I disagree. For me, most bosses feel like mindless robots that do the same couple of moves over and over in a confined space until their obvious defeat. They were originally used as a difficulty spike in arcade machines that were designed to eat up tokens for more profit. I feel like they are still used as difficulty spikes to break the gameplay loop or artificially increase game duration. But it is a preference so I respect that as well.
Nice update. At 1:38 you can see the crow flying away from the Am-bush's explosion (not sure of the name) without a scratch. It would be cool if they could damage other enemies, so you could detonate them strategically during fights.
A good thing that could make the gameplay even more enjoyable could be upgrades, every time you kill an enemy you get money, then you can find a seller and buy upgrades for your gun or your character like: Double Jump: your character has double jump but the bullets no longer boost you up More bullets: your gun has 4 bullets but only 2 help you do extra jumps (more intended for boss fights) Faster reload: you already know And so on, the special thing about upgrades could be that you can only use 1, so if you buy them all you could swap before boss fights and see what could be more effective, maybe you can have an upgrades that marks the location of collectables or something cool
I love your work, I´m making a metrodvania to, for my school work, and your channel is a place where i took inspiration and i have to to a document when I have to write down the thanks and for sure i will put your channel. Congrats for your videos.
I have been slowly seeing the progress of Dewdrop Dynasty unfold. I really liked the tutorial and explored it completely. Even my friend seemed excited despite him not being used to liking Metroidvania games. Also, you are one of those who inspired me to code as a hobby
Hey I really love the boss fights and I think the game is coming along great! I think something that could be cool is to have the names of the bosses appear before their fights, I always enjoy that because it gives some more story and makes them feel more official, plus it doesn’t clutter the screen like a normal health bar would but it tells you when a boss fights starting. Hopefully that’s a good suggestion and I can’t wait to play!
The wizmo boss fight trio reminds me of the boss at Luigi’s mansion floor 11. Anyway, I have to say, I really like the idea of the clock tower. Maybe you could also make a location with castles and knights. And name it: the forgotten castles
I love this series! I'll be sure to get this game the second it comes out, I plan to become a game artist with my coder and music friend and these videos have taught and inspired me on game design quite a lot! I can see a lot of the inspirations for the game, mainly mario for the shell spin part of the armadillo boss and the little shapes that appear from the wizard boss are similar to kamek. I love it when game developers do that typa stuff!
Gizmo's Gearhouse looks very fun to traverse! The pendulums and gears will allow for great and unique platforming. The fact that this is the first Godot metroidvania I heard about makes me even more excited for the game.
Watching the development unfold has been a great time. I've been working on my own metroidvania and your videos are a huge inspiration / motivator. Your particle effects and animations are INSANE.
Make sure that it’s clear that you can kill those boomerang guys without any upgrades because with their shields they look a lot like those big baldur beetle things from Hollow Knight that you need a spell to kill. I just think it might be a little unintuitive to lure its shield up to hit its feet if you don’t know that that’s the solution. Great video! Keep going man!
This looks pretty inspired by New Super Paper Mario, which was my favorite game as a kid, and it's in my favorite genre today, metroidvania! Definitely going to be checking it out.
Bonzai beetle definitely needs the kind of intro cutscene where a super fancy blown up version of him slides in with the diagonal bars and his name and stuff. Have been watching the progress of this game for a while now, and it’s looking great! I can’t wait to play it and the new area looks amazing! Keep up the good work!
Very nice work! Boss fights are a chance for you to shine and do some badass behaviour, as its where you can have an enemy do some cool and unique behaviour which players won't necessarily see again so may as well make it stand out, and seems like you're doing that!
These Bosses LOOK SICK im super exited for this game and have been waiting for years cant wait for the release. and happy new year goodgis. and one more thing i think that you should add some more combat mechanics for a bit more variety then just shoot and charge then shoot maybe like a ground pound or a mario stomp to add more movement to the game.
