I’m personally not a fan of the boat room being tied to RNG. I certainly agree with the concept of disincentivizing the player to throw themselves at the boss without playing most to the game, but I feel that leaving it up in the hands of RNG to even give a player the option to try and fight the boss really hampers the player’s freedom to choose. My thought on a possible fix would be something like increasing the odds per day of not seeing a boat. Then it would help mitigate the RNG, and help prevents the times a player wants to fight the boss but isn’t lucky enough to
@@BenBonkYou should add a optional boss on the entrance of King Slime's castle if the player decides to go there like before day 10, instead of using rng. The boss will be close to impossible to serve as a warning of what lies ahead. The boss will give a warning if the player walk towards the entrance and if the player doesn't listen, the boss will start attacking. There will be no boss intro and the player will just get into the fight. The boss will not kill the player and will just leave them at half health and will give them a option to go the slime king, or leave (and give a refund to the 50 slimeballs). But if the player health doesn't reach halfway for more than like around 30 seconds, the fight will stop and the boss intro will play. Then, the boss will get more serious and serve as a challenge for more experienced players, so the boss won't be a waste of time for later players trying to get to the slime king. And after like day 10, the boss will no longer be there. This should be good replacement of the rng, so the player will still have the freedom of going to the slime king. Or you can keep both the rng and the optional boss, just in case the player decides just to go to the slime king.
@@BenBonk I know it's late in the day here, but, I think the way that Zelda: Breath of the Wild did it was very interesting, you have a path where you can head to the castle immediately, but that path in Hyrule Fields is full of the more dangerous mobs, making the player aware of their need to either get good, or collect better gear to manage the difficulty better
just a thought, but surely its possible for the boat-room to not generate until day 16. that's fine for a first run, but if a player was on a later attempt, it might get fustrating having to constantly risk pllaying new days to find a boatroom when they already have good enough gear to fight the sllime king
Agreed. I'm not really a fan of the whole "randomly appearing" deal. Seems like it really locks you into a position of just hoping it appears, and then if you know it has appeared, wandering around trying to find it. There's _no possible way_ this is an ideal solution.
i also think the 50 cost to use it is a mistake. there should be absolute freedom, maybe just make the fight harder or need better weapons to be viable
My thought was this feature really just punishes players who play in a “non-traditional” way, which kind of defeats the original goal of player freedom. What I mean, is speedrunners and challenge players who are trying to beat the game as fast as possible, or with added limitations, will struggle if the boat room generates based off RNG.
All very valid concerns, thanks guys. Didn't really think of it this way, but this will probably be something I'm going to have to look into further, and find a better way of doing things.
Ok, Boat time now, This is a problem that seems to have been fixed with a, well problem. Imagine your a new player that hasn't seen anything about the game, on day 1 in your 1st attempt you find a little boat guy with 50 slimeballs, thinking it just brings you to a minigame and then bam, totally unprepared your sent to the final boss. Wouldn't be a great 1st run, in reality really all you had to do was put a sign that said "This is the final boss, only go if your prepared. You can not go back from here." It's like while making a level in SMM2, you could make it confusing and long, or you could just make it a straight forward process that is easy to understand (also I would totally get the worst odds possible, it should probably be from day 10 onward that it's 100%) Just decided to have a little tangent this time around about straightforwardness. No other things today.
Hey Man! I have been following along since dev log #1 so impressed with how you have stuck with it and continued to add/improve things! Great work! Excited to see where it goes and I will be first in line to buy a copy when it comes out
I remember watching this series from the start, it’s great to see the game grow and grow. I’m happy to be able to play it sometime not too far from now
Hi, thanks for the video, i just noticed that currently when you're moving there is some black lines that can be seen around the tiles, to fix that just create a SpriteAtlas, add your tiles .png in there, configure the settings (just change to Point) and it solves this issue. Also, keep in mind that these happens because the camera is not at a multiple size, meaning the game is not pixel perfect, i don't know if that's intended. Anyway, using a sprite atlas solves this black lines issue, and even on a pixel-perfect game it's recommended as it helps performance and removes those lines when doing a camera shake for example.
For the boat room, you could add a somewhat challenging boss fight instead of a toll, so you have to get some better gear to defeat. This would scare off new players preventing them from doing the fight immediately but allow more skilled players to go there right away if they want.
Yo I love the videos, I’ve been watching the devlogs since day one, but something that’s bothered me is that I feel like there isn’t enough satisfaction with killing enemies and the movement. A change you could make (if you haven’t already made it lmao) is slowing down time a little bit when you kill an enemy. Another idea is to add some sort of effect similar to what landfall games use when you dash and kill enemies. One more idea is maybe implementing a combo system to really sell the fast-paced feeling.
