Adding 2 New Mini-Boss Fights To My Roguelike - Devlog 5

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  • Опубликовано: 4 май 2024
  • Adding new mini-bosses to our roguelike game, as well as a bunch of other mechanics and tweaks to the game. In this devlog, I'll talk about the beginnings of the new boss fight room, the new direction we'll be taking in the development of our game, and the gamedev reason behind some of the choices we made.
    💖Spent Shells On Steam:
    store.steampowered.com/app/26...
    _________________________________________________________
    Patreon: / helperwesley
    Links To Where I Hang Out:
    linktr.ee/helperwesley
    _________________________________________________________
    Time Stamps:
    00:00 New Ghost
    02:25 New Boss Room
    04:17 First Mini-boss
    07:31 Favor
    08:20 Second Mini-boss
    _________________________________________________________
    Devlog Playlists:
    ✅My Rogue-like Devlog Series:
    • Devlog 1: Making A Bin...
    ✅Sci-fi Mobile Game Devlog Series:
    • Remaking The First Gam...
    ✅GameJam Devlog Series:
    • The Hardest Game Jam I...
    _________________________________________________________
    #Devlog #Gamedev #Gdevelop #indiegamedev #games #videogames #indiedev #gamedesign #Pixelart #GameDeveloper​ #GameDevelopment
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Комментарии • 171

  • @HelperWesley
    @HelperWesley  3 месяца назад +6

    Check out the whole series: ruclips.net/video/wafu_TKRZ4k/видео.html&ab_channel=HelperWesley
    Wishlist the game on steam: store.steampowered.com/app/2653670/Spent_Shells/

  • @RockyMulletGamedev
    @RockyMulletGamedev 3 месяца назад +32

    Definitely agree that more enemies and/or with more health is more fun than the unexpected one shot.

    • @HelperWesley
      @HelperWesley  3 месяца назад +3

      Yeah.... Kind of ashamed at how long it took me to consider changing it. People have been pointing it out as an issue for a while. 😅

  • @seanbondelid7207
    @seanbondelid7207 3 месяца назад +24

    Every time I look art man’s art it inspires me to draw and try to color like art does

    • @HelperWesley
      @HelperWesley  3 месяца назад +5

      Wanna hear something funny? Seeing Art's art inspires Art too. 😅
      Every time their art gets added to the game and they see it actually move in game, their mind is blown by how good it looks. 🤯

  • @Spooky90097
    @Spooky90097 3 месяца назад +46

    You been working a whole bunch have you. I appreciate your work as a game dev myself. I’m working on a game similar to “rainworld” and you really inspire me.

    • @HelperWesley
      @HelperWesley  3 месяца назад +8

      I slacked off a bit over the Holidays, but I should be back on track now. 🤞
      Good luck with your game. 👍

    • @Fungle_Official
      @Fungle_Official 3 месяца назад

      @@HelperWesleyadd DerpBox🙏 my indie game

  • @TOPHATGAM5
    @TOPHATGAM5 3 месяца назад +10

    Art is that person that takes something simple into madness

    • @artmanoil
      @artmanoil 3 месяца назад +3

      i take great pride in my lack of sanity

    • @HelperWesley
      @HelperWesley  3 месяца назад +1

      Yup. 😅

  • @Winstreak1
    @Winstreak1 3 месяца назад +23

    The game is looking awesome!
    100% Agree with making a mass of enemies/bullets rather than 1 shotting.

    • @HelperWesley
      @HelperWesley  3 месяца назад +3

      Thanks! ArtManOil is doing great work with the art.
      And glad you think so, I don't know why it took so long for us to think of this change, so many people have expressed being really sad about being 1 shot. 😅

  • @FlibblyPibbles
    @FlibblyPibbles 3 месяца назад +15

    Damn those animations and enemy desigsn are amazing!

    • @HelperWesley
      @HelperWesley  3 месяца назад

      ArtManOil is an awesome artist! 💪

  • @SmellyRio
    @SmellyRio 3 месяца назад +9

    You got the Rock Crab, The Linen, Now All You Need Is The Scissors To Complete it!