There was one boss which I liked in a certain game in which depending on the choice that boss can become our ally and then we fight the secret boss with the help of our ally boss loved that concept
The crows are the new primal aspids I love the bosses, the improvements to bonzai beetle are great. Love the idea for cake dragons. I was just wondering If you kept the idea. for a water area that you mentioned a big while ago. For the next devlog I would love to see more mechanics, those are my favorite :)
Goodgis & I have talked about doing this! Gamedev always tunnel visions things away, right? But we'll strive to make it happen! A few deets along the way though: I composed a majority of the game in Reaper. Since then, I have switched to Digital Performer for the last couple of tunes (Pro Tools was my first DAW and I've missed certain attributes of a time tested sequencer; we can get into that in the hopeful music devlog, if interested.) And musically, I blended VST sample libraries with my old school Roland SC-88VL! This half-rack DTM ROMpler contains the soundsets of the SC-88 & SC-55, along with cosmetically resembling the SC-55. Sound Canvas modules were used a TON in classic games (still are!!), so we figured that the 90s-early2000s nostalgia should persist as such!
For the Bonsai Beetle boss, it would be cool to add an attack with a windup that fires 6 rapid shots, like hip firing a revolver quickly like in those Wild West movies.
If you still haven't added an ariel attack for Bonsai, I have an idea. Maybe he jumps up in the air and throws down a giant bomb or a nuke or something, which also gives him recoil and launches him up a bit. I also have another idea where when he's in the air, he uses a jetpack to hover and you have to dodge the flames coming out of it. An ariel kick would also serve the same purpose--although I don't think it's as cool.
Gizmos Gearhouse looks awsome! And the mini boss-fight looks so cool! I would like to see more enemies and deep dive into them! The wait for this video was definitly worth it! (And thanks to you i picked Godot as my game engine and i am learning how to make great games like you :] )
Bonzai Beetle goes in the air with a melee attack and then unloads his six shooter to the ground below before falling back to the ground. Forces the player to go on the defense for that section, I saw non-stop offensive play in your demonstration of him currently
First vid of yours I've watched it looks really fun probably won't play it as my disabilities make Metroid type games way more difficult for me but I will suggest it to friends who like this type of game
It’d be cool to see a video on concept art, and how you come up with original characters, enemies, bosses, etc. 4:10 was really cool, so a video on all the concept art would be sweet
It was nice to see a new devlog! I missed these. Also I like the HP Flower having a face - didn't notice it on previows videos, did you just add it or I just missed it all this time? Also don't know if you remember since I just checked and I commented it more than a year ago lol, but the bullet indicator being right next to the flower feels just right - more than having a gun with the indicator, at least to me. Everything is looking really polished, congratulations!
I played the demo a while back and I definitely agree that the cute cactus critter was way too bland for how long the fight went on, and a bit too fast for a first boss, so its cool to see it getting a little rework! The only change I'd suggest would be a stagger if you hit it enough times so give the player some time to breathe, HK style. Doesn't have to be on every boss, but time to just stand still and process information is always really useful in boss fights, even fast-paced ones.
Great video! Boss fights are one of my favourite areas of video games. Cuphead definitely has the best boss fights in my opinion. Dewdrops bosses look great so far!
HEHE Goodgis & I have talked about making one! Tunnel vision thanks to gamedev, you know how it is. BUT, we'll try to make it happen! Always fun to ramble about music haha! A few deets in the meantime: I used Reaper for the majority of the OST but have switched to DP11 for the final several tunes. I blended sample libraries with my Roland SC-88VL! DTM ROMplers like the Roland Sound Canvas series, Yamaha MU series, E-MU, etc etc they were primarily used for sample-based game OSTs, so we figured to keep that 90s/early2000s nostalgia cooking! (ROMplers & synth/sound modules are still used a ton, it's GREAT and sounds great!! Something about that circuitry that breathes different life into the 1s & 0s of sample libs.) We can go into more detail in a devlog if you'd like!
I love the armadillo, cactus, turtle thing! I hope one of the bosses is like a small worm that tries to trick you into getting caught by a fish hook lol
- i wanna see more of the ammolings!!! maybe next update??? -Bonsly could have a Grimm aoe attack in the air where he teleports in the middle of the screen and spam bullet hell style dynamites or shoots at player like Grimm in HK puffer fish attack. -clock work area and the Wizbros really reminds me og Haiku's level with a similar design, the secret boss there also looks like the Wizbros to me. -im still hoping for a shout out to my demake and atleast a boss homage on my mini boss "boots" from the demake XD [wishful thinking i know] -and lastly,...congrats on the new stuffs. youre not dead after all XD happy new year and have a great day ahead dadgis!
