SPONSOR NOTE: Click this link sponsr.is/bootdev_ziggydgaming and use my code ZIGGYDGAMING to get 25% off your first payment for boot.dev. That's 25% off your first month or your first year, depending on the subscription you choose. - ZIGGY NOTE: You can also do a surprisingly large amount on there with a free account too, which will give you a good idea of if it's going to be a good fit for you. TO KILL A GOD THOUGHTS + DEV UPDATES: What an incredible concept and executed so well at this early stage, really glad the devs sent me this demo to check out because I'll be following this one closely. If they can refine it and nail the resource management aspect they've got a gem on their hands. I'll update you with any major developments. I've been chatting with one of the developers on discord, talking about design and improvements for the game's upcoming public next fest demo. Here's some takeaways: - Life recovery is getting changed a lot based on mine and other's feedback - Mana regen was bugged in this build and will be fixed - options menu including screenshake disable - shotgunning being addressed - They seem really excited and passionate and are big ARPG and PoE fans :D
Definitely! Maybe a secondary passive tree with each node being chosen by battles, I imagine it'd need a way to return to nodes to "reroll" them with new battles to fit POE since its not really a roguelike. 🤔
Kinda wish Sanctum was like this instead of what we have in game right now. Having your skill and gear be determined randomly by what you get during the run is more true to the roguelike genre, as opposed to the current boon/affliction system that for the most part just increase/decrease your stats.
most games like this make life regen very rare because this type of ARPG game made become very easy when u have a lot of life regen, so this game should also do that if ur constantly getting life regen options
I hadn't considered options like that, actually a pretty clever idea. For other's reference: in total warhammer units can only regen so much over the course of a battle - it could work in this game by having two stats: Life per second and maximum regen cap. So an item might give 2 HP/s and 50 Regen Cap, which would mean you'd heal 2HP/s until youve healed 50 total over the course of the fight then no more regen. I like it! Other than that other forms of healing like on kill, flask modififers, heal on victory can work. Life gain on hit and leech will also need some limitations if they stick around I think.
Thanks for showcasing this game, it looks incredible. I got the demo and played through a few runs. A bit jank as expected from a demo, but already it's been quite fun. I managed to get the boss killed on my second run, Dragon's Roar seems probably too good, but as you said, can't expect balance atm. Even with a really strong build that was mowing down encounters thanks to tons of ES and recovery, the boss was a good challenge. The gearing is also surprisingly deep, even with a few runs in, I can see a lot of cool options. Definitely looking forward to the full release, this is going to be great. A roguelike that incorporates poe's build systems is something I've harbored some ambitions of making myself if I had time, so to see this come out is super cool. If they nail the landing, this may become one of my favorite games, the idea is exactly the type of game I'd love to play over and over.
This looks super cool, for the health recovery it might make sense to take just make it /minute instead of /second. In games like Halls of Torment that still allows some decent regen if you invest a lot into it but you cannot offset actively being hit by something immediately.
Regen is fine as is, just limit it to the first minute(or whatever makes sense, the duration could also be a stat) for normal matches and leave it on for bosses
I really like the fact that you are not allowed to turn back in the passive tree. Otherwise people would copy pasta a build like they do in Poe. You can try copy pastaing a build in this game but when you are at half hp and your potions are empty you're gonna take a right turn to refill your potions and now you're on your own. You need to figure out a new path.
Yeah it's the right call for sure, and it's supported by the design of the crossroads nodes being very important checkpoints for your planning. And if you didn't realize the tree is procedurally generated different every run - so you have to come up with a new strategy and adjust as your needs change each time! Imagine also you have a planned path but then you get an item, support gem or notable passive that changes things for you - you then really want to consider a new route to take advantage. Certainly grabs my imagination!
I wouldn't worry about lgoh or regen as of yet. Give mobs leech resistance at higher levels or other stuff. I guess there will be multiple guardians to kill before getting to the main boss and those modifiers on enemies will stack to kingdom come.