    • @HelperWesley
      @HelperWesley  3 месяца назад +4

      What an oversight! We definitely need to add scissors somewhere. If not an enemy, maybe an NPC that talks about how it was good against some enemies but bad against others. 😅

  • @thatsaltypeashooter
    @thatsaltypeashooter 2 месяца назад +2

    Definitely add more enemies per room (and enemy types). This makes the game feel more like a bullet-hell and harder and less like its just a game where 1 really strong bullet one-shots you.

  • @inarsy9764
    @inarsy9764 3 месяца назад +4

    I think that a good way to increase difficulty between rooms is to have a "budget" for enemies, where each enemy has a value and the total value of all the enemies cannot exceed the budget which would increase over time.
    Weaker enemies would have a lower value and vice versa meaning that there's a nice balance of adding more difficult enemies and more enemies overall, without just randomly adding more enemies until there's too many to be able to do anything about it.

    • @HelperWesley
      @HelperWesley  3 месяца назад +3

      That is exactly what I was thinking of doing!
      I want to value Mini-bosses so that most "average" players can get far enough to see 2 of them spawn in a single room in the late game, dying to 2 enraged mini-bosses would be hilarious.

  • @kingofgameing107
    @kingofgameing107 3 месяца назад +3

    for the difficulty it would be cool if you increased things other then the amount of enemies. for example at like a certain level or whatever your gonna use certain enemies would have faster projectiles. but adding more and more enemies is also fine

  • @Rudywes
    @Rudywes 3 месяца назад +1

    You could maybe add screenshake at some places to make the game feel more alive. For example when the minion-boss is jumping/stomping would be a great place to add it.

  • @Lupg13_BS
    @Lupg13_BS 3 месяца назад +3

    🤞the big boss for the ghost enemies is some sort of quilt. That would be hilarious 😂 😂

    • @HelperWesley
      @HelperWesley  3 месяца назад +1

      We've been thinking about that actually!
      A little worried that all of the individual patches will make that really hard to draw and animation, but maybe we'll come up with something simple enough to make it work. 🤞

    • @Lupg13_BS
      @Lupg13_BS 3 месяца назад +1

      @@HelperWesley that would be awesome, best of luck to the two of you! 💪

  • @EmmanO12345
    @EmmanO12345 3 месяца назад +2

    the progress is crazy, this game is so much more polished than when you first released it, not only in terms of art but just generally, nice work!

  • @Skeffles
    @Skeffles 3 месяца назад +1

    These bosses are looking great. It would be cool to see the player jump into the portal for the final bosses instead of just a camera zoom.
    Also I think the idea of introducing more mobs for difficulty is good since the player will need to dodge a lot more.

  • @dragonracers51732
    @dragonracers51732 3 месяца назад +2

    I think the damage should scale but only to 50% of your max health and should scale slowly so you can outpace the damage scaling. This is so that you never feel like you can get one shot but you still can lose a lot of health. And keep the whole more enemies thing

  • @nuggettheshopkeeper
    @nuggettheshopkeeper 3 месяца назад +1

    The idea of more and more enemies seems a bit better than the damage multiplier difficulty ramping, maybe each enemy could have a set value, and each room would have a bigger value for enemies to appear, example: Ghosts are 1, and Slimes are 2, then a room with a total value of 3 can either have 3 Ghosts, or 1 Ghost and 1 Slime

  • @hamzahgamedev
    @hamzahgamedev 3 месяца назад +2

    Art, Video production, memes, everything about this devlog is on-point!
    Game looks super fun, instantly Wishlisted and all the best with the Launch! ❤
    btw, you are super talented (i am jealouse ngl)

    • @HelperWesley
      @HelperWesley  3 месяца назад +1

      Thanks! I really appreciate that!
      (And if you want to have a laugh, check out my earliest videos. It took a while to get my videos to the point where I'm happy with them. 😅)

  • @DeadPlant_
    @DeadPlant_ 3 месяца назад +1

    I think the more enemies method is better because you can visualize the amount of enemies over time easily, compared to a damage increase over time especially if you only have 5 health.

  • @10Gpixels
    @10Gpixels 3 месяца назад +2

    Loving the idea of more enemies spawning the further along the run. It would be an the definition of "bullet hell" in late-stage runs, making longer and longer runs a more rewarding experience imo.

  • @PaahtimoGames
    @PaahtimoGames 3 месяца назад +1

    New enemies look great! Keep up the good work!

