Wishing everyone a nice day, happy holidays and wonderful New Year. If you want to try the game yourself, click on the link below: watermaaron.itch.io/horo-nite-melonmelody If you want to support me: like, comment, subscribe i think? And also let me know what I should make next.
it was a fun game, but on controller at least, the enemy's where just getting so annoying as they felt like they where moving faster than i could swing my needle or jump out of the way, and the attacking just felt to slow, haven't bet it, still good game.
Not our fault that TC is bad at communicating. I don’t want them to rush the game like Cyberpunk, but they gotta at least say something once every 3 months or something.
THIS IS AWESOME! I'm glad I was able to help you out on this massive project!! Great to see it finally out and finished :DD EDIT: For everyone seeing this for the first time definitely go and watch the prior 2 videos as they do provide a lot of context for the work that was put into this, it's a great watch and I highly recommend!
wow! this is absolutely incredible! as a unity developer myself im absolutely SHOCKED at the level of quality on this project, well done and i hope to see more of these amazing projects!
@@watermaaron something like 2.5 years but on-and-off and kinda unprofessionally, it's been a while since I last used it but I've learned more c# recently, I would actually love to come back to game-making but I'm lacking motivation..
@@watermaaron by the way, I played your game. It's amazing, the character controls are very adaptable and smooth and the details are great! Your level design is also very good and I enjoyed playing it for two hours although Im only 19% in 😅
Peak voice acting right here. Also it's honestly incredible that you were able to keep working on this project for all this time. Really impressive stuff.
Thanks so much! I've put a lot of effort and taken in a lot of people's suggestion from my previous videos. So let me know if you think there's anything else that I could still improve.
I really really loved this series and its amazing to see it finally done. You should be very proud of yourself! God bless and know myself and many others are looking forward to playing it :)
@@watermaaronI don't know if you'll see this but I just saw a article about you. It said "Fan gets tired of waiting, makes, and releases their own Hollow Knight: Silksong". Is said made by AS USA
Pretty great game for a fan project. It sometimes felt like there was too many enemies though, alot of the rooms felt like enemy spam. My biggest complaint though is that there's kinda nothing outside of the Watermelon Temple, though maybe I just missed all the intresting stuff and only found the chests. Other than that, great fan game, really cant compliment it enough.
Thanks so much! I really appreciate the feedback. I definitely still have a lot to learn about level design. But I'll definitely keep in mind about minimising enemy spam.
what an amazing way finish off the silksong trilogy! I absolutely love your work and can't wait to see what you do next! perhaps you have a dream game in mind that you feel ready to tackle now? 👀 regardless, whatever you work on next I'm sure I'll love it. have a good day and a merry Christmas! ❤ -yours truly, X-plode
Thanks so much for your continuous support! It has a been a great journey and I have definitely learnt a lot and to think this series was only supposed to last one episode. I do have a dream game that I want to make but I think I'll save it for later. I also wish you a Merry Christmas and a Happy New Year 😁
Dude! This is crazy amazing! I’ve always been of awe of game devs, and wondered how on earth they keep all the things they need to create a game in mind. Seeing it in action is straight up mind blowing! Love your videos, they showcase how it’s a somewhat realistic goal to make a game, and yet also kind of explaining how much time it takes to do. Thank you for creating such incredible content!
@@watermaaronI really enjoyed the whole game! Maybe the only thing I could say is about the enemy that makes pointed vines on the ground with its attacks. There was an arena with 2 or 3 of them at the same time so there was not much space to stand on the ground when fighting all of them. Maybe it would be better if there was a cap on how many vines they could spawn on the ground so there is more space to move?
Considering Freedom Planet 2 had trailer announcement at end 2015, and released 6.75 years later (2016 to 2021, 9mths into 2022), I guess it's just a case of Team Cherry announcing too early in the game's development, which may be just inexperience on their part in deciding when to show announcement trailer.
I just want to say holy crap this so good - I watched the video all the way through and thought it looked really awesome and paid respect to the source material. Then I saw the link and thought oh cool, no way this will run on my phone tho haha…. And then it did. And I went huh okay lemme grab a controller I got some time to kill. And 3 hours went by like nothing. If you want to go into silk song completely blind and haven’t even seen the trailers then maybe steer clear but goddamn this just scratched an inch that’s been going on since I first got my hands on hollow knight. The controls are so tight and there’s enough content that this feels more like a Silksong beta rather than a fanmade game. Congrats to you sir this is fantastic!
