Well, well, well, look who finally has a face. Wishlist! store.steampow... Threads: www.threads.ne... Discord: / discord All music composed by Dryden Thomas
I love that you can Donkey Kong Country roll jump now lol. I genuinely like how in those games, rolls get *significantly* more coyote time than walking off ledges, because it allows you to perform certain jumps and collect secrets if you're skilled and daring enough. With the way the levels in Disinherited work, I genuinely think it could make for a really cool way to finess yourself into certain rooms or dodge over enemies when you don't have a double jump available. The best feeling in games is feeling like you beat the system, even though the game was actually designed around that. Would be really cool to see that, honestly
THAT’S where it’s from! I just replayed that a couple months ago, that must be why Samuel not keeping momentum felt so off to me! Thank you for that lol
Wouldn't it be cool to add a boss arena deeper in the catacombs that takes place in a place like the library of babel with the structure being hexagonal, which is similar to the website version?
@@LighthoofDryden you could make a smaller version or a section of the library in the game to serve as a puzzle to unlock some secrets or smth just a concept idea
Every week is like: "Oh wow, thats so clean and polished", only to be met by the next week update where it is, somehow, cleaner and polished(er?!) lol. Its all the great things that keep improving without any ceiling in sight, the lore expansions and the great potential turning into great tangible art and mechanics. Congrats!
You've probably thought of this, but it would be cool if his father's attacks mimiced or referenced Samuels almost, and maybe the attacks could change slighty based on atrifacts and beads that Samuel has?
Oh yes!! The funniest thought I had was that he would also have catch-and-throw, so one element of the fight could be “playing catch with dad” 😆 But it would be so interesting if he had prayer beads too 🤔🤔🤔
@@LighthoofDrydenMaybe the father’s catch increases damage more than usual (perhaps even visually), making it WAY more of a dangerous game to “play catch with dad” lol
Idk if this would fit the game but it would be interesting if there was kind of a story ending. After you beat him you get the option to pursue eternal life yourself or go with your dad to fight the grim reaper. If you chose alone you can fight the grim reaper and win the game but if you chose to fight with your dad he betrays you in the end and you have to fight a stronger version of him again after the grim reaper.
I was thinking of a potential item in the game that would have a name like "the flame of tye betrayed" and it will grant you another life but when your hp goes to 0 you will respawn but your maximal light would be reduce to 50% we are all behind you my friend and we hope that this project will recive all the love it deserve
I've been hoovering around the game dev RU-vid space. Seriously, I've been here for a long while. Been following your series since the jam and I have to say that this is the most exciting project I've seen since ThroneFall last year! Your game has so much personality already, I love the work you're doing! Adding it to the watchlist as soon as I can 😁 Normally I'm kinda jaded and always ends up dropping devlogs after two episodes or so, but I can tell this is gonna be a hit! Cheers!
Thank you, that means a lot, especially since I’m pretty new at this making videos thing!!! Jonas is amazing too, I love the insights he weaves into his videos
I'll ring the bell for you my friend. You are astonishingly talented, your videos are incredibly well produced and are very very entertaining and fun to just watch. You are incredibly inspiring and hope-inducing. Your mother's appearance in the last video was also quite uplifting. What I'm seeing from you in these videos is exactly what I've always wanted to be myself. Seeing you do it with a smile is making me very very happy for you, and very hopeful that I can have this for myself as well, and express myself in a video game too. Thank you for making this game and these videos! I cannot get enough of how talented you are, it's beautiful see you build this game and your thought process for every step. I hope the best for you and your family 🤍
4:40 Immediately adding stuff to make speedrunners or people that want a more fast-paced game have more fun while still keeping the intended speed is perfect! Easy movement with a high-skill ceiling. I love to see the progress of this game! 5:37 Having these be grouped by color, like in the Splatoon Side Order DLC, is awesome polish!
I saw this project in that 10k competition you took part in, i absolutely fell in love with it as soon as you revealed the look, concept, and gameplay. I said to myself "Yep, this guy's gonna win" and a genuine gasp escaped my lips when you didn't. I felt like that might discourage you and you might give up, but was happy to find out you are continuing on it, saw all the devlogs as fast as I could. I hope this game becomes a huge success when it comes out! Best wishes! I'll be here, lurking and watching you create a masterpiece ;)
Thank you so much!! I never expected to win the contest but I definitely feel like I DID win with how many people have come to support my work since then :D it’s a bit mind blowing still!
I feel like it might be interesting to have a post game boss after death that you can only fight when you gather certain relics, kinda like how slay the spire does it with the heart of the tower. Love where this game is going and am excited to see more.