I still think there should be some (weighted?) rng on slime drops even if it's only like 4-5, 8-10 and 13-15 and / or if your balancing around this numbers you could roll a critical drop chance which then rolls a range depending on level to give a couple more.
I know alot of other people have already mentioned things about the boat room, but I also think that if you want to encourage people to play other parts of the game you could have a clearer impact on the final boss. For example, abilities that allow you to skip certain boss actions or items which can be used in unique ways against the boss. Therefore it still is suggested to go and explore first, but you could simply leave whenever you're ready, but it isn't completely random. (Good games like this I thought of could be Breath of the Wild or Yooka-Laylee and the Impossible Lair, but this is still your game to decide). Anyways, something I felt like saying.
The final boss should not be accessible during days 1-4, Because if you randomly stumble upon it with no skill of the game, then your in for a bad time. Other than that, Great video!
I like the Boat Room spawning based on RNG, but Perhaps Day 16 is too far? I was thinking along the lines of Days 3-5: 25% Days 6-8: 50% Days 9-10: 75% Day 11: 100% I was also thinking that the odds may increase based on the Number of slimes you have cleared in total. Maybe up to 50% more?
Every devlog i think, "All that green is just too green for my eyeballs!" It would be interesting to see what color and theme changes (even slight) would do. But if it is what it is, I get it, all good.
Hey wanna say something and it is to speed up some animations because they feel very slow which can make something lose impact like the boat entering animation its just a tiny nitpick but i think i could work
This might be super difficult to implement, but I feel like that the game could really benefit from local, and/or online multiplayer! Maybe you could change up the color palette a little bit for each player?
From what I've seen of these devlogs the lore rooms would be very annoying when you already know the lore and are trying to get equipment. That's the only problem I can think of. Have a nice day.
i have a suggestion. instead of havng last days and instead of a ending can u just let it be open. So we can choose when we want to battle and we can still explore the world after we finished battling
My only concern is that the boat room randomness will ruin speedrunning. Maybe consider a speedrun mode to standardized that a bit? Imagine getting a god run only for the boat room to not spawn at all until day 16. Then again speedrunners would probably try to beat the game day 1 everytime. Maybe make the boat fee really high and decrease the cost every day? I like everything thing else tho!
the readability of the new health ui is pretty bad. maybe changing the numbers to black would help? edit: nvm the decreasing bar with the black background makes it better. tho I still stand by my point that I can't see the number
I don’t love the change to the boat room randomly spawning. I can imagine it could get annoying for players who like a challenge or speedrunners because getting the boat room earlier than day 16 now relies solely on RNG. Some players genuinely want to try and fight the boss sooner. Plus this ruins part of the challenge of replaying the game: seeing how fast you can fight the slime king. I think the solution should just be to make the fight harder. You could even do something like make the fight artificially harder if you choose to take on the king before a certain day. Please remember that not every player plays in a “traditional” way. The more stuff you add that is solely based on RNG, to more frustrating you make it for players who like to speed run games (as well as players who are replaying the game or playing with challenge restrictions).
if both the hp of the slime and the slime balls drop scale in the same way, isn't it pointless to kill the bigger ones? You could just kill three lvl ones for the effect of one lvl 3 if I'm not mistaken.
Haven't checked in on this game for quite a few devlogs so don't know if this has been addressed yet but the oars on that boat are moving in the wrong direction
Wait why does holding down the button to shoot need to have a downside? I don't understand, you say it as if it's obvious and goes without saying. I would much prefer to not have to mash fire as I suffer easily from RSI
@@Splash029 I understand you're POV and I would be cool with It if this was just a game Ben Bonk was making for fun, but he is planning to make money off of it. 50% of why someone plays a game is for looking at it. I agree that taking every single persons suggestion would just lead to pure chaos, but color is a core part of the game. In this case sticking your ground is not the right option. I've seen all of these comment sections and this is the number 1 complaint. So I would recommend since your always telling people to wish list it that maybe you should listen to the #1 complaint. Green doesn't work. It's a pop color associated with sickness. Games that only use one color use mostly black. It is never too late to change. With that mind set you have, your doomed.
Just going to say it, that pistol nerf is an incredibly beta move. Players like the weapon enough that they're holding onto it and using it over what *should* be perceived as superior options and your response is to... Make it less effective and less fun to use? You probably should've looked into *why* they're using it in place of the stuff you want them to use instead. EDIT: Honestly, thinking about it more: Half these fixes are good, but half of them are just "I made the game more tedious to play."
@@mrultima9466 nah I was just talking about your phrasing and the fact that you said beta move lol We are already trying to figure out a solution for this.