  • @AvectaInteractive
    @AvectaInteractive 3 месяца назад +1

    More enemies makes sense yeah, will also help with feeling powerful smashing through a bunch of baddies

  • @JuhoSprite
    @JuhoSprite 3 месяца назад +1

    4:43 Big props to the art guy, the pixelart looks amazing. It could he straight from calamity.

  • @PixelZone77
    @PixelZone77 3 месяца назад +1

    it looks amazing and the idea of a lot of enemies is great

  • @Me-ji7uq
    @Me-ji7uq 3 месяца назад +2

    That’s some real awesome progress you’re doing. Keep it up 👍

  • @ozonegamedev
    @ozonegamedev 3 месяца назад +2

    The game looks better and better with every video! Definitely shows the possibilities of GDevelop as a game engine. I totally agree with the change of spawning more enemies instead of increasing their damage.

  • @droidblasta6130
    @droidblasta6130 3 месяца назад +4

    So happy to see more progress. You’ve actually inspired me to get started on some tinkering with g develop myself

    • @HelperWesley
      @HelperWesley  3 месяца назад +2

      Glad to hear it. Gamedev is really challenging, but also really rewarding. Hope you enjoy it. 👍

  • @onedude1389
    @onedude1389 3 месяца назад +2

    I think that adding more enemies to the room it's something that the game truly needed,just don't make it spawn TOO MUCH enemies

  • @aarondcmedia9585
    @aarondcmedia9585 3 месяца назад +1

    New death strategy is reminiscent of the Doom final scene yeah? Go for it, I reckon!

  • @dan2562
    @dan2562 3 месяца назад +1

    I suppose changeing the amount of enemies instead of the enemy damage is a good change. One thing I would think make the game feel better using that approach would to still have a chance for less enemies to spawn

  • @alexandrajones4518
    @alexandrajones4518 3 месяца назад +1

    Definitely agree with the dificulty change.

  • @coprophagichobo2377
    @coprophagichobo2377 3 месяца назад +1

    I think the horde idea is much better than the damage scaling in enemies.

  • @MarkieMark-vy7hg
    @MarkieMark-vy7hg Месяц назад +1

    I like the idea with the more enemies

  • @ShoTro
    @ShoTro 2 месяца назад

    Instead of increasing damage you can do several things. Each level increase health, increase attack frequency, increase damage, increase enemy count, increase enemy projectile speed... etc. You can cap some of these off, like damage and speed buffs or make them less common after a point. IDK, just an idea, but slowly will require the players to adjust their playstyle instead of just shooting the same enemies in greater quantities.

  • @cattymations
    @cattymations 3 месяца назад +1

    With the tint you could've just tinted it a very, very light grey.

  • @n0_one-mc5to
    @n0_one-mc5to 3 месяца назад +1

    I was waiting for this moment

  • @eboatwright_
    @eboatwright_ 3 месяца назад +1

    Whoaaa the ghost mini-boss' animations are awesome!

  • @Noamiki
    @Noamiki 3 месяца назад +1

    Good idea

  • @rogueabyss
    @rogueabyss 3 месяца назад +1

    I can't wait to see this game release! (love the ideas so far) also, for feedback: maybe also have more bullets for the difficulty up

  • @DustyTrailsDev
    @DustyTrailsDev 3 месяца назад +2

    You are making fantastic progress and I absolutely love all of the art, but the imp boss has a uh.. Very suggestive look to his arm in the attack animation. Keep up all the great work!

  • @SentientMicrowave-dd7zq
    @SentientMicrowave-dd7zq 3 месяца назад +2

    I think the old door animation is cooler because because it implies the entire dungeon is moving and chaneging wenn you go through a door.

    • @HelperWesley
      @HelperWesley  3 месяца назад

      I did like the old transition, but if people are getting confused and frustrated.... it had to change. 😅

  • @RakerMil.4
    @RakerMil.4 3 месяца назад

    You deserve more than you get.
    ¿Only 785 likes and 145 coments???
    This should be way more! this game looks incredible and the work you and the art guy (idk how to write his name) put into this is just amazing to watch.
    Keep up the good work!
    (Im learning english and im sure i made multiple errors in that sentense, please tell me if i did!)