I thought it would be cool if there was an art area deeper in the catacombs with statue traps and an artist for a boss. Also I can not wait until this comes out.
Just came from the blackthorn vid and instantly paused when you mentioned where you first heard memento mori because my first time hearing it was also from A Series Of Unfortunate Events! I haven't even seen much of the game but it already looks amazing, keep up the great work.
maybe samuel could have a bone arm for all subsequent playthroughs after beating either his father or the game entirely? like a prestige cosmetic award? or maybe it happens gradually like the golden cauldron for getting over it with bennet foddy. i think itd be dope anyway. also i personally like the crooked glasses samual better, it has some personality to it. thank you for these devlogs btw, i always excitedly await the next one
I just got into this devlog and I LOVE this game and concept so far!!! Love the bosses and symbolism!!! Reminds me a little bit of a DnD video I watched about how Liches could be from different classes and how they might each go about attaining eternal life(agh I forget the name of the video). I really think an Anubis-inspired boss could be cool. I think that maybe having a mechanic where depending on how many enemies you killed or something like that determines the difficulty of the boss(like how light your heart is compared to the feather of truth? Idk I’m not a very smart or creative person) or maybe he has some other role where he is a guide giving you tips in the catacombs to tell you how certain mechanics work. (I’m sorry about the bad explanation of my ideas)
Oooh that’s kind of fascinating?? I don’t think I’ve ever seen a mechanic like that, but I love it. If you find that video link me, cuz that sounds really inspirational
Omg, I’m loving this week so much. Honestly the progress is insane!! And the infinite double jumps sounds like so much fun and potential for secret sections and passage ways. But I always hate how games never explain why the character can double jump, cuz thruthfully it’s such an unrealistic mechanic. So I was thinking, was if for your double jump, maybe the character casts some kind of spell below his feet or smth similar that make the double jump more than just an extra flaot through the air
Idea: Why don't you add an enemy for Silas the dolores's area (I hope I'm saying that right), which is a withered monk that has a large nail stabbed through it's torso that would deal a lot of damedge if you came in contact with it.
Thank you!! I was just saying to someone else-I replayed DKC recently, and that must be why it felt so wrong for him to lose the momentum after rolling haha
I got an idea for a new enemy for the machine area: a mechanical beetle that can fly. After winding it's gears for a complete turn, it can fly for a limited time. One of its attacks could be dive-bombing into you, similar to how the mosquitoes work in Hollow Knight. Thank you for reading!
a few thoughts: i think since samuel is going down this dungeon just to prove his father wrong, it would be cool to explore the psychological aspect of this journey by samuel understanding that he doesnt need to please his father, even in death. samuel in the end maybe can find that his journey was useless in the sense that in the end it was all for his father approval. maybe the grim reaper can tell him that at the end. one thing that can be derived from this is samuels rage and determination, something that can be explored and contrasted with the game's cozy and sweet design. another thing that i thought is that it would be funny to see that skeleton art you did when samuel got eletrocuted with something lol
Love the depth of this thought process!! Their relationship is really going to develop over the course of the game, and the approval angle is going to factor in for sure. Also a "hurt by electricity" animation is perfect and needs to happen
Have you thought of allies? Maybe cult members or preists to help fight the mobs during your run so you do have to worry about the skellys and the reaper so much... maybe make it story based so you earn a new ally after beating each boss or maybe the game depending on how big of an advantage they offer... might add some replayability and a hint of a rouge lite
The speed with the dodge and jumps looks like a *lot* of fun... If you've ever played Hades, there are these "Infernal Gates" into Erebus, which are high risk, high reward optional rooms that show up every so often (max once per level of the underworld I think). I was wondering if a fun idea would be a speed challenge, where there's an advancing threat behind (e.g. death gets speedy, wall of fire/machinery/bones etc.) The kind of thing that might show up once per boss region, but is completely optional - it's high risk, but if you make it you get a nice reward. I feel like it would make movement-based runs more rewarding than purely feeling badass.
Love the adjustments you did to Samuel! It's always so important to make the main character look as good as possible, because the player will be constantly looking at it. We've also just recently started upgrading the main characters in our game and adding some subtle squashiness and animations made a lot of difference 😀
It’s so true! That’s kinda why I pushed some tasks later to prioritize this… having these animations looking and feeling better will make all the gameplay footage from here on out much stronger! Are you gonna make a devlog about it? 👀
Of course! I'm working on a more technical gameplay devlog at the moment, but the one after that will most likely include visuals - including character updates 😊
at 2:13, honestly this whole time I thought it was a wand, not a cane haha. I thought at 1:35 "why is he holding the wand upside down?" I liked the wand, it gave a whimsical magical feel to it.