A jester boss that is insanely hard with projectiles coming from all sides and…i dunno like messes with reality like making him bigger or the player bigger and just wonky effects that will make the boss extremely fun (also very fast and circus themed)
Boss fights are meant to show off what you learned. I think you should have the boomerangs shield guy have little children you fight before him, one throws boomerangs slowly and the shields slowly to teach the mechanics then have the boss fight. Else slow him down and have him wind up before throwing the boomerangs. He seems a bit quick to block so train the player up on his children/minions or slow down his reaction time
From what I can see it looks like the boss attacks could be better choreographed, like because you know what attacks they are capable and when they might do it but a new player would have no idea
Be a BOSS and SUBSCRIBE! I dare you. 😎
ok
How tf u comment 8 daysqgo
Yeah
I already did 😎
the wizmos or whatever they are called are literally the Kameks from Mario
It would be cool to see a video on what it takes to make an enemy from start to finish. Visuals, thought up attacks, scripting it, animating it.
Yes
YES 🗣🗣
YES 🗣🗣🗣🗣
Yes! 🗣🗣🗣🗣🗣
Yes
Boss fights are arguably the best part of any video game, and I’m really glad you made the visually distinct with excellent designs.
I appreciate that! Thanks.
@@Goodgis no problem! Also, have you considered giving the beetle a fan fire attack?
@@Ech_The_Sentiant Could you elaborate on fan fire?
I disagree. For me, most bosses feel like mindless robots that do the same couple of moves over and over in a confined space until their obvious defeat. They were originally used as a difficulty spike in arcade machines that were designed to eat up tokens for more profit. I feel like they are still used as difficulty spikes to break the gameplay loop or artificially increase game duration. But it is a preference so I respect that as well.
I like the bosses but I think it’s the overall immersion of the world
I hope this game becomes some kind of indie masterpiece like papers please, hollow knight, cave story, rain world, etc.
That would be awesome, but I'm not putting that pressure on myself is it is my first commercial game. :D
Nice update.
At 1:38 you can see the crow flying away from the Am-bush's explosion (not sure of the name) without a scratch. It would be cool if they could damage other enemies, so you could detonate them strategically during fights.
You are one of the only game developer I’m still genuinely rooting for and waiting to see updates!
Stay safe and stay strong Goodgis👍
That seriously means a lot. I'm gonna try to make this the best game that I can!
All of the monsters are so unique in their looks, and attacks. Gotta love all of the Mario inspired mechanics, too. Keep up the amazing work, Goodgis!
Thanks so much! Will do!
Kamek inspiration was fire
4:01, Maybe you can make it so when you defeat one of them, the others get stronger (perhaps different attacks?)
Yeah, that could be a cool idea. Like there attacks vary based on how many are left.
Love ya goodgis. I really hope your game is able to come out this year because I’m literally so excited to play it.
Oh, it will! 2024 or bust!
A good thing that could make the gameplay even more enjoyable could be upgrades, every time you kill an enemy you get money, then you can find a seller and buy upgrades for your gun or your character like:
Double Jump: your character has double jump but the bullets no longer boost you up
More bullets: your gun has 4 bullets but only 2 help you do extra jumps (more intended for boss fights)
Faster reload: you already know
And so on, the special thing about upgrades could be that you can only use 1, so if you buy them all you could swap before boss fights and see what could be more effective, maybe you can have an upgrades that marks the location of collectables or something cool
I love your work, I´m making a metrodvania to, for my school work, and your channel is a place where i took inspiration and i have to to a document when I have to write down the thanks and for sure i will put your channel. Congrats for your videos.
Boss fights are the part I have to think about the most for my game
I just downloaded the demo and its super fun! The only thing i reccomend is changing the controls or atleast allowing w,a,s,d pleasseee
I have been slowly seeing the progress of Dewdrop Dynasty unfold. I really liked the tutorial and explored it completely. Even my friend seemed excited despite him not being used to liking Metroidvania games. Also, you are one of those who inspired me to code as a hobby
Hey I really love the boss fights and I think the game is coming along great! I think something that could be cool is to have the names of the bosses appear before their fights, I always enjoy that because it gives some more story and makes them feel more official, plus it doesn’t clutter the screen like a normal health bar would but it tells you when a boss fights starting. Hopefully that’s a good suggestion and I can’t wait to play!