Just from watching this I don't think life regen is really that overpowered since enemies like the beefy sword dudes can mess you up super fast. So long as it's not insanely common it's a nice find. Life per hit is way more broken as you showed on the boss. I do think that getting bonus projectiles that early though should be not possible.
1 Reroll for gear and 1 Reroll for passives, no cost except you cannot pick the ones you reroll (they might be better or worse). So effectively a choice of 6 items and 6 passives each node.
It does, I can see in the footage mana tick up every so often and I had another run with a lot of mana regen that seemed more effective. But I do think the display on the stats page is wrong as it's much les than described. I'll flag it for review with the dev!
@@darekcharlet9214 I've got one of the devs reading these comments and and am chatting resource design with them right now on discord :D Update: dev just confirmed it is bugged in the build I was playing. They've been telling me about the changes and fixes and improvements coming in the next fest demo and i'm amped to play it!
they need to work on the scaling, if you get a little bit of aoe and spell damage on dragons breath you suddenly start oneshotting the whole arena. also you should be getting the shards laying on the ground, especially when they drop on your killmove
They just put out an updated demo on steam! They plan on launching a Kickstarter during steam next fest but popping them on your wishlist helps Devs a bunch.
@@ZiggyDGaming wishlisted it the moment the video started. now that i've finished watching, i'm pretty excited to see what the game will be like on official release.
It's very common for indie devs - especially early in development - to purchase non-exclusive art assets to use. Inventory and skill icons in particular you see this a lot. Play enough indie games and you'll start to see a lot of the same icons across games. It makes sense as it lets them focus their time on more important things, and they can be replaced long term if needed to give a better overall look to the game.
@@ZiggyDGaming Yeah tbf, if you the mana regen you had picked up worked then that would be a non issue as well. This game looks exactly like my type of game. Loved the showcase.
the game is fun, the concept nice. sadly some of the bugs are just gamebreaking for me (like getting spawned out of sight, so I get jumped on by the boss before I know where I am or getting spawned inside the enemies). however, does anyone know if development has been cancelled? The discord links don't work, the kickstarter has been stopped and a way to give feedback or bug reports is nowhere to be found.
Given it a few tries now and loving it but found physical to lightning support is broken. does 10K% instead of 100%, I ended up hitting 4.7mil dps with barrage
I tried the demo, but the skill tree was all messed up where the nodes didnt connect with each other. dont know if there is something wrong with the demo or I have to do something.
Isn't this "passive tree" basically the same as most other room based roguelikes? You just go from one room to another getting to fight monsters per room and getting rewards if you survive the room. You have more choice then let's say Hades and you can go different paths but the concept is very similar, no?
Similar yes, that's why it's a rogue like. a bit different in that you can see the whole thing before hand, see where you can gain new skills and plan your path accordingly
The other day I actually sat and thought about a vampire survivoresque game in the Path of Exile universe. I like the idea in the one with choosing your path, but I hate the graphics.
I don't understand why the whole recovery thing is such a big deal to you. Yes, most Roguelikes operate with health being a finite resource, but as long as there are other difficulty vectors I really don't see the issue. Like, do every game basically have to do the exact same thing?
It's so sick! It actually wouldn't work I reckon were it not for the clever crossroad nodes - those are a huge deal for planning and really bringing the concept together.
Hey man just a little bit of feedback as a newer viewer. Im 20 mins into your video and you have over explained several times how the game works and how the itemization works. Like dude i understand and get it u have only done 3 battles and over explained the passive tree its very frustrating as a viewer to be continually told the same thing over and over. Im not saying this to be mean im just giving you my honest feedback
SPONSOR NOTE: Click this link sponsr.is/bootdev_ziggydgaming and use my code ZIGGYDGAMING to get 25% off your first payment for boot.dev. That's 25% off your first month or your first year, depending on the subscription you choose. - ZIGGY NOTE: You can also do a surprisingly large amount on there with a free account too, which will give you a good idea of if it's going to be a good fit for you.
