpful. The forward button could be for short hops and the backwards jumping for long hops. Take away the meter for how many jumps you have left, you can make the levels more complex where you're only worrying about forward momentum. Also, if you're using keyboard and mouse, you can have the WASD keys for movement and the left and right mouse buttons for forwards and backwards firing.
This **really** has potential! Don't give up!
I totally see where you're coming from but I feel like it's part of the games mechanics/difficulty firing backwards, it has a trade off between difficulty and effectiveness, the whole point of propulsion is that it's a speed running game. B hops and conservation of momentum are imperative to the competitiveness of the game. Also a point about the removal of the jumps meter for more complex levels, I feel that the meter adds to a complexity of a level in a relatively simple and understandable way but in later levels (e.g. not like only the first 4 levels which he plays) different mechanics are added to spice up the game play e.g. wind, quicksand, ice etc.
Great points!
Man, I love this series.
Thanks! :D
Are you gonna make more videos like this, and how do I get featured if you do?
Probably not for awhile, the best way is to join our discord because that's where we'll announce it.
quality content as always
Thanks so much! :D
Hey! I have a question what do you use to make and design all these games
These aren't my games though I usually use Godot.
As a Quake rocket jump expert, aim straight down, so you don't blast yoursel backwards by creating an explosion in front of you. ;)
True!
This was very cool! :DD ill join in next time :D
You should!
I will for sure :DD
Love this series more of this please
:D
Is it possible to play these games now? I really liked the first game. It's exactly the rocketjump from TF2.
Yes! It's on steam.
Finally early lol, love your vids :)
Yay! Thank you!
I imagine propulsion being a tf2 rocket jumpers favorite non-tf2 game
Hi, great video!
is there any way to get my game featured on a video like this? checked the discord could not find any info
This was kind of a spur of the moment video. Next time I do it, I'll announce it everywhere.
I just want to say… your work has really inspired me, and made me start making games! I use Godot.
That's awesome, go for it! :D
Oh no, I missed that... :( Where did you announce that and will you do this again?
Discord :D
The first game is so remenecent of team fortress 2 rocket jumping... if you made a version where you eliminated the whole multiple buttons to jump and just aim now would be lit
It does!
Hi I think your game board videos are the best and I think people should do them more often.
Also I wonder if a Mario party board game has been done before…
you should learn 6502 assembly. and make an NES game! itd be hard, and theres not much documentation, but your game does nkt have to be fancy!
What happened to dewdrop dynasty tho?
What about it. :) We are still planning to finish it but it's just a lower priority right now.
@@Goodgis when do you think are you going to upload a new devlog? They really inspire me so I’m looking forward to it :)
can u tell me how u make this camera on ur metroidvenia game
Just look up how to make a Zelda Camera. :D
@@Goodgis can u give me a video
I can tell that "Oh no a Hole" is inspired by Brackeys ahahah
Nice! haha
Love your videos please make another game jam ❤️
We're actually hosting one right now: itch.io/jam/great-spring-game-jam-2022
hey show me one of your tile sprires for a platforme
?
How can I submit games so you can review them?
I'm currently not taking more submissions at this time. :D
Goodgis playing Propulsion 😳
;)
😳
i need help in godot i can't make my player move
Watch a movement tutorial. :D
our game Police Escaper didn't make it :(
;(
Run was so awesome
Slap some ads on game 4 and it's a game. Add some in app purchases for character color and it's good to go xd
Heck yeah!
thats nice time seeing other games
Agreed!
Hey @Goodgis why can you do tutorials on Godot if you love it, you can one of those people to help us. Share that knowledge.
I would love to eventually!
I love Your Videos
Thanks so much! :D
GOODGIS ım young and I want to learn how do I get in a company and what is a needed side to be accepted. Also how to work out a company. Im 14 and I got no idea how it work. I want to learn.
So please make a vid about it.
Will do! :D
day 1: can u make a video on stone and bone?
I already did. :D
For the first game it would be cool to shoot in mid air.
Agreed!
this mans mouth is so wide he should be the next person to play the Joker
LOL
Baby's first rocket jump.
Haha
his big black eyes, like a doll
XD
How do we have a game reviewed for the next one?
I'll make a post on my Twitter & Community page for the next one.
I'd play The Lost Onion!
:D
I have unfinished game, but still playable, I want to know your feedback
:D
i love u man
Awesome 👍
Hey oodgis can you give me a name for kingdom from my game. I'm bad at names so It whoud be cool that someone who knows tell me
The Kingdom of Eaglewood. XD
@@Goodgis Is XD part of the name?
Goodgis make a tutorial pls pls pls pls plzzzzz
I will in the future. :D
He talks about the first game as if he doesn't already have records on a few levels
XD
You need to learn how to strafe for the first game
XD
id say WASD is way better than arrow keys personally
Depends on if the mouse is used at all.
Hey there! :D
Heyyyy!
@@Goodgis :D
I'm offended! I didn't see my game... oh wait, I didn't upload one. Is it too late, ;D
XD
Oldskool quake 2 bunny hopping.
Heck yeah!
You didn't really try to build momentum at all in Propulsion. You kept stopping on almost every pedestal, which according to my extensive trailer watching is not the intended way to play. Just sayin'.
Yeah also auto run is an option in the settings
I wasn't trying the play the game wrong, there's just no real reward for going fast.
Oh, that would have been helpful though I noticed the setting options didn't work for me.
@@Goodgis The settings didn't work?!? UH OH
@@Chadderbox Yeah, the audio and other settings didn't work for me.
Minecraft bedwars players would be gods at the first game
XD
Hi :)
Hello!
I am planning a game dev team and a game
Go for it! :D
No one is interested man
Respect u reply man kkeep up the good workout
I Dare you to hosta game jam.and I
WILL prove godot is slow make the game jam you can use only godot and gdevlop and having 30 minutes and it must not be a simple platformer the theme is Lights Out
itch.io/jam/great-spring-game-jam-2022