I'm definitely open to feedback regarding the loadout system, since there are people that still liked it. I could always add it back (or something similar) in the future
watching the video I was expecting monsters to drop scrolls you would pick up and use as spells. Maybe three uses along the lines of the shuriken. I was surprised when the video had ended and you didn't go that direction at all!
Man! This is soo nice, you definitely should gain more recognition. You're an amazing game developer and very devoted in this field on multiple ways! Really hope your channel blows up.
Man i fricking love the art design and aesthetic of the game, the lighting and combat is interesting and stunning! The pixel art style is fascinating and though simplistic, really caught my eye. Youve earned youself a subscriber!
If you’re considering upgrading the few abilities that the player has access to as they go, maybe one of the upgrades could allow you to store held items so that you can carry multiple and then pull them back out to throw them? Also, you could add charged sword attacks which slow your movement while you’re charging but then let you deal a larger amount of damage. These charged attacks could even potentially be initiated mid-combo.
Such a cool game and that world interaction you're doing is really amazing from the swimming almsot everywhere to picking up objects from the environment give so much freedom for the game. Good luck and have fun!
I found your channel exactly a week ago when I started learning love2d, I can't wait to get to the point where I can make videos like these. :) keep it up!
Just by looking at the video, you can already tell that the combat system now is in a really good state. the attacks feel powerful and have the right amount of impact on the enemies. looks great! top notch!
This seems so enjoyable. I really like how each idea evolved, and despite the fact that I enjoy game devlogs, but this seems to be the first game to actually catch my attention to play it! Keep on the great work!!
Looks like a lovely game and this video alone got you at least one subscriber. The way you show plenty of ideas and that some of them fail even after they are implemented, is what makes me believe in the game's success. I love throwing stuff you presented, and I think you can go even beyond that (sorry, I love weapon diversity). My idea would be to create something like a spear which you click to use melee and hold to throw (then you can pick it up like every other object you just showed to us)? I don't know, just an idea. Anyways, I like the direction of the game and I'm really excited to follow how it's developing.
Thoughts about how to do different magic and attacks without changing menus: To change combos-and this will sound obvious once I say it-make it about timing. Click-click-click is a three (or however many hits you've upgraded to) combo. Click-click. . . click gives you a spinning finisher that attacks once in a circle with the primary damage focused on whichever way you're aiming. Holding the click gives you a charge hit or a heavy hit that starts a heavy combo, which will have its own click timings. To change magic, you basically assign the magic to priorities. If lightning is first priority, then clicking the button once gives you lightning. If you hold the button down, a line moves across a small bar, which is section into magic according to priority: Lightning, Ice, Fire. You let go of the button to stop the bar on whichever magic ability you want. Alternatively, whenever you click to use magic, there's a half-second delay before it activates. During this delay, you can click the button again which will tell the game you want to use your second priority spell, or if you triple-click you get your third. Perhaps with this method, you can hold the button to do a charge-magic spell, but you can only charge your first-priority spell, while the other two can only be used in their non-charged form, just to add a little bit of player decision-making. Hopefully, if none of these work, they at least give you an idea of what could work. Then again, it's been seven months so maybe you've already sorted this out to your satisfaction.
The small touches you're adding make a huge difference. It's evident that you're not just creating a game but an experience. Super excited for the game launch.
would be great if you added enviromental damage for enemies aswell. It would be so cool to burn plantbased enemies for bonus damage, knock fire enemies inside the water or knock the boss inside the spikes for that matter. I think it would work really well with what you already have!
Talking about the state of ranged weapons being stuff u pick up just laying around in the game makes me think of dawn of mana where u pick up and throw everything, even monsters
I've always been a huge fan of Terranigma. It's an older SNES action rpg never released in the states. I'd highly suggest taking a look at it if you haven't because it showcases what you can do with a select set of weapons.
If you want the combat to be very connected feeling and not like a bunch of different trees. May I suggest that instead of finding different abilities for each attack as you mentioned. Instead you keep the weapons at their base forms, but by customizing your load out the loadouts affect each other. For example instead of getting more and more magic and more and more sword combos, consider the idea that if you equip a fire spell, and you have a sword, that you can now use a element flame slash. This way it would feel more rewarding not just to unlock things and progress but also to go after specific things because as the player you want to explore how to can be implemented in your already favorite play style.
the throwable environment items remind me of another indie game i love called Archvale. that game doesn't really use them to their full potential though so i'm excited to see what you do with it
The lightning could be upgraded or changed to different versions where you can direct towards or shoot specific enemies in a singular bolt, or maybe a pattern or path of lightning bolts? It could do more direct damage versus the full screen AoE damage for the sake of balance. I can't imagine your character using things like bows just on the look or aesthetic of the character but for some reason but I do like the idea of environmental pick ups just for interact-ability. You could possibly drop or toss away your weapon too as an attack, then pick it up or recall it. Perhaps even combo it with your ability, like creating a target or channeling the lightning ability, a lightning fence or more damage to boss characters, creating paths or unlocking things, etc. Shields, forcefields, lightning boosting weapons to stun or burn things, etc. I think there is a lot that can be done expanding the minimal tools you have if you think about utilizing them in different ways.