The wizmo boss fight trio reminds me of the boss at Luigi’s mansion floor 11. Anyway, I have to say, I really like the idea of the clock tower. Maybe you could also make a location with castles and knights. And name it: the forgotten castles
I love this series! I'll be sure to get this game the second it comes out, I plan to become a game artist with my coder and music friend and these videos have taught and inspired me on game design quite a lot! I can see a lot of the inspirations for the game, mainly mario for the shell spin part of the armadillo boss and the little shapes that appear from the wizard boss are similar to kamek. I love it when game developers do that typa stuff!
It would be lovely to see how you make youre art. Almost like an tutorial for backgrounds or animations
This game looks sick! Whenever you post a devlog I get more hyped for release.
When Dewdrop Dynasty releases, you're obligated to change your username from Goodgis to Greatgis.
this devlog showcases SO much progress, I love it man!! Keep up the good work and can't wait to see more updates!
This is a nice update and I’ve been waiting for the next dewdrop dynasty update so this is really refreshing
Gizmo's Gearhouse looks very fun to traverse! The pendulums and gears will allow for great and unique platforming. The fact that this is the first Godot metroidvania I heard about makes me even more excited for the game.
Watching the development unfold has been a great time. I've been working on my own metroidvania and your videos are a huge inspiration / motivator. Your particle effects and animations are INSANE.
I'm so so excited to play this! I haven't touched any of the demos or beta builds, hoping to keep a lot of surprises intact ☺️
Looking forward to see how the game evolves, best of luck and happy new year 🥳
Can't wait for this game! I featured it in a past video of upcoming metroidvanias!
In case Goodgis misses this comment, thanks so much for including it on behalf of Goodgis & Firith.
I wish listed it! I am so hyped to play on my switch!
Make sure that it’s clear that you can kill those boomerang guys without any upgrades because with their shields they look a lot like those big baldur beetle things from Hollow Knight that you need a spell to kill. I just think it might be a little unintuitive to lure its shield up to hit its feet if you don’t know that that’s the solution. Great video! Keep going man!
I have been trying to make a metroidvania myself. This gives me the motivation I need. Thanks Goodgis!
I eagerly watch the development of this game! Good stuff!
This looks pretty inspired by New Super Paper Mario, which was my favorite game as a kid, and it's in my favorite genre today, metroidvania! Definitely going to be checking it out.
Cake dragons give me life, they're so cute!
One aspect of boss fights: The map. A good boss fight has a good setting. Maybe a cool background, platforms, and Music. A boss needs cool music.
man your game looks soooo good right now. I can feel the time you've spend on gamefeel even through video. Well done! Wish you lucky reliase!
Bonzai beetle definitely needs the kind of intro cutscene where a super fancy blown up version of him slides in with the diagonal bars and his name and stuff. Have been watching the progress of this game for a while now, and it’s looking great! I can’t wait to play it and the new area looks amazing! Keep up the good work!
I had followed the gamedevs of this game since you made the first video about dewdrop , can't wait to play it when its released !
thanks for the support!
I'm working on making a game myself and your devlogs are really useful to watch for inspiration, im loving ur work so far :)
Don't rush yourself to finish at the due date, waiting for a better game is always better
The demo is really fun. I found myself subconsciously timing the charge shot to navigate the map faster. The platforming is solid. So wonderful.
Very nice work! Boss fights are a chance for you to shine and do some badass behaviour, as its where you can have an enemy do some cool and unique behaviour which players won't necessarily see again so may as well make it stand out, and seems like you're doing that!
These Bosses LOOK SICK im super exited for this game and have been waiting for years cant wait for the release. and happy new year goodgis. and one more thing i think that you should add some more combat mechanics for a bit more variety then just shoot and charge then shoot maybe like a ground pound or a mario stomp to add more movement to the game.
5:20 Grimm vibes? Nice work
Grimm?
@@Goodgis From Hollow Knight.
There was one boss which I liked in a certain game in which depending on the choice that boss can become our ally and then we fight the secret boss with the help of our ally boss loved that concept
Happy new year Goodgis, nice to start the year with one of your videos, would be great If you showed more enemies and bosses
The art style is perfect for this game! The bosses' designs and animations are really well made.