TO KILL A GOD THOUGHTS + DEV UPDATES:
What an incredible concept and executed so well at this early stage, really glad the devs sent me this demo to check out because I'll be following this one closely. If they can refine it and nail the resource management aspect they've got a gem on their hands. I'll update you with any major developments.
I've been chatting with one of the developers on discord, talking about design and improvements for the game's upcoming public next fest demo. Here's some takeaways:
- Life recovery is getting changed a lot based on mine and other's feedback
- Mana regen was bugged in this build and will be fixed
- options menu including screenshake disable
- shotgunning being addressed
- They seem really excited and passionate and are big ARPG and PoE fans :D
This could honestly make a cool as fuck league mechanic for POE xD
Definitely! Maybe a secondary passive tree with each node being chosen by battles, I imagine it'd need a way to return to nodes to "reroll" them with new battles to fit POE since its not really a roguelike. 🤔
@@ZiggyDGaming Yea it would def need some tweaking but conceptually this is fantastic.
exactly what i was thinking
With how hot vampire survivor type games are nowadays, wouldn't be surprised if next league mechanic is based of something like that.
Kinda wish Sanctum was like this instead of what we have in game right now. Having your skill and gear be determined randomly by what you get during the run is more true to the roguelike genre, as opposed to the current boon/affliction system that for the most part just increase/decrease your stats.
I hear "Tequila God" every time
I can't unhear it now xd
Tequila God, Sovereign of Parties
@@phoenix402 Mexican Dionysus
most games like this make life regen very rare because this type of ARPG game made become very easy when u have a lot of life regen, so this game should also do that if ur constantly getting life regen options
I don't usually get this excited for an early access game, but this one looks so good. Definitely putting it on the watchlist.
That's how they get you
Yeah, same.
>:/
They could implememnt a regen cap like in total war. So you have a health regen cap of let's say 30 and each kill refreshes 1 regen cap.
I hadn't considered options like that, actually a pretty clever idea. For other's reference: in total warhammer units can only regen so much over the course of a battle - it could work in this game by having two stats: Life per second and maximum regen cap. So an item might give 2 HP/s and 50 Regen Cap, which would mean you'd heal 2HP/s until youve healed 50 total over the course of the fight then no more regen. I like it!
Other than that other forms of healing like on kill, flask modififers, heal on victory can work. Life gain on hit and leech will also need some limitations if they stick around I think.
If the regen cap is implemented, you should get all the leftover healing at the end of the fight. So no stalling required
Thanks for showcasing this game, it looks incredible. I got the demo and played through a few runs. A bit jank as expected from a demo, but already it's been quite fun. I managed to get the boss killed on my second run, Dragon's Roar seems probably too good, but as you said, can't expect balance atm. Even with a really strong build that was mowing down encounters thanks to tons of ES and recovery, the boss was a good challenge. The gearing is also surprisingly deep, even with a few runs in, I can see a lot of cool options. Definitely looking forward to the full release, this is going to be great.
A roguelike that incorporates poe's build systems is something I've harbored some ambitions of making myself if I had time, so to see this come out is super cool. If they nail the landing, this may become one of my favorite games, the idea is exactly the type of game I'd love to play over and over.
I put this on my wishlist when I first saw you looking at it. Got an email today that a demo was available. Much excite!
This looks super cool, for the health recovery it might make sense to take just make it /minute instead of /second. In games like Halls of Torment that still allows some decent regen if you invest a lot into it but you cannot offset actively being hit by something immediately.
Looks neat, definitely worth a look. Thanks for the engaging review!
This genuinely looks intriguing. Thanks for bringing it to light. If they keep it up, the devs will create something very interesting.
Seems like it's going to be brutal but also fascinating to play around with the concept. Thanks for sharing this, Ziggy.
Regen is fine as is, just limit it to the first minute(or whatever makes sense, the duration could also be a stat) for normal matches and leave it on for bosses
I really like the fact that you are not allowed to turn back in the passive tree.
Otherwise people would copy pasta a build like they do in Poe.
You can try copy pastaing a build in this game but when you are at half hp and your potions are empty you're gonna take a right turn to refill your potions and now you're on your own. You need to figure out a new path.