I recommend making the pixel size in your game consistent. Especially in the ui in the top since the numbers being smaller than everything else looks wack lol
It would be cool to have dmc style commands for the sword, like holding a direction while attacking will do something similar to the final hit of the combo but further distance
You may not read this, but I played the demo and it was great! My only gripe (Just giving user feedback) is the attacks feel way too instantaneous. Usually enemies in games have charge ups. For example, your skeletons don't give the player any warning that they will throw a bone... they just do it and it makes the combat feel... well... not very skill based. It gives the game a feel of luck. I don't know if that is what you want in your game or not though.
Maybe with the spells you can have a system like middle earth: shadow of war's skill tree, where there are three separate upgrades to improve on a skill but you can only use one of those upgrades at a time
Love this new system! How about adding a way to stun enemies, so you could then pick them up and throw them, or go in for a critical hit? Would add even more depth :)
I feel like with the throwing for ranged combat, it'll become too much of a hassle to run around picking things up if you want to attack from a distance people will just use exclusively melee . I think either the shurikens or a quick ranged weapon (like a crossbow) with an ammo supply, but you have to find the ammo so it makes the player carefully use the weapon. With either of these systems it encourages players to use both weapons to their full advantage.
Ciao Challacade!!! My God this game is coming up amazing. Keep at it man, you are CRAZY talented. By any chance do you still need someone to help out with music? Either on this one or in one of your other side projects. I would be ECSTATIC to help you (if you need). Let me know! If so I can send you some of my references. Don't wanna spam it here. Cheers!
I'd still keep the shuriken system for more reliable source of ranged damage when there aren't any environmentl objects around or they're too annoying to walk over and pick up 2d Zelda games allow you to both toss objects and still use a ranged weapon.
I'm definitely open to feedback regarding the loadout system, since there are people that still liked it. I could always add it back (or something similar) in the future
Yo, Challacade!
Add some cheat codes or something.
you think this will be on xbox?
nice game but i think the players movement should be slowed down more in water
watching the video I was expecting monsters to drop scrolls you would pick up and use as spells. Maybe three uses along the lines of the shuriken. I was surprised when the video had ended and you didn't go that direction at all!
I liked how fast the old one seemed especially while in a boss battle
I absolutely love the idea of picking up environment items and throwing them at opponents, it's such a satisfying feature.
+1
@@wolfeygamedev1688 +2
I wonder why havent more games used it after half life 2
@@SolidusCurncer there have been a few. Going Under was an indie gem centered around that mechanic.
Like Fuck you mate
*Throws a fucking boulder at them*
The running animation of the little guy is just so adorable 😭 couldnt keep my eyes off it, look at him gooo
Man! This is soo nice, you definitely should gain more recognition. You're an amazing game developer and very devoted in this field on multiple ways! Really hope your channel blows up.
Man i fricking love the art design and aesthetic of the game, the lighting and combat is interesting and stunning! The pixel art style is fascinating and though simplistic, really caught my eye.
Youve earned youself a subscriber!
If you’re considering upgrading the few abilities that the player has access to as they go, maybe one of the upgrades could allow you to store held items so that you can carry multiple and then pull them back out to throw them? Also, you could add charged sword attacks which slow your movement while you’re charging but then let you deal a larger amount of damage. These charged attacks could even potentially be initiated mid-combo.
Man your pixel art is Amaizing!!😍
ello I wanted to say I really admire your videos and the game that you are making is looking amazing so far
Awesome devlog I love you thought process and trying new things. Keep it up 😊
Such a cool game and that world interaction you're doing is really amazing from the swimming almsot everywhere to picking up objects from the environment give so much freedom for the game. Good luck and have fun!
I found your channel exactly a week ago when I started learning love2d, I can't wait to get to the point where I can make videos like these. :) keep it up!
Such a cool looking little game! Clean art and animations and solid, simple gameplay!
Just by looking at the video, you can already tell that the combat system now is in a really good state. the attacks feel powerful and have the right amount of impact on the enemies. looks great! top notch!
Honestly both combat systems look pretty great. But I’m with you, can’t go wrong with simplicity. Looking nice a smooth!
I like it. Having a few abilities limited to specific slots lets you have options but still retain muscle memory after switching.
This seems so enjoyable. I really like how each idea evolved, and despite the fact that I enjoy game devlogs, but this seems to be the first game to actually catch my attention to play it! Keep on the great work!!
