The second you turn it into a roguelike, you lose all profits. Instantly. Period. You end up making a game with the exact same structure as nearly millions of deservedly failed games. The USP is now out the window - you’ve just made another roguelike. Another to add to the mountain. It’ll also be *harder* to actually make it a roguelike, almost infinitely so. You have to work with completely different logic that has absolutely nothing to do with the core gameplay loop, and your attention will be shifted toward that instead of polishing and refining things that actually matter and will make your game stick out. Just stick with making an actual video game with levels and a properly designed difficulty curve. I was thinking about getting this one, but if it ends up being just another “Indie Game (tm),” then I’m giving it a pass.
How about some cloaked melee enemies that pop up unexpected and force you to react quickly. Can force you in some unique combos. Gl progress looks great! W
You should definitely give the shotgun a secret property of a jump boost, so if you jump look down and shoot the shotgun it shoots you in the air, would make for some cool trick lines!
3:57 Dangling legs would make a great cheat mode alternative to inverse kinematics. Remember, we all keep playing Goldeneye 007 and GTA San Andreas because of the cheats, even after decades. Trepang2 devs know this
Please for the love of god, do not turn this game into a rogue-like. Game is looks really good, please don't waste it on rogue-like. I swear, i'm fcking sick of rogue-likes, among indie games every corner there is a fcking rogue-like. It's already not fun, yet there are lots of them. So, please make this game level by level normal game instead. Also rng case alone isn't a big deal btw.
You could add some new Enemies like a bladed arm guy, sorta like the predator, or a rail Gunner, and a rocket launcher, a jet packer, A grenadier, a sniper, a summoner/boss guy with explosive bullets, a Giant Laser guy, a Swinging Long armed/Grappler guy, A Miltary faction with different, more Army-like weapons, a turret, and Brawlers, also maybe a Whip/Lasso enemy, maybe new movement like side rolls, dives, and a Double jump. Also maybe Augments or something idk, just a big update idea lol
Thanks a lot man (im one of the guys working on it) but before I joined the Team I actually followed your devlogs too had a great blast seing you improve each vid. Your Humor is gold too so Keep it up
If putting together Combos is a thing in your game, (looks like it is) i recommend a very low threat flying enemy that players can "keep alive" to keep their combo meter going if they need to. something that isn't too hard to kill and is low priority but is out of the way of normal encounters to spice things up and keep the action flowing
If you are up for the challenge, you should add an enemy that is similar to the player. They can do flips, dodge, or just an enemy that does surprise attacks.
how about not using rocket boots(bc they feel out of place) . make him use granate to blow his forward this will give more usage for granates u can use them for offens or movement
I LOVE the way it looks, specially with the retro music on the background. The animations are super! The whole game reminds a lot to Max Payne, I loved it when I was a kid. And now some rant that might be useless: I would tone down the boots tho, they seem a lil bit excessive. I get that you need to make the movement more "dinamic" in order to make the game more fun, but I think that's achievable throught other means, like combat and level design; The first clip of "Devlog 1", where the character is jumping off the walls while shooting and doing stunts, looks really good. Peeking corners and taking down the enemy in cool ways... all that good stuff. Some verticality in the levels, like shown in that clip, is great, since it allows flowy movements. I feel like some kind of wall-running/wall-sliding paired with "slow time bar" (that replenishes with tricks) would be great. Give players means to start/extend combos with the envinronment; that way you tie traversing the map and movement with the combo system and incentivise the player to keep things going even if there is no enemies. Maybe after killing some enemies you could extend your combo by wallrunning into a broken bridge with a pole on top that you have to jump in, gain momentum, jump off making some fun stunts, reset your jump mid air with the boots to be able to reach the other side while doing more cool stuff, and then killing a bunch of enemies that were waiting on the other side. Don't make it a parkour game tho. Give extra points for headshots? I think it's also missing a boss, with "telegraphed" attacks that you must dodge with cool shit. The vending machines sound nice, but maybe after each level instead of in the level itself. I feel like in this game the levels should be intense and not too long.
Your dream game looks very promising and each video only serves to show your passion! If I may offer an idea regarding the rocket boots it would be to offer a mini thrust mechanic. Allow me to further elaborate if you will. Your video shows the player character engaging the rocket boots once in a single concentrated boost and then relying on aiming and firing without much player intention and guidance. If you could add a feature to allow for midair rocket boot thrust to allow players to stay in more intentional firing zones. For example when you thrust sideways, you could consider allowing the player to then engage mini thrusts to pivot the momentum and change direction to actively avoid enemy fire and hazards. This would also allow for more stylish approaches to engagements as well to keep your score system. Hope to see more!
I have an Idea a bug bot [hear me out or not idc] uh so whenever the bug bots appear there will be a effect which is like harder to move just like a glitch or bug does but you'll unlock more fighting moves and uh lore of the game if you able to defeat these bug bots and there could be many type of bug bots could be lovecraft typa cryptids or Ben10 vilgax typa bots. PS: Y'ALL HAVE AN EPIC GAME FRFR and I hope when you guys are able to make billions cuz this game looks fire reminds me of the late 90s/ early 2000s games frfr. (If i get noticed then damn that is epic)
I think a trick mechanic like skate 3 where you have to flick the stick in a certain direction to get a specific type of trick would be great as it would allow more choice and skill to movements, the game should be easy to pick up - hard to master, sort of like getting the hand of rocket jumping in tf2
I like all the things that you are doing. Maybe a more open-ended non-linear arena level can be incorporated also. I only dont like the UI that match, for me it doesnt seem to fit the theme of the game, maybe if you pixelate it a bit.
Love the vids! A few things to consider, this game seems like it would be extremely fun with a melee option (samurai sword, like mercenary from RoR2) Levels- I haven't seen any objectives so far, but maybe a narrative like this guy is trying to take down some gang or something. But implementing timed missions, missions where you have to collect things will all push the story and the user's skill. Last, maybe consider a sniper enemy? Could be interesting! Keep it up
funny idea: your starting guns have 1-2 mags, you throw them at people (to damage them) when out of ammo, and your enemies drop fresh guns to continue the cycle
I love this journey. I gave myself 2 weeks to finish my GDD. As soon as I finish it I will start my development and my devlog channel. It is going to be my first ever commercial game. I made couple small games and I am definitely not as ready as you are but I probably need to start from somewhere to build my dream games. Wish me luck man! Also I can't wait to buy your game. Looks amazing!
feels a bit lacking in art direction, characters, proportions, animations, colours, and designs feel a bit... soulless? i imagine you're a solo dev, but having someone else as an art director could help a lot
Your game looks so cool , it feels like a great mix of movement and combat which reminds me of roller drome , im hooked Also i have an idea for the ammo system , you can make the player get ammo by doing tricks ! This makes the player need to use both features
@@retrolightgames this was how it also worked in rollerdrome you basically had to do diffrent tricks to get ammo and I 5hink it would fit your game extremely well
@retrolightgames I love that, hopefully, just add what you like, I just hope that the game won't try to be too many things at once, love the project and I really hope it can shoot off into the atmosphere! Cheers