Yeah it's the right call for sure, and it's supported by the design of the crossroads nodes being very important checkpoints for your planning.
And if you didn't realize the tree is procedurally generated different every run - so you have to come up with a new strategy and adjust as your needs change each time! Imagine also you have a planned path but then you get an item, support gem or notable passive that changes things for you - you then really want to consider a new route to take advantage. Certainly grabs my imagination!
This badly needed a Halls of Torment graphic style to be the PoE of survival roguelikes, sadly the graphic part don't stand for it...
Wow, for how early access this is it has some solid ideas and execution.
Dev, please don't listen to Ziggy about the health regeneration...
Game looks great, keep it up
Wow another hidden gem game! Thanks for sharing the game, definitely gonna try it
Just be mindfull game is very buggy atm
The mana regenrated per second seems to be incorrect, when you look at your regenration, it is more like 1 mana each 6 seconds
Yeah it was bugged in that build though in today's update they fixed it!
ZiggyD uploads I watch
instant wishlisted on steam! this game looks like a blast!
This looks awesome.
The title made me remember trying Disgea for the first time and discovering that every item is a full on giant mega dungeon xD
Just tried it! Such an amazing concept
I've never added a game in my wishlist so fast. Thanks ZiggiD
I wouldn't worry about lgoh or regen as of yet. Give mobs leech resistance at higher levels or other stuff. I guess there will be multiple guardians to kill before getting to the main boss and those modifiers on enemies will stack to kingdom come.
This is actually incredible!
This is brilliant, I hope there will be no copyright issues
Looks very intriguing. I agree that they should limit health regen to aid tuning
Great video. Game looks like it has amazing potential. Sad it’s not available atm
Oh nice, you always have interesting finds. Downloading.
This game has a lot of potential. Going to wish list it
This looks SICK
Definitely, I'll be following it with keen interest!
That's ingenious! :O 🤯
Just from watching this I don't think life regen is really that overpowered since enemies like the beefy sword dudes can mess you up super fast. So long as it's not insanely common it's a nice find. Life per hit is way more broken as you showed on the boss. I do think that getting bonus projectiles that early though should be not possible.
is there no cost to refreshing the wave complete rewards like gear and attributes?? or is there a limit to 3 rerolls or somehting
1 Reroll for gear and 1 Reroll for passives, no cost except you cannot pick the ones you reroll (they might be better or worse). So effectively a choice of 6 items and 6 passives each node.
I know this is never going to happen, but I'd love it if this was an alternative way to level up a character in PoE lol.
mana regen seems to not do anything? you don't regen anything till you use your mana flask
It does, I can see in the footage mana tick up every so often and I had another run with a lot of mana regen that seemed more effective. But I do think the display on the stats page is wrong as it's much les than described. I'll flag it for review with the dev!
I wanna say I saw it tick up a few times, but it was basically nothing. Definitely not the few per second he should have had from that ring early.
@@darekcharlet9214 I've got one of the devs reading these comments and and am chatting resource design with them right now on discord :D
Update: dev just confirmed it is bugged in the build I was playing. They've been telling me about the changes and fixes and improvements coming in the next fest demo and i'm amped to play it!
Should be able to socket support gems when not in combat, and then have those nodes to remove skill gems.
Easy wishlist
they need to work on the scaling, if you get a little bit of aoe and spell damage on dragons breath you suddenly start oneshotting the whole arena. also you should be getting the shards laying on the ground, especially when they drop on your killmove
while i think the ui and some graphic elements could use some work, the overall design looks quite interesting
This looks AWESOME. Really looking forward to seeing this develop. Is there any way we can play and support the devs?
They just put out an updated demo on steam! They plan on launching a Kickstarter during steam next fest but popping them on your wishlist helps Devs a bunch.
@@ZiggyDGaming wishlisted it the moment the video started. now that i've finished watching, i'm pretty excited to see what the game will be like on official release.
