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Such a fun update! Also, I don't know if these have been in previous devlogs, but the flags at the village entrance seen at 3:02 look REALLY good, would love to see more decor in motion like that!
when i first saw the menu screen of the jewelry i thought "oh you have to choose if you want to use the gemstone for either the necklace or ring thats cool" but then realised you could equip a gemstone on both at the same time which is cool but i think having to choose if between two abilities would be interesting
I remember watching the recreating zelda videos. 2 weeks ago, you appeared on my recommended again (probably because I started watching a lot of devlogs). Kind of insane to see it developed into a full indie game. Looks really great so far!
Being able to combine the jewelry and gems kinda reminds me of the DSS (Dual Setup System) from Castlevania: Circle of the Moon, where you can equip 1 action card and 1 attribute card, then press L to get an effect based on the card combo! For example, the action card Mercury modifies the Hunter's Whip, and the attribute card Salamander is fire element, so equipping those two cards gives Nathan a fire whip! A cool idea for an effect could be a jewelry that modifies your current weapon to have an element, and the gem decides the element!
I have played the demo over 30 times now and i am so excited for the game to release i love how you made a amazing rpg but kept it super simple to understand with no unnecessary mechanics
This is a good episode for me. You've inspired me to start making my own game and build variety will be a large aspect of it. Managing the pacing of build customization is an aspect I hadn't considered yet.
I have 71 games on my Steam wishlist, and the majority are small indie games made in favourite game engines (mostly Godot) and/or by favourite devs on RU-vid… as far as I know yours is the only one being made in LÖVE, and it’s right up there at the top.
This is such a cool concept! Could you add a few late-game jewels that have no strategic purpose but maybe change some sounds or add a funny shader or retexture the character?
When I was doing the scaling for my game I made it care about whichever of the two dimensions was smaller. That way it didn't matter if players were playing on a horizontal or vertical screen. Before that change rotating my phone would cause the camera to zoom in and cut off important information about the game world.
I really like the concept of the jewelry, and i think that with all the other gameplay and combat elements the game will attract a lot of speedrunners.
I really like your approach of making your game lightweight, and you have a lot of creative energy despite that "limitation". Looking forward to Moonshire.
I'm implementing a similar charm system in my metroidvania game. What I'm doing is I have 3 slots. There are 3 types of boards that can be placed in the slots: combat, exploration, and movement. These boards each have some number of sockets for augmentations, some requiring 2 slots. Then there are the augmentations themselves. These fit in the sockets on the boards, but only of the appropriate type. They can also have different sizes, so some might take up an entire board or not fit at all. Some of them will also have another socket on them which modifies their effects, at the cost of more energy.
amazing as always! maybe to further develop the jewelry system you could have special variants of necklaces and rings and such that add additional features/modify how the jewels behave. maybe a "ring of the wind" gives the same buffs but weaker than a normal ring, but with the additional effect of moving faster? I feel like adding new variants of items shouldn't make previous ones obsolete, like in hollow knight many old charms remain useful, each one simply adheres to a different niche.
I have an idea instead of the jewerly part in the inventory lik we see.how about u do something like a quik side bar on the right of the screen activated with a button on keyboard .it would be better that having a jewrly section full of empty inv slots.unless u wanna add more of em
I love how your game is become BIGGER AND BIGGER! I hope you can made it very good! I support your making. And i making a game too. I think your game is good.
A idea for the jewels is the abilty to attach them to magic items to unlock new abilties. A example would be the fan being able to hold and release a thunder wave.
I like the jewelry idea. Is there anything that prevents the player from pausing and swapping gems mid-fight? It'd be a bit strange if players could generally stick to the Necklace of Evasion but pause and swap to the Necklace of Safety before every heal and the Necklace of Salvage before throwing their weapon. It's why I prefer Hollow Knight and Bloodborne's Charms/Runes over Dark Souls and Elden Ring's Rings/Talismans. The limitations on the former mean they can be stronger and more interesting without incentivizing even more menuing.
This guy is such an inspiration to learn lua and love most people don’t like Lua it is really dead but still seeing people make good games with it is great hopefully this will encourage more to use lua
I started playing this game at your last video and it has been a lot of fun! Exited for the full release. also I found a bug not sure if it's just me but i'm bit seeing the map when I click on it in the inventory.