  • @vladimirkirillovskiy8056
    @vladimirkirillovskiy8056 3 месяца назад +1

    Pretty nice! I like it :)

  • @coolguyisme770
    @coolguyisme770 3 месяца назад +2

    Keep up the good work!

  • @JuhoSprite
    @JuhoSprite 3 месяца назад +1

    Goddamn the game looks so much more appealing compared to what it used to be. The work pays off💪

    • @HelperWesley
      @HelperWesley  3 месяца назад

      All credit to the artist.
      Without ArtManOil, I'd still be using Kenney assets. 😅

  • @bonbon5000
    @bonbon5000 3 месяца назад

    It's nice to see a devlog again, nice
    As for the favor, I'm gonna throw a bit of a curveball here
    In Isaac, rooms are manually made, then selected at random. Maybe there can be external scenes that spawn different enemies in different patterns? Or even obstacles set up around the room? Maybe an object that spawns a random enemy when the room loads?
    As for difficulty scaling, in Gungeon, the enemies gain a 1.1x health multiplier as you progress past major milestones, maybe something like this can apply after each boss?
    Additionally, on harder difficulties of Isaac, enemies have a chance to be replaced with a stronger version of a variant instead to shake things up. Additionally, enemies also have a chance to be "champions," which add extra quirks to them like more health, faster speed, explode on death etc. Gungeon does this by "jamming" each enemy depending on how high your curse is, which triples their health and doubles their damage, but also makes them drop a lot more money, adding a risk-reward system.
    In terms of difficulty scaling, these are just some suggestions I thought of.
    Good luck on finishing the game

  • @jerinjeeva9051
    @jerinjeeva9051 3 месяца назад +2

    This game is so cool you and art man oil made a really cool game

  • @herb2110
    @herb2110 3 месяца назад +1

    more enemies is definitely better than more damage, but I think it would be better if the difficulty got harder by introducing more difficult enemy types (new enemy varieties/old enemies with more difficult attack patterns)

  • @janapavlikova4553
    @janapavlikova4553 3 месяца назад +1

    the difficulty change is good :D

  • @jabin8153
    @jabin8153 3 месяца назад +1

    i agree
    with your idea

  • @asimplethievingbat5978
    @asimplethievingbat5978 3 месяца назад +1

    I think the enemy spam difficulty curve would be more fun, especially if you keep adding enemy types for variety

    • @HelperWesley
      @HelperWesley  3 месяца назад +1

      Definitely more enemy types and variety. We'll also be increasing the speed that the bosses attack/move, so really good players will be dealing with bosses who've had too much redbull. lol

    • @asimplethievingbat5978
      @asimplethievingbat5978 3 месяца назад +1

      @@HelperWesley ah shit they can fly

  • @onebrickatatime9097
    @onebrickatatime9097 3 месяца назад +2

    Personally, I think you just shouldn't change the base stats of the enemy's and just increase the amount and introduce more difficult types, but I understand that this may not be feasible, so I think the idea you suggested is a good middle ground. (Also I'm not a game designer so take this with a grain of salt lol)

  • @JustAGameDeveloper
    @JustAGameDeveloper 3 месяца назад +1

    I think the rooms having more and more enemies is a funny idea!

  • @deanallanthemutantdoge8481
    @deanallanthemutantdoge8481 3 месяца назад +1

    Maybe add the crab as a normal tanky enemy that simply tries to walk into you. Then you don't have to let the beautiful art go to waste.

    • @HelperWesley
      @HelperWesley  3 месяца назад +1

      It's a bit too big for that. It's really too big to be anything other than a boss in the full sized boss room. 😅

  • @ClammyGuy
    @ClammyGuy 3 месяца назад +1

    Defiantly the more enemy option

  • @Lostintheprogram
    @Lostintheprogram 3 месяца назад

    For the flashing of the enemy i believe there is an extension just for that so that might make the code simpler

  • @rml1064
    @rml1064 3 месяца назад +1

    First, this video was really good, so glad you are back and fine. Second, I do think more enemies is better then stronger enemies. Although the player can get health pickups, it can get really unfair if half your health bar just poofed in one hit. Your game is already a pretty competent bullet hell, so you should lean your difficulty more on it.
    Third, YOU FINALLY CHANGED THAT DAMN GHOST SPRITE. THANK GOD, BUDA AND SPONGEBOB.