I watched the 10k competition video I was rooting for you! Your game is amazing and I hope to learn game dev and make something cool like this someday!
The attention to detail in ur game is so awesome to see, because it not only shows your talent but also ur determination and passion for your project! Can't wait for next weeks Devlog :)
Because the father is such an important and special boss, couldn't you make the boss battle a little bit like Binding of Isaac? When Isaac is fighting his mother, he is fighting her legs and arms in the beginning to show how big and powerful she is. You maybe need to avoid the fathers big cane in Disinherited. When the father is on his second phase, you fight against him but he is that size you drew him. I have a hard time explaining this so I hope you understand. English is not my first language... Great video as usual!
I love the double jump system so much and I also like how you’re inclusive of color blind people! And I love the thought that went into Samuel’s Dad’s design. Keep it up :D
@@LighthoofDryden No, like the boss has giant chains coming out of his limbs that tie him to the walls of the room. You can set him free to face him for a reward, or skip entirely 👍
@LighthoofDryden And it could drop a relic called: Chains of a thousand years of memories(name is probably too long), that will slow down the enemies when you stand still and/or make enemies move slower when they are not visible to the player(or just out of the light). This should also affect the Grim Ripper, but not that much
Have you played Wildermyth before? In that game there's an enemy faction called the "Morthagi", which are undead machines of bone and brass, and have a lot of similar designs and core concepts, definitely worth checking out.
Given the back-story, Samuel's father should have minions to order around. The minions could be a combination of bank-employee types that he dragged into undeath with him, and pauper/debt-ridden minions who he owned so thoroughly that they're bound to him still. They could appear both as enemies in "his" labyrinth, and also during the actual boss fight as a front line and/or backing him up if he gets into trouble. To show his contempt of Samuel, he could order his minions to deal with his son at some point and then ignore him (possibly at the start of the boss fight, he orders his minions to finish off Samuel while he just hangs back doing "real work" like counting money or some sort of paperwork.)
I never thought of him doing paperwork during the fight, that’s so delightfully disrespectful. I had been imagining this bank setting, but now I can totally see his boss room styled more after a luxurious, refined office (after you go through the whole bank)
Idk if you’re already working on implementing this, but I think it would be really cool if, instead of the sickle, the boss bar is a corresponding item (like the shovel for guiserre or the walking stick for the father)
It's wild how much you've done in just five weeks! All the changes are really exciting, I definitely love the split up of the attack to have both a light and heavy version. Also, the stacking of extra air jumps sounds super silly and fun.
I can't wait to play the game. Adding his dad opens a lot of possibilities, have you ever tought of giving Samuel abilities after defeating every boss? like he helped to purify them or finish their obsessions so each boss gifts a part of his soul to Samuel or something like that
You’re verrryyy on track for what’s planned with their stories! And at the moment, the bosses each have a unique relic they drop, but I think it would be cooler if they had two uniquely characterized relics and you could only choose one
THIS! The way you just FIGURE OUT how to make the jump even visibly much more fluid and satisfying, MOMENTUM, different parries? Sir, I somehow feel like this is my favorite week so far funny enough. I wanna play the build 😭
Oh man I'm always late. This one was the best one so far for me. Amazing new features. A lovely Hommage to GMTK with the jump-science, a nice jab against Nintendos Lawyers with not naming this one hero that can jump on peoples heads.... AND YOU DID AN AMAZING JOB WITH THE FATHER. Seeing your thought-process when drawing him was really inspiring. ✨
The final boss theme should include a mashup of remixes of all the other boss themes! You should use the violin duet from the end of episode 3 as Guillerme's portion. It sounds too cool not to use in the game
for the cane i think u should make it so that if u hold the button its heavy but if u dont its quick like what u did to the jump and i love ur progress keep it up
I would love to see a new game + where Samuel is the final boss and you play a new character with slightly different abilities. Could get a little grim but seems on brand 😂
Loved the design of the father I would recommend giving him a presence of authority as it would show his ideals more clearly as he does like being bossy and making things efficient and this is coming from me when you prioritize efficiency everything that makes it inefficient results in stress and quick anger so give him like a sense of prideful authority also keep up the amazing work
Great productivity and ideas as always. Pehaps the first platformer with a declared 'misanthropic' Boss? Are you sure you are still on track with your 100 day plan? Have you definitely made a PLAN for the 100 days?
I do have a plan!! It’s morphed a bit (mostly just the sequence-I felt like I needed to flesh out more of the overall structure and the “endgame” this week in order to make sure the other areas stay focused and connected with it!)