Definitely gonna try help you out, massive respect! I have a question though: how's the lore and how long would it take to finish the game once you've beaten it ten times already?
Very good choices IMO :) I think you should experiment with having players drop and spread all the items on the ground and having the players select items from the ground, and just saving others Could work. It works for OG Zombotron games, although their item system is very simple
#BUGS when u get to the challenge of getting a new throwable weapon which is rang there is a bug that after crossing the time limit there is 1 second more extra given in which u can throw your weapon to destroy the last balloon even though u lost the challenge because of time out u can still receive new weapon as you destroyed all the balloons but the NPC tells u to try again and ask u the same thing until u beat the challenge in the given time limit after which he praises u but there is no point because u already have the reward
How about creating a Gem where it lowers your max HP by 1, it'll increase your attacking speed, the more enemies you kill the higher chances of negating damage, it resets each time the ability is triggered. Think outside the box Challacade, and your game will blow up in popularity. Be Simple and Complicated at the same time, find the balance.
Boss and badge system seems cool! Maybe I should copy badges to my game as well. I have been wondering ways to add some customization and that could be cool way to do it!
@@ChallacadeI have played some of the Demo and found some more bugs; The keyboard option at least doesn't change when selected from the first menu. Also, when you enter the memory from the tea, the sage can't heal you if you get hit twice, it gets stuck healing but without effect.
When the exploding flowers are spawning directly on top of you, I think it would be neat if at the end it did a big circle around you so that you have to switch to standing still. So then you have to pay attention instead of just walking whichever way until the attack is over. If this idea is terrible then feel free to yell at me.
I recommend to you making tge bossfight rooms more similar to the bosses, making them unique. For example: In the flower boss you can create a room loke a garden, long and dark grass, flowers in tge walls etc.. like making tge rooms unique but more or less with tthe same topic of the location/dangueon the boss is located
i want to create my own game like you, i love your idea and your pixel art. do you have any advice for the pixel art ? or codding ? (i am new in programming)
is your entire game made using lua? that's awesome, recently started using lua at work for other things and had never heard of it before that. didnt know you could make games with it!
What if you added an accessory that can hold two jewels and won’t work until both slots are filled, afterwards the effect is kind of a hyper combo of the two’s effect on other accessories. Just a thought, keep working. This game looks better every vid.
I think i found a bug in the demo that when there's the tutorial for the space button and lose all ur health other than 1 it doesn't heal u and repeatedly does the healing animation but does nothing also very good game and i like how everything has turned out so far
Just a little note: Falling off of some moving platforms causes a total softlock. it has happened to me twice now. Also: Great update! a challenging boss AND charms from HK? :)
Loving the Free Beta on Steam! lots of fun changes not sure if youre aware but you can exploit the economy of the game with the gem slot that generates money upon destroying a weapon. as well as I can seem the get the actual Mini map to load. not trying to be annoying the discord no long exists and just wanted to give feed back! loving the game over all cannot wait for the full release.
It would be cool is there was a gem that would give one or two more hearts because I cannot beat the boss in the sky place, it would also be good to know where you have to go next
"necklace of salvage" should be "necklace of vanity" :D also great update!!! edit: I'm loving the look of that plant boss!! would be cool if there was a plant-based upgrade or weapon- one critique is that the cyclops-look is a bit similar to that original floating boss?
Hello... first of all I really want to say good job mate, looking forward to the game. I have a question, I know that it is just a demo but map does not work for me... I dont know if its problem on my side or if its problem on the games side or if it is just not complete becouse it is not a full game yet... so if you could tell me which one is it I would be grateful. 😄
IDK if this is a bug but When I reentered the boss room after defeating it reappearered (note: I left the "room" and went to the village before heading back into the room)
I was wondering what the estimate release date of the game would be from your side and also i would like if u add con support, i really like indie games and i love the artstyle of the game so im very exicted for it
i think the width to the right of the menu should not be fixed. i.e. the ui should not be sticking to the edge, but to the center of the window. then the character moves to the left and a window appears to the right, but still in the center. some games introduce dead zones on the edge, where no text or ui will appear for this reason
It does! But each sprite that's drawn has optional scaling of its own, so there are some cases in this game where the pixel sizes are a little different, although it's very hard to notice.