    • @HelperWesley
      @HelperWesley  3 месяца назад

      We ran over like, 8 completely different designs, trying to make it something other than a ghost. But in the end we realized that we could just leave it as a ghost, with a slight twist. 😅

  • @NickRick-rc3to
    @NickRick-rc3to 3 месяца назад +2

    Yes do that

  • @RKIOrbMage
    @RKIOrbMage 3 месяца назад +3

    The idea of mini bosses being enemies that only transform when they are alone is so cool! The art looks ridiculously good.
    I agree with more enemies per room to make the game harder.
    Are you planning to change the table sprites to something else?

    • @artmanoil
      @artmanoil 3 месяца назад +4

      oh yea we're planning on doing the rooms last

  • @NickRick-rc3to
    @NickRick-rc3to 3 месяца назад +2

    Cool I like it and I just subscribed

  • @tulenvakiproductions
    @tulenvakiproductions 3 месяца назад +1

    Definitely go with increasing number of enemies instead of one shotting ones.

  • @Beardash123
    @Beardash123 17 часов назад

    Impossible mode - every room is filled with bosses

  • @mybalsitch
    @mybalsitch 3 месяца назад

    imo itd be more fun if the enemy stats dont change at all but you get higher chances of meeting harder enemies as the rooms get harder, kind of like ultrakill's cybergrind mode

  • @n0_one-mc5to
    @n0_one-mc5to 3 месяца назад

    8:04 it's better to have like 5 mini bosses that one shot you than 10 enemies shooting you.its not a big change but really effective

  • @-8bitsOfAwesome-
    @-8bitsOfAwesome- 3 месяца назад +1

    YOOOOOO!!!! NEW VIDEOO!!! You... You kept your promise after all! 😭

    • @HelperWesley
      @HelperWesley  3 месяца назад

      I'm a lot of things, but I'm definitely a person that sometimes keeps his promises. 😅

    • @-8bitsOfAwesome-
      @-8bitsOfAwesome- 3 месяца назад +1

      Same here...😅 @@HelperWesley

  • @PixelPicklez
    @PixelPicklez 2 месяца назад +2

    i like not getting one shotted! good idea! just dont make it toooo overwhelming

  • @GilbertTheCow
    @GilbertTheCow 3 месяца назад +1

    I have a cool enemy idea it could be whatever but for the attack it would charge up and dash at you

    • @HelperWesley
      @HelperWesley  3 месяца назад

      For now we've got all of the enemies we'd like in the game, but if the game does well on steam, then we might come back and add more to it. 👍

  • @gokusupersaiyan6
    @gokusupersaiyan6 3 месяца назад +1

    I am all for making the room filled with enemies, instead of having their damage too high to the point of one-shotting you.

    • @HelperWesley
      @HelperWesley  3 месяца назад

      Definitely agree. People have been saying the one shot feels terrible. 😅

  • @mistergfinal2277
    @mistergfinal2277 3 месяца назад +1

    Finally he made another video thanks god

    • @HelperWesley
      @HelperWesley  3 месяца назад

      A few people were asking about it, and then I realized how long it had been. 😅 My productivity got completely derailed over the holidays. lol

    • @-8bitsOfAwesome-
      @-8bitsOfAwesome- 3 месяца назад

      Was one of those "few people" perhaps me by chance?😉@@HelperWesley

  • @drakelover1702
    @drakelover1702 3 месяца назад

    u should add levels do the dungeon where there are different enemies and bosses. those can have more health and damage adding an goal to get through floors and kill new enemies

  • @paperKlipStudios
    @paperKlipStudios 3 месяца назад

    Really cool game, i had a random idea about making the floor checkerpaterned instead of flat colors?

  • @codered_dev
    @codered_dev 3 месяца назад +2

    art is the over achieving chad

  • @brandonjacksoon
    @brandonjacksoon 2 месяца назад +1

    I'm new here) liked and subscribed!