Drop everything: there’s a new dewdrop Devlog!!! I’m hyped
The crows are the new primal aspids
I love the bosses, the improvements to bonzai beetle are great. Love the idea for cake dragons.
I was just wondering If you kept the idea. for a water area that you mentioned a big while ago.
For the next devlog I would love to see more mechanics, those are my favorite :)
I have wishlisted Dewdrop and gotten the testing game, and I'm so excited for the release!
So hyped for this game. The art style is just 👌✨
I'd love to see a music devlog! I am focusing a lot on music composition for my own metroidvania project, so It'd be cool to see your approach.
Goodgis & I have talked about doing this! Gamedev always tunnel visions things away, right? But we'll strive to make it happen!
A few deets along the way though: I composed a majority of the game in Reaper. Since then, I have switched to Digital Performer for the last couple of tunes (Pro Tools was my first DAW and I've missed certain attributes of a time tested sequencer; we can get into that in the hopeful music devlog, if interested.) And musically, I blended VST sample libraries with my old school Roland SC-88VL! This half-rack DTM ROMpler contains the soundsets of the SC-88 & SC-55, along with cosmetically resembling the SC-55. Sound Canvas modules were used a TON in classic games (still are!!), so we figured that the 90s-early2000s nostalgia should persist as such!
For the Bonsai Beetle boss, it would be cool to add an attack with a windup that fires 6 rapid shots, like hip firing a revolver quickly like in those Wild West movies.
an option to refight bosses would be amazing, and a boss rush
If you still haven't added an ariel attack for Bonsai, I have an idea. Maybe he jumps up in the air and throws down a giant bomb or a nuke or something, which also gives him recoil and launches him up a bit. I also have another idea where when he's in the air, he uses a jetpack to hover and you have to dodge the flames coming out of it. An ariel kick would also serve the same purpose--although I don't think it's as cool.
Your game looks fun and super cute! Love the art direction!
So glad that you picked the Plok! music for this video
Gizmos Gearhouse looks awsome! And the mini boss-fight looks so cool! I would like to see more enemies and deep dive into them! The wait for this video was definitly worth it! (And thanks to you i picked Godot as my game engine and i am learning how to make great games like you :] )
i love the art and visual polish. the teleporting enemy having the big eyes when they die is funny
Thanks! haha
Bonzai Beetle goes in the air with a melee attack and then unloads his six shooter to the ground below before falling back to the ground. Forces the player to go on the defense for that section, I saw non-stop offensive play in your demonstration of him currently
First vid of yours I've watched it looks really fun probably won't play it as my disabilities make Metroid type games way more difficult for me but I will suggest it to friends who like this type of game
the location looks more and more unique. Gj for the past year and hf for the next one ^^
Goodis is one of the best game devs
🥰
i think you should make bonsai beatle jump in the air and start randomly shooting around so the player dont just spam jump to win
It’d be cool to see a video on concept art, and how you come up with original characters, enemies, bosses, etc. 4:10 was really cool, so a video on all the concept art would be sweet
It was nice to see a new devlog! I missed these. Also I like the HP Flower having a face - didn't notice it on previows videos, did you just add it or I just missed it all this time?
Also don't know if you remember since I just checked and I commented it more than a year ago lol, but the bullet indicator being right next to the flower feels just right - more than having a gun with the indicator, at least to me.
Everything is looking really polished, congratulations!
Heck yeah, all the bosses look really cool! I’d love to hear some more about the mechanics, I’m curious if the ammolings survived or not.
Man, I really missed these devlogs, and this one is just before my birthday!
Well Happy Early Birthday, dude! :D
thank you@@Goodgis
Adding some platforms in the bonsai beetle fight might be fun.
As someone else said, gizmos gearhouse looks EPIC! Very nice!
Aww, thanks! :D
@@Goodgis are you making a wasp boss? (Just a question), Also you're welcome!
I played the demo a while back and I definitely agree that the cute cactus critter was way too bland for how long the fight went on, and a bit too fast for a first boss, so its cool to see it getting a little rework! The only change I'd suggest would be a stagger if you hit it enough times so give the player some time to breathe, HK style. Doesn't have to be on every boss, but time to just stand still and process information is always really useful in boss fights, even fast-paced ones.