The main menu looks like the guy from Solo Leveling
maybe instead of hp regen, it's regen for a set duration/amount on hitting an enemy?
What an interesting idea.
the same game with The Spell Brigade graphismes and i'm in ! :)
Strength Shards actually are spelled "strenght" in the video...
reminds me of children of morta's graphic (very cool roguelike btw)
Really interesting concept, PoE inspired, and they're here from Brazil? Insta add to my wishlist.
i know its not the final product BUT the "currency" is EXACTLY an "radium alloy" from v rising
It's very common for indie devs - especially early in development - to purchase non-exclusive art assets to use. Inventory and skill icons in particular you see this a lot. Play enough indie games and you'll start to see a lot of the same icons across games. It makes sense as it lets them focus their time on more important things, and they can be replaced long term if needed to give a better overall look to the game.
it looks like a clone of death must die but ofc its different this has a bigger skilltree etc, but i dont mind it il prob play this also
The fact that you had huge mana problems and rolled over mana leech hurt my soul.
I thought I had it already haha, I have a terrible memory.
@@ZiggyDGaming Yeah tbf, if you the mana regen you had picked up worked then that would be a non issue as well. This game looks exactly like my type of game. Loved the showcase.
the game is fun, the concept nice. sadly some of the bugs are just gamebreaking for me (like getting spawned out of sight, so I get jumped on by the boss before I know where I am or getting spawned inside the enemies).
however, does anyone know if development has been cancelled? The discord links don't work, the kickstarter has been stopped and a way to give feedback or bug reports is nowhere to be found.
Creative, Nice!
Given it a few tries now and loving it but found physical to lightning support is broken. does 10K% instead of 100%, I ended up hitting 4.7mil dps with barrage
I tried the demo, but the skill tree was all messed up where the nodes didnt connect with each other. dont know if there is something wrong with the demo or I have to do something.
Need to program mobs that hunt together instead of following your path slowly they should be trying to box you in.
Poe: adds roguelike in the game
Roguelikes: add poe to the game 😂😂😂
Sounds like it's own PoE league mechanic lol...maybe it will be someday?
I want this game now I'm downloading the demo where do I give them money
This is looking so Risk of Rain coded
Isn't this "passive tree" basically the same as most other room based roguelikes? You just go from one room to another getting to fight monsters per room and getting rewards if you survive the room. You have more choice then let's say Hades and you can go different paths but the concept is very similar, no?
Similar yes, that's why it's a rogue like. a bit different in that you can see the whole thing before hand, see where you can gain new skills and plan your path accordingly
this is what i wanted to make 5 years ago lol :D but im bad at coding and someone made it
less talking! more gameplay!
so you are basically the delve cart and the player at the same time?
The other day I actually sat and thought about a vampire survivoresque game in the Path of Exile universe.
I like the idea in the one with choosing your path, but I hate the graphics.
looks like death must die
If this was pokemon inspired, he would get sued already
I don't understand why the whole recovery thing is such a big deal to you. Yes, most Roguelikes operate with health being a finite resource, but as long as there are other difficulty vectors I really don't see the issue. Like, do every game basically have to do the exact same thing?
So path of building but an actual game lol
RANDOM GENERATED PASSIVE SKILL TREE!? WTF
It's so sick! It actually wouldn't work I reckon were it not for the clever crossroad nodes - those are a huge deal for planning and really bringing the concept together.
Are you affiliated with this game or it's owners ?
Nope, that'd be clearly disclosed if it were the case.
Triggered by hoards.
Hey man just a little bit of feedback as a newer viewer. Im 20 mins into your video and you have over explained several times how the game works and how the itemization works. Like dude i understand and get it u have only done 3 battles and over explained the passive tree its very frustrating as a viewer to be continually told the same thing over and over.
Im not saying this to be mean im just giving you my honest feedback
Lol poor saps are going to get sued by GGG, looks intereshting
So, pixel art is great, gameplay loop is meh.
I dont see this game going very far.. if you use kickstarter you are already fucked.
imo this looks like trash an halls of torment is way better peeps