I feel like the slower attack speed and move speed made more sense in with the aesthetics and story of the game, but it might feel better to play. Also I absolutely love the visuals on Charles Durant :)
Yeah, it’s a tough balance! I like the slower deliberate soulslike feel, but also that moment to moment gameplay needs to feel super fun and responsive!
boss fight ideal is a spider entity that controls monsters using its webs as strings like how puppet maters do to control entities and the player making the player do damage to themselves and be still so that the entities can do damage to them the only way to break free is to move as far away from the puppeteer until the webs snap if you can't move you have to press your screen until your able to break free it would also have abilities like poison and other spider stuff next entity would be a clockwork entity that absorbs your light to power itself up for an attack next lore stuff for the spider her lore is after her husband died he was forgotten by everyone she was scared of being forgotten she realized the true secret to immortality is your ideals so she began to manipulate people hoping they would remember her but in the end, she ran out of time realizing she was going to die before she could leave her mark so she went into the catacombs so she could become immortal so she would have enough time to leave her mark in the world next books remember with the clock work boss she has books instead of being empty books you cannot interact with imagine if you could read them and they have lore inside finally I have one more boss ideal this boss lives in an amusement park its lore was it hoped to make an amusement park but was old and he knew he did not have enough time to complete it so he went into the catcombs for immortality I imagine he would have rides based on each boss with different puzzles
Whoaaa you’re like an idea factory! Love the puppeteering imagery, I might have to use that somewhere (it would work really well with this animation style)
Everything that you're doing looks great! Curious if players will be able to rebind heavy attack to other keys or if it will always be a long press of whatever the light attack is And conversely, if you will be able to bind anything to being a long press of a key and not just it being a certain key (I'm probably the only person who actively wants this) The new jump reminds me of Spongebob Squarepants Battle For Bikini Bottom (old, not rehydrated), which is a very good thing All this talk of momentum storing and such has me thinking of the game Speedrunners, which has very satisfying 2D movement (it's kinda the whole game) So I think that's definitely worth looking at as a reference point, if you're still working on movement love what I'm hearing about your methodology for making your villain On the subject of colorblindness and being helpful towards those who are (me, hi) I'm assuming the icons will all be easily distinguished from each other, and apparent when viewing a relic On the text side of things, idk if that just means you'll make the color of the text match, or if you mean you'll put [color] or [category name] somewhere alongside the relic name But if you do want to be an absolute dreamboat of a developer, you could let the player put in their own hex codes in the options (although depending on how involved the colors are, I would imagine that could become a lot of coding) Oh, also, if it isn't too much trouble, could you add in an option for more detailed descriptions with numbers, percentages, and describes exactly how the items stack with itself, etc. I sometimes get the feeling that devs may not want their players obsessing over the numbers, but once people start getting into the upper end of the skill ceiling, it'll save them a lot of trips to the wiki That's all from me today, good luck and have fun coding!
Killer feedback, every sentence! I never thought of allowing players to pick colors, but I don’t see why not really (besides it being a little complicated to make a UI for) I’d like to offer more details, too. I like Have A Nice Death’s solution to that (button press flips the “card” over to reveal more numbers and stuff). I’ll probably wait a little bit to develop the UI until the relics system is fully settled I’ll have to check out Speedrunners, too!
@@LighthoofDryden Ooh, I really like the sound of that, might have to check out Have A Nice Death Actually, looking at Speedrunners, while it does have insanely fun 2D movement, it plays VERY differently to your game haha I think, in particular, something you must have said about the dodge roll reminded me of the slide from Speedrunners
The game is getting better and better. I hope you are not forgetting about tutorials for buttons and mechanics. Also will you be adding controller support?
Controller support and rebinding for sure 💪 Tutorialization is really important imo, but I’m going to wait to revamp my tutorial until I’m confident the mechanics won’t change (since if ya don’t know, tutorials are incredibly time-consuming to put together 😅 you gotta do a bunch of one-off scripts and teach carefully)
are there any sort of like "mini-bosses" you plan on adding or do you think it wouldn't really help the feel of the game? I know that similar games like Spelunky don't have like super defined mini-bosses, but I like the idea of a risk/reward thing where you can risk doing the mini-boss for an item. Might not work with the whole grimm reaper thing, but I was curious about your thoughts
It could definitely work with the reaper, I think, if you were moved to a separate area for them, and then maybe returned to the exploration area afterwards? I love the idea of mini-bosses in general because it’s a way to pack in a higher number of memorable fights-but of course, the dev time for those expands the scope, too. So it’s always a balance!!