I shouldn't have to play the game how it wasn't intended to be played just to have a harder difficulty. I should be able to select a difficulty at the beginning that suits what challenge i want and not have to pass on utilities that were intended to be used in the game. Its BS.
I stopped playing Final Fantasy cause the fucking sexist pieces of shits at Square Enix always uses a piece of shit male main protagonists. After 40 fucking years it old.
I despise the action combat direction final fantasy has taken and I used to be a ff fanboy. Love what I've seen of this game so far as I love turn based menu games
I'd like to know why you'd head to unity then ue5? I did the opposite, and am far more efficient in godot despite spending years learning unreal. keep up the great work, successfully releasing something like this is a huge accomplishment! I would be grateful to hear your thoughts on a previous game-jam entry I made, ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-MmK7S9BfLJo.html
Can I please ask you about the game architecture? I finally started making my game in godot and I don't want it to grow too much before I know how to scale it properly. It's a 2D, stardew valley-style game with lots of items and characters. People who make tutorials seem to disagree on many concepts and ideas themselves, which makes it really hard for a beginner to learn this stuff. I know about the Game Design Patterns book, but what resources would you recommend to learn about this type of stuff? Thank you and good luck with the game! 💗💗
@@jiro4559 This will depend on what your programming background is. I would recommend learning C#, as well as doing a refresher course on data structures, algorithms and General design patterns. C# (or Java) is uniquely suitable for building scalable programs due to having namespaces and interfaces. Check out dofactory.com for some really good examples. You'll start to see certain general design patterns, replicated in game design like factory pattern, command, strategy, etc Scalable game architecture is something you really only learn with either experience or by working on larger teams where scalability and testability are requirements For now, just focus on making a fun game that works 👍
@@TheHomelessPotato I'm familiar with general programming concepts but I just started properly learning GDScript. I was using things like game maker and construct for the past 15 years here and there... Thank you for the advice! Yeah, I think it's the best way to learn this stuff, by just doing what feels fun and learning as you go. I think I'll start by trying to use godot resources as much as I can, and things like inheritance, and we'll see how that goes ;)
Once you get 10 reviews on Steam, the game can start getting out into people’s queues, which is a significant bump from “the algorithm basically doesn’t know your game exists”. Get 10 reviews ASAP in whatever way you can! It’s super necessary to create momentum in sales.
I find the demo kind of frustrating. I'm always out of ammo. All the controls are just dumped on the player from the start. The shooting sounds are high pitched, and it makes it unpleasent to listen to for a longer period of time. The game feel's a bit off, but otherwise, it's a cool game
I always knew that drawio was very convenient for gamedev development, just had to confirm it hehe. Congratulations on your game and keep doing incredible stuff!!
To be honest with you, I think the problem it's the price, you can think it's fair to sell it at 4.99 because that's how you value the many hours you spend doing this game, but unfortunately, your potential players/customers don't think the same way, in fact, they only see the finish product not the effort behind to make it, and so your game will be judge against other games in the same price range. Now, you have to ask yourself, why they are gonna choose your game for 4.99 when other popular options are right now at discount on Steam at a similar price with tons of hours of gameplay to offer, at the time writhing this: Hollow Knight is at 7.49, Death Must Die is at 5.59, Pseudoregalia is at 4.49, Vampire Survivors is at 3.74, Brotato is at 3.49 and Celeste is at 1.99. Your game will perform better if it was cheaper, between 0.99 and 1.99, because the lower entry price will allow a larger amount of players/sales, and if you don't believe me just check Seraph's Last Stand, a game that cost 1 dollar on steam and it's on sale right now at 0.69 with more of 3500 reviews. Also, avoid releasing a game when it's close to a big event like Steam's Summer sale, unless you are gonna be part of such event.
@@RM120_ The price was based on market research in this genre and scope. Any game normally priced below $4.99 is viewed as "freeware" status by the majority of Steam's playerbase. And the release date was already set months in advance so there was no changing that
Congrats on the release! What is your reasoning to switch to Unity for the next game? I'm curious because I see most developers migrating the other way (unity -> godot). Do you consider teaming up with an artist for your next title?
@@Zizaco it's mainly for the purposes of learning And also for work. Godot is a great engine and it is improving every day. Its C# support is also getting a lot of improvements with version 4.3. I'm definitely going to be partnering up early on with an artist the next time
Looks to be a great start! I love you're energy and enthusiasm towards gamedev! Keep on making games, and over time, I have no doubt that the exponential experience gained from each game you create will spell out success for you!