THIS IS AMAZINGG, also thanks for the inspiration to continue developing my game :D
Looks like a lovely game and this video alone got you at least one subscriber. The way you show plenty of ideas and that some of them fail even after they are implemented, is what makes me believe in the game's success.
I love throwing stuff you presented, and I think you can go even beyond that (sorry, I love weapon diversity). My idea would be to create something like a spear which you click to use melee and hold to throw (then you can pick it up like every other object you just showed to us)? I don't know, just an idea.
Anyways, I like the direction of the game and I'm really excited to follow how it's developing.
Thoughts about how to do different magic and attacks without changing menus:
To change combos-and this will sound obvious once I say it-make it about timing. Click-click-click is a three (or however many hits you've upgraded to) combo. Click-click. . . click gives you a spinning finisher that attacks once in a circle with the primary damage focused on whichever way you're aiming. Holding the click gives you a charge hit or a heavy hit that starts a heavy combo, which will have its own click timings.
To change magic, you basically assign the magic to priorities. If lightning is first priority, then clicking the button once gives you lightning. If you hold the button down, a line moves across a small bar, which is section into magic according to priority: Lightning, Ice, Fire. You let go of the button to stop the bar on whichever magic ability you want.
Alternatively, whenever you click to use magic, there's a half-second delay before it activates. During this delay, you can click the button again which will tell the game you want to use your second priority spell, or if you triple-click you get your third. Perhaps with this method, you can hold the button to do a charge-magic spell, but you can only charge your first-priority spell, while the other two can only be used in their non-charged form, just to add a little bit of player decision-making.
Hopefully, if none of these work, they at least give you an idea of what could work. Then again, it's been seven months so maybe you've already sorted this out to your satisfaction.
The small touches you're adding make a huge difference. It's evident that you're not just creating a game but an experience. Super excited for the game launch.
unique idea indeed, good job thinking and implementing + the game looks awesome
Hey, first time here, this game looks nuts, it already feels so satisfying
I’m really enjoying your devlogs! Keep up the great work 😁👍
would be great if you added enviromental damage for enemies aswell. It would be so cool to burn plantbased enemies for bonus damage, knock fire enemies inside the water or knock the boss inside the spikes for that matter. I think it would work really well with what you already have!
Love the new way it works! Feels smooth!
Subscribed just so I know when your game comes out. Looks great
i have been watching your devlogs on tiktok for so long but never knew you had a yt
The grab and throw systems looks really nice.
The pick-up mechanic seems really full of possibilities for all kinds of effects. Seems it could add a lot of depth to combat.
Looking great! Loving the process ^^
looks super cool and fun. Excited to see where you end up with this.
This game looks really fun and looks very polished! I'll see you in the discord :)
The torch in the dark cave makes me want to play the game and explore right now
The best background music!
Great video, fantastic ideas for the combat!
This is looking awesome... congrats! 😄
Hey, Just stopped by, and I have to say that your game looks absolutely beautiful. And it has a lot of functionality.
Looks very cozy
This game looks really fun and I love the art style. Personally I loved the bow and arrow... so cute!
looking great
This is my first time seeing this game, looks very interesting. The boss fight looks especially cool!
The pixel art looks great, and the overall design is really cool.
Your game looks amazing!
Man, this game looks good!
I like the idea of picking up random objects and throwing them at enemies.
Bro the item pickup + throw mechanic is 🤌🤌🤌 well done
Combat looks great!!
This is slowly shaping out to be a game I'll most likely love.
THE THROWING SHIT IS SO DAMN FUNNY HELL YES
This looks soo good!
That's why you're my inspiration
The simplest solutions often take the longest time to get to 😊
Talking about the state of ranged weapons being stuff u pick up just laying around in the game makes me think of dawn of mana where u pick up and throw everything, even monsters
I've always been a huge fan of Terranigma. It's an older SNES action rpg never released in the states. I'd highly suggest taking a look at it if you haven't because it showcases what you can do with a select set of weapons.
If you want the combat to be very connected feeling and not like a bunch of different trees. May I suggest that instead of finding different abilities for each attack as you mentioned. Instead you keep the weapons at their base forms, but by customizing your load out the loadouts affect each other.
For example instead of getting more and more magic and more and more sword combos, consider the idea that if you equip a fire spell, and you have a sword, that you can now use a element flame slash. This way it would feel more rewarding not just to unlock things and progress but also to go after specific things because as the player you want to explore how to can be implemented in your already favorite play style.
I get Archvale vibes from this game, I absolutely love Archvale so maybe this one will be on my bucket list as wel
I really hope there are secrets and puzzles to uncover like in the Pokémon games.
