This looks cute, I wanna see more! Also something that's been bothering me for a bit, it sounds like you keep interrupting yourself because your voice is overlapping at the end of most of your sentences. It honestly startles me every time because you start your sentences a lot louder. Please finish your line before the next one, I can't take it X)
everytime it's so good to see someone else who doesn't care about a hyperclean espresso machine! I often thought about to bring in coffee making scenes in my earlier videos... but never got the bravery to do it!
Very creative idea for the theme! I'm awful at puzzle games, but I will definitely give this one a try. It seems like you didn't want to do it for this project, but when up-resing the minifantasy assets, have you noticed a drop in quality or especially readability? I have pretty poor vision and it's hard for me to see the details in those 8x8 sprites, and especially in pixel style fonts at that scale.
The upscaled assets look great, in my opinion! I use ×4 upscaled versions for Hidden Tactics. I think it all comes down to personal preferences. Good luck with the game, the levels can require a few attempts to succeed !
Actuallly nice system. To improve it even further (performance wise), try to limit the amounts of scripts (MonoBehaviours). It might become pretty important, even in your game when you've got a insane amount of projectiles in the scene. Also think about Object Pooling, which is commonly used for systems like that. Great Job!
You read my mind! This looks awesome. I’ve always wanted you to make tutorials. I’m curious how you did this in hidden tactics, along with how you did the animations since there’s a lot of weapons on seperate sprites. I’m still somewhat of a beginner
Just a text file. Its name and content doesn't matter (it was an asset's license file), just the fact that there was a .txt hidden so far broke everything
@@UnPawsGames Thank you! You too, your videos keep me going as a solo dev. I tried to join the jam this month but can barely find any info on the theme. I just see "Loops"
bit sure if this is going to make you feel better about the struggles but the good side of going through a tough time is that it will be easier next time... because there will be a next time and it's perfectly fine!
J'adore le look. Sorry, I don't speak actually speak French, but I did take 2 years of it in high school a million years ago. I will buy your game if you finish it, and if you have a single player campaign. I'm going to watch the rest of your videos on this. Very interesting.
vampire survivors actually have goals, at the third map if i remember you'll get a map. this will lead you to secrets of everymap and unlock new characters. every map and mode has secrets and will lead you to final boss. if you want you can also try holocure rougelite game. and lastly thank you, i've trying to find new rougelike games to play and your reccomendation look really good
Great video, as always! Knowing what happened last week, when I heard the ominous music I felt so much dread. XD You pulled through it, though! And hey, this should prove to you that even when everything seems way too frustrating, it's still worth pressing on. I can't believe how much you've gotten done, though. A game like this has so many intricate systems that depend on each other. I do think in the future it will be good to more regularly check in on those systems so they don't break while you're dealing with another big aspect of the game. Might save you some headaches. I can't wait to see what you make for the jam!
Unity has a lot of things u can do with screen and pointer for things like hovering over something. I cant remember the exact method names but something along the lines of ScreenTo. Look around in the docs for screen related calls and pointer related and I'm sure u will find out pretty quick how u could use it.
I'm confused. The idea of this game sounded quite simple from the previous devlogs but the overworld UI appears unintuitive. If you didn't explain what it was doing I don't think players would know what they're doing, which could be a problem when you come to release the game and get players who haven't watched these videos.
you probably stopped playing palworld because it doesnt really hook people very well, a lot of survival/automation games just don't really give people a good reason to keep playing. also instead of having two inventory systems, you could get rid of the dungeon loot inventory and instead have resource counters so that instead of having complicated item stacks hold your money you could use MATH. Any time you want to use your money (or whatever else) you could just click a button and the game will subtract the amount of resources needed from the counter. You could add as many counters as needed but i think one for coins, one for each resource, and one for "treasure" (generic trinkets, gems and jewelry for selling to a merchant) would be a start. I don't know how complicated that would be to add, and you might have to rework the haulers again, but i bet it's a hell of a lot simpler than whatever you're doing now
I'm a bit too far in the project to rework all the system now, but thanks a lot for your feedback ! And yes that's probably a reason why I stopped playing PalWolrd.
Wtf haha I literally had the exact idea of making an idle game where the core mechanic is running dungeons which gets recorded and replayed for loot. I opted to make something els instead, though