  • @uncolorr
    @uncolorr 3 месяца назад +3

    nice layer names lol

  • @DaxTheWeirdo
    @DaxTheWeirdo 3 месяца назад +2

    Noice

  • @user-fy2rq4iz3w
    @user-fy2rq4iz3w 3 месяца назад

    Your probably not going to do this but ultrakill has a very good difficulty system where they add mechanics to enemies like being enraged and stuff

  • @JHG_1
    @JHG_1 3 месяца назад +1

    More enemies yes

  • @FaizanPhoenix
    @FaizanPhoenix 3 месяца назад +2

    Nice progress by the way what is that sprite player/editor that you are using?

    • @HelperWesley
      @HelperWesley  3 месяца назад

      I use aseprite for my pixel art. 👍

  • @onenikki5937
    @onenikki5937 Месяц назад

    Everything looks amazing butt I feel like the portal still needs MORE PARTICLES because it looks like you clip through the portal instead of actually coming out of the portal.
    So basically:
    Frame 1: No character
    Frame 2: Full Character

  • @MitchelGagaman-ri9gw
    @MitchelGagaman-ri9gw 3 месяца назад +2

    Cool

  • @calicothecappuccinogurl9874
    @calicothecappuccinogurl9874 3 месяца назад +1

    I think the more enemy route works better but there should be a limit to the amount of enemies spawning from the level scaling because overly cluttered rooms just look bad and too many "waves" of enemies in this type of game where you run and gun quickly can easily make the game progression slow to a crawl which doesn't feel good if its overdone. So the mix of the two can probably work out well like adding an extra enemy or two after a bit then if the initial room already gets like idk max of 8 enemies there could be a second wave with whatever would have been added, 3 waves is probably too much but also I don't really know what your plan is to the amount of bosses and such for the runs so it might be good. +The damage being higher somewhere in the mix of level of the rooms getting higher

    • @HelperWesley
      @HelperWesley  3 месяца назад

      The trouble is that the game doesn't have an "end", it's an endless high score game. So something needs to eventually kill you, the way we're thinking of doing scaling is to increase the number of enemies per room and increase the speed of bosses.
      I agree that I don't really like overly cluttered rooms, and maybe the increased speed of the bosses will be enough to kill the players off. We'll have to see when it comes time for playtesting. 🤔

    • @calicothecappuccinogurl9874
      @calicothecappuccinogurl9874 3 месяца назад

      @@HelperWesley idk tho one thing to consider is that you probably should "win" a run somehow. Its hard for me to imagine feeling good after the run is done if the only way to end it is to not win it, a game without a "victory screen" feels off in my opinion.

  • @Actuallyfurry
    @Actuallyfurry 3 месяца назад

    Unsure if this was considered but binding of isaac champion enemies- it would need to be implemented as a game thing; it could be an idea for late game scaling

  • @billy6427
    @billy6427 3 месяца назад +1

    This is looking good , but u need to finish this game and start on the Sequel.
    Or maybe the Sequel can be in 3-d😮

  • @mewvern
    @mewvern 3 месяца назад +1

    I like more enemies instead of 1 shot

  • @Zoom-2000
    @Zoom-2000 3 месяца назад +2

    I think the first mini boss should throw giant nails or something else that matches the color of hammer or whatever it's holding 😅😅

    • @HelperWesley
      @HelperWesley  3 месяца назад

      They're supposed to be spiked maces in place of its hands.

  • @maxmiltenburg6548
    @maxmiltenburg6548 3 месяца назад +1

    Looks insane dude! One question what kinda Game engine doe you use?

    • @dagan4602
      @dagan4602 3 месяца назад +1

      He uses GDevelop

    • @HelperWesley
      @HelperWesley  3 месяца назад

      I'm using GDevelop. 👍

  • @Sulfur-Cretin
    @Sulfur-Cretin 3 месяца назад +1

    Please oh please add an angry whistle sound effect whenever the first mini boss gets angry 🙏
    Also I think doing more enemies would be better than them eventually one shot you. But having something like a pop up warning you about the enemies gaining more health would be nice because it can be sometimes annoying if you start feeling weaker unprompted in a game

    • @HelperWesley
      @HelperWesley  3 месяца назад

      Just added it to my to do list, angry whistle ahoy! 😎
      There is a "level" counter to show the game is getting harder, but I'll think on that. 🤔

  • @Goofy_Geek
    @Goofy_Geek 3 месяца назад +1

    Can you make the ghost boss say SHAA when it uses its needles lol

  • @rjose705
    @rjose705 3 месяца назад +1

    I'm a big fan of hand-crafted rooms, but I understand your resource constraints.
    Will this game be on PS5?
    I have to say, the art in this game is amazing. It really has its own vibe to it.
    I also looked at the release date. Q2 2024? The steam page doesn't seem to have more areas nor a trailer you sure you can make that?