I wish i had your talents! i'm an art guy slowly diversifying into different softwares and disciplines in the hopes of making my game ideas into a reality someday. implementing game mechanics and coding still feels so alien to me. Best of luck to you!
@@Bambiraptor0 art direction and presentation are super important as well, since it's the first thing that everyone will see. Always good to have art skills
I'm confident that you will make it out, having these experience,awareness of your level and the roadmap leveling up.. I'm pretty sure you will be there , keep it up!
Sry man😅 I did told all my Star Trek Online friends about your title tho' 😊😄 I did saw a community discussion at your page... about some quality of gameplay... something.. Pretty amazing what you did 👍🏻
Why do yall act like final fantasy was EVER special for being turn based? 16 has way better combat than any game in the series yall just need to go for combos instead of the same lame ass diamond dust lvl 5 zan combl
Don't have my PS5 back yet. New wife and family expenses take priority. Hopefully the game launching later this month does well enough to buy another PS5.
@@TheHomelessPotato Ok man, take your time. The game is awsome. I'am just curious about your opinion, that's all. Good lucky for the launching of your game.
Hey man, I knew your channel from some of your FF videos I've seen in the past, finding you when looking into devlogs was a pleasant surprise, I'll definitely be watching your journey as a game dev in hopes to inspire myself to finally start mine
reason why did not turn to game dev i suck at graphics creation and bg music both i know how to basic edits of simple stuff , my ideas in a game is niche product
There's a fair amount of assets you can acquire and repurpose for free. But yes, in general, if you want high-quality graphics presentation that looks consistent, it will cost you either in skill or money
@@TheHomelessPotato was never looking for hd graphics i just want to make something that looks like better than 9yr drawn ahahahah its what they say its not my calling my first game i made was some plane shooting bullet hell without bullet hell i intentionally made a game loop with no ending everytime i kill one i spawns 2 more and i forgot to code how many lives my ship have and enemy hp increase by few points in that game i just copy paste spaceship looking and bullets and alien ships the ui was so bad copied some pew pew sound for sfx , forgot about it due to major group project making a POS system
I'm really sorry you've lost some people to illness mate, and kudos on finding a way to share something so imporant to you. I'm looking forward to checking out the demo, the character art in particular looks fantastic. And congrats on the upcoming release!
People in our field have looked at me odd when I ask what they expect their players to feel playing through something and too many will respond with "hopefully like they're having fun :)". I'm very glad you advocate for finding the target medium between player and creator valuation of the end product while throwing your painful inspirations into it and making it a conceptual idealized closure in a way. Instant like and sub from me and I'm gonna absolutely play this.
Games that integrate the yellow and blue well are God of War and Nier Automata where all the game mechanics, story, etc. navigate in one direction. Players aren't aware why the experience is so magical, but they feel it
@@TheHomelessPotato it’s what makes a game something people write multiple hours of video essay content about 10 years later. That should be the standard goal IMO, shame the focus of so many is immediate monetization :(
Hey, could you explain what the second part of that comment means? I always thought i was pretty good at English but i just feel like I've suddenly lost all ability to process language once I start reading the second half of your comment
@@barry5 I'm happy he uses the blue and yellow chart logic as it makes sure the players are interested and that the game holds importance of some sort to the creator so the game doesn't feel lifeless and empty from lack of actual experience.
Love your take on this, and your defense on FFXVI/VIIR's gameplay. I just can't imagine a Bahamut fight where I sat in one place and attacked him in a turn based world.
I love your analysis of the trailer and the nature of turn based in a hyper realistic stylized setting, very enlightening why this type of combat couldn't work in modern Final Fantasy. And i hadn't thought of that before why Turn based is more cartoony in graphics these days. So something to think about but I cannot wait for this game, EX33 might just finally prove Stylized Hyper Realistic games can be turn based and be good.
I would say what FF15's combat should have been. Because this game feels like what FF15 kinda is. Melancholic dramatic theme, dark high fantasy setting, cinematic art and narrative style. Just with experimental turnbased combat. FF13 had a lot of problems, but it still followed that line of turnbasey style with cinematic hyperrealism. So FF15 would have been a great successor with this turnbased style.