Hey man, epic video and game of course :) I just want to say that your video is talked about in a random article of 'AS USA' with the title 'Fan gets tired of waiting, and releases their own Hollow Knight: Silksong'. I thought you would probably be interested in reading that hahaha
i am so impressed, you are so talented, i am glad that i found you and i cant wait to play the "silksong but you can play it", ty vary much btw i talked with you in the first video of yours about that i am making a game but school is pretty tough rn so i quit unity unfortunately, but i am looking forward to returning making games when i will have time and power, I will be inspired by you, ty.
Extremely impressive. The mechanics work as intended, that in and of itself is commendable. Be sure to keep it for future reference, it will look good on CV.
Have to say you do yourself I love the multiple variation of enemies, and I like the fact that you put effort into making your own sound effects for enemies, and I like the mini bosses that led up to the final boss overall this was great sadly, I did not find the golden melon. Overall I wanted to say yes thank you for making this. and I wish you the best of luck with what you’re pursuing overall. I look forward to your future upcoming projects. Thank you watermarron.
Okay, this is awesome!!!! I loved that you described the code and we got to see your process in a bit more depth. I noticed that you are using java in VSCode. I would love to hear more about how to start making a game with VSCode as I am interested in making my own. I know python best, but also java. If you could point me to some good sources, that would be a big help. I am going to share this video and try to make it blow up! This is great content!
This is amazing. I was expecting someone who had a lot more experience and videos and subs lol. Maybe next you can try making a game playing as another character (zote, cornifer, etc.)
i think the two most impressive things of this are how they managed to code this into an actual game and the fact that this was made before actual silksong came the sprites are also well made great work sir and whoever else worked in this aswell
It look very cool, I'm sure that with a little more work you can make a crazy game, im also working on a platformer similar to Hollowknight, lets see how it turns
7:09 this really reminds me of that one part in ori and the will of the wisps where in the willow's end you have to destroy some infection things to free the path to a boss
This game looks amazing, sad to see this series end but oh well… It would be cool to see you remix a older game such as Pac-Man and turn it into something cool for you next video ❤
@@watermaaron You don't pun much, do you? But-too-also, I think do think what you have here is pretty cool. I guess the only thing I'd suggest is... you don't need a BILLION frames of animation to have good animation, just, like, 2-4 really good ones. There's this channel called Video Game Animation Study, and if you dig lower in his vids he has a few that look at Mario, Megaman, even Sonic and Simon friggin Belmont, as he looks at how they could convey so much in so few frames. I am NOT saying that bones and tweens don't have a place, but, also, they tend to flatten out everything they move. Suck the life right outta them. And you actually seem to be a pretty good artist, otherwise.
you should make that the down slash change deppending if your pressing a directional key, so if you are just trying to pogo on stuff you can, and if you try to do that dash-like attack you had to press a directional key to do that dash-like attack that way
@@watermaaron I played through it up to The Scourge of Watermelon temple. I can't compliment you on the enemy AI and design enough. Even the Moss creep clone has this unique mechanic of trying to drop down to hurt you or get knocked off the roof. The Melons knight/druid are interesting and need to be approach differently. The mechanics are so well-thought-out and satisfying.
If you’re up for the challenge a game similar to shadow of the colossus or solar ash in a 2D platformer style game would be cool. You could even use the same movement mechanics from this project.
I’ve really enjoyed seeing this move on from a simple fan game based off the trailers to a game with original designs and art. Although I can’t play it ( I don’t have easy access to a computer) I think this is amazing. (Also I can relate to not being able to name things)
I know it must have been hard to do this but my main problem is hornet herself. when you see hornet you can see she lead with her head, her head is almost always at the front, and she is almost always in a battle ready pose and her skirt is always flowing. if you ever plan on updating this I have a few a tips, mostly for graphics only tho. make hornet's head be at the front when running, her body slightly diagonal, especially when running! hornet isn't drunk, she is standing still and not wobbly, only her dress is flowing! when she is jumping she should be looking downwards, atleast slighty, she has to see the enemies and platforms before her to make a succesful landing and be able to attack!