This looks like a great game, what website do you use to draw the boss, enemy, and player?
Goodgis uses PyxelEdit
you should show us more enemies and your thought process for designing the attacks and other design features
Making bosses is so much fun, the mage fight seems pretty intense :)
It's probably one of my favorite things to work on.
All the mario inspired stuff is beautiful
Great video! Boss fights are one of my favourite areas of video games. Cuphead definitely has the best boss fights in my opinion. Dewdrops bosses look great so far!
Love the Tim Follin music. I actually got Plok in the mail yesterday
I'd love to see a video on how the music was made, what the process was, and how you learned how to make it
We could totally do that!
HEHE Goodgis & I have talked about making one! Tunnel vision thanks to gamedev, you know how it is. BUT, we'll try to make it happen! Always fun to ramble about music haha! A few deets in the meantime: I used Reaper for the majority of the OST but have switched to DP11 for the final several tunes. I blended sample libraries with my Roland SC-88VL! DTM ROMplers like the Roland Sound Canvas series, Yamaha MU series, E-MU, etc etc they were primarily used for sample-based game OSTs, so we figured to keep that 90s/early2000s nostalgia cooking! (ROMplers & synth/sound modules are still used a ton, it's GREAT and sounds great!! Something about that circuitry that breathes different life into the 1s & 0s of sample libs.) We can go into more detail in a devlog if you'd like!
I love the armadillo, cactus, turtle thing! I hope one of the bosses is like a small worm that tries to trick you into getting caught by a fish hook lol
what if you could make a game about forest creatures in a woods setting collecting near by materials to keep them safe from danger
You know it's a good day when goodgis releases
This is awesome!! I love the 3 on 1 boss fight, that looks so cool
Please make a video on enemies! I would love to see how you design them
I feel game audio is the most underrated thing in video games. If you can do a video on audio selection to match your game theme that will be great.
this looks soo good
Always a blast to see your videos.
I appreciate that!
Those boss fight animations are looking smooth!
Shout out to my brother Crepe for teaching me. He used to be a freelance animator.
@@Goodgis That’s cool. I’ve heard you mention him other videos :)
The sprites and animations look so good!
- i wanna see more of the ammolings!!! maybe next update???
-Bonsly could have a Grimm aoe attack in the air where he teleports in the middle of the screen and spam bullet hell style dynamites or shoots at player like Grimm in HK puffer fish attack.
-clock work area and the Wizbros really reminds me og Haiku's level with a similar design, the secret boss there also looks like the Wizbros to me.
-im still hoping for a shout out to my demake and atleast a boss homage on my mini boss "boots" from the demake XD [wishful thinking i know]
-and lastly,...congrats on the new stuffs. youre not dead after all XD happy new year and have a great day ahead dadgis!
A jester boss that is insanely hard with projectiles coming from all sides and…i dunno like messes with reality like making him bigger or the player bigger and just wonky effects that will make the boss extremely fun (also very fast and circus themed)
was so looking forward to a devlog or update nice!
Boss fights are meant to show off what you learned. I think you should have the boomerangs shield guy have little children you fight before him, one throws boomerangs slowly and the shields slowly to teach the mechanics then have the boss fight. Else slow him down and have him wind up before throwing the boomerangs. He seems a bit quick to block so train the player up on his children/minions or slow down his reaction time
make the beetle boss have a dig attack underground bc he’s a beetle
I can’t wait for Dewdrop Dynasty.
I thought this video was supposed to come tommorow? I'm not complaining, tho! New devlog, let's goooo! 🐝
Yeah, I did it one day early because I got tired of waiting haha
From what I can see it looks like the boss attacks could be better choreographed, like because you know what attacks they are capable and when they might do it but a new player would have no idea
Maybe you could add sub levels like in mario Odyssey, maybe to get money, keys, or a collectible. Love this project. Keep up the great work
I would like to see your progress on the music of the game. Specifically audio, how you tackle sfx and music in different sections of the games.
you should have him teleport into the air then throw a spread of tnt.
and maybe have a second air attack that's like a dive, or a ground pound.
im typically a immersive sim/3d guy, but this just looks so damn fun wishlisting now
Brilliant work on the bosses! They look great.
Thanks a bunch!