I always thought the old system was a bit complicated. I'm glad you simplified it. For the ranged weapon, why not a crossbow?
for the boss make a huge white templa that have rocks and torchs and stuff you can pick i think that will be very cool :)
the throwable environment items remind me of another indie game i love called Archvale. that game doesn't really use them to their full potential though so i'm excited to see what you do with it
I can confirm I was made much better, I was the combat in the game
This is true
Use slingshot for Ranged weapon
-collect stones for ammo
-need to craft
The lightning could be upgraded or changed to different versions where you can direct towards or shoot specific enemies in a singular bolt, or maybe a pattern or path of lightning bolts? It could do more direct damage versus the full screen AoE damage for the sake of balance. I can't imagine your character using things like bows just on the look or aesthetic of the character but for some reason but I do like the idea of environmental pick ups just for interact-ability. You could possibly drop or toss away your weapon too as an attack, then pick it up or recall it. Perhaps even combo it with your ability, like creating a target or channeling the lightning ability, a lightning fence or more damage to boss characters, creating paths or unlocking things, etc. Shields, forcefields, lightning boosting weapons to stun or burn things, etc. I think there is a lot that can be done expanding the minimal tools you have if you think about utilizing them in different ways.
I recommend making the pixel size in your game consistent. Especially in the ui in the top since the numbers being smaller than everything else looks wack lol
It would be cool to have dmc style commands for the sword, like holding a direction while attacking will do something similar to the final hit of the combo but further distance
That's a cool idea!
Game looks great!
You may not read this, but I played the demo and it was great! My only gripe (Just giving user feedback) is the attacks feel way too instantaneous. Usually enemies in games have charge ups.
For example, your skeletons don't give the player any warning that they will throw a bone... they just do it and it makes the combat feel... well... not very skill based.
It gives the game a feel of luck. I don't know if that is what you want in your game or not though.
Excellent work so far! It's like a zelda snes with better combat.
That multi attack seems super satisfying. I think my game suffers from the same dull attacking so I hope you don’t mind if I borrow some ideas ;)
you should put your devlogs in a playlist! :)
Will do!
Maybe with the spells you can have a system like middle earth: shadow of war's skill tree, where there are three separate upgrades to improve on a skill but you can only use one of those upgrades at a time
And not just stat boosts, but improvements on the moveset
I love picking up items but I still wanna see diferent load outs cus I like complexity
bro idk did you answer that but how long do you developing games? And how did you learn it? Im just new in your channel and loved it
Love this new system! How about adding a way to stun enemies, so you could then pick them up and throw them, or go in for a critical hit? Would add even more depth :)
Hold up this looks sick
I feel like with the throwing for ranged combat, it'll become too much of a hassle to run around picking things up if you want to attack from a distance people will just use exclusively melee . I think either the shurikens or a quick ranged weapon (like a crossbow) with an ammo supply, but you have to find the ammo so it makes the player carefully use the weapon. With either of these systems it encourages players to use both weapons to their full advantage.
Ciao Challacade!!!
My God this game is coming up amazing. Keep at it man, you are CRAZY talented.
By any chance do you still need someone to help out with music? Either on this one or in one of your other side projects.
I would be ECSTATIC to help you (if you need). Let me know! If so I can send you some of my references. Don't wanna spam it here.
Cheers!
The game looks so polished on this stage, how many time have been on develop? Btw gj man, also nice pixel art i like it
Almost 2 years I believe!
I'd still keep the shuriken system for more reliable source of ranged damage when there aren't any environmentl objects around or they're too annoying to walk over and pick up
2d Zelda games allow you to both toss objects and still use a ranged weapon.
Game looks great! I kind of miss the old loadout system, and I hope that maybe you'll be able to bring it back later with some changes.
You've inspired me to learn gd script!!!
I'm just sayin.. recall your thrown weapon like the axe!
Maybe you could use a sling to upgrade your throw.
Excelente juego!
so coollllllllllllll
It's pretty annoying accidently going into spikes in the boss fight due to the third hit of my combo sends me flying.
Good feedback, I've run into that before too
Looks like Rogue Heroes, so cool
This looks awesome I would pay $10 for it
Hi,
I really love your videos, but I cant find any tutorial how to do enemies like you have. Can you make any tutorial about that?
Thanks!
Looks great. What game engine do you use?
seems fun and cute
You should really strive to make every item have a unique property
Looks nice
it would be great if you could make a mulitplayer for thegame
I want to play this game.
How do you rotate a sprite like a sword or bow in Unity? Whenever I try to rotate an object with a sprite attached to it, it gets distorted like hell
Nice reminds me of hyperlight drifter in its pacing.
That game was an inspiration!
cool game man
Can u make the demo version of Legend Of Lua for mobile please?
bro built like shadow wizard money gang