    • @HelperWesley
      @HelperWesley  3 месяца назад

      We were on track to have it released then, but we ended up accidentally taking a longer break over the holidays than intended. 😅So we'll see, I might have to push the launch date back, but I'll think more on that date as we get closer and the amount of work left is more clear. 🤔
      As of now I'm just planning to release through steam, but if the game does well enough, maybe a console will happen in the future.

  • @user-mm5od2fy9s
    @user-mm5od2fy9s 2 месяца назад

    How can I add multiple weapons with stat changes?

  • @Negreb25
    @Negreb25 3 месяца назад +1

    YES, THE DAMAGE INCREASE IS SOMETHING I DIDN'T LIKE FROM THE VERY START
    wait why did I caps lock

    • @HelperWesley
      @HelperWesley  3 месяца назад

      A LOT OF PEOPLE DIDNT LIKE IT, BUT I WENT AHEAD WITH IT ANYWAY. IT WAS A BAD CHOICE.
      oops, all caps. 😅

  • @jerinjeeva9051
    @jerinjeeva9051 3 месяца назад +2

    I have wishlist the game

  • @shadowau7674
    @shadowau7674 3 дня назад

    So its doesnt matters which portal you choose while making tour way through the dungeon?

  • @Michael-The-Composer
    @Michael-The-Composer 3 месяца назад

    Hey this game looks great! The animations are amazingly detailed and well done, and I like the decision to spawn more enemies in a room instead of allowing enemies to one-shot you.
    SELF-PROMOTION TIME:
    Your Steam page says the game has a soundtrack, but is it placeholder/temporary? If so, I'm a composer who'd love to work on a project like this.

  • @nodalino862
    @nodalino862 3 месяца назад +1

    Will you add a parameter to play on AZERTY ?

    • @HelperWesley
      @HelperWesley  3 месяца назад +1

      I have a note about that + figuring out other control schemes. I had people play the game who were left handed and they had a very hard time. 😅

  • @TL4546b
    @TL4546b Месяц назад

    I’m begging you please do a tutorial on how to put aseprite sprites into gdevelop 5

  • @Noxxi33
    @Noxxi33 3 месяца назад

    Could you change the damage numbers design they dont really fit anymore

  • @shisuiuchiha1168
    @shisuiuchiha1168 2 месяца назад

    Hi! Can you answer my question? Which version of gdevelop are you using?

    • @ModamerShorts
      @ModamerShorts Месяц назад

      The only one is gdev 5

    • @shisuiuchiha1168
      @shisuiuchiha1168 Месяц назад

      @@ModamerShorts i know that, but I'd like to know what exactly version he's using because i noticed in one of the last video version that he's using isn't the last one. By the way i am making game now too and i'm also not using the last version of gdevelop 5 because of I'm used to work in gdevelop 5.2.181 and i don't want interface and some functions would be changed

    • @ModamerShorts
      @ModamerShorts Месяц назад

      @@shisuiuchiha1168 not much is changed if I'm being honest

    • @shisuiuchiha1168
      @shisuiuchiha1168 Месяц назад

      @@ModamerShorts it is, but more important reason i don't wanna use the latest version because i think i don't need useless (for me) new functions and upgrades and i suppose it's like to use old version unity or game maker 7 at the moment (it's a real case of creators hotline miami)

  • @finalfantasyxivguild3046
    @finalfantasyxivguild3046 19 дней назад +1

    what engine do you use?

  • @henrylawson-foley3374
    @henrylawson-foley3374 3 месяца назад +1

    add selecible diffilcutes

    • @HelperWesley
      @HelperWesley  3 месяца назад

      I'm a huge fan of selectable difficulties in most games, but in this game you kind of play until you run in to a difficulty wall and die. So for low skill players, getting to and beating the first boss will be their challenge, and for higher skilled players it'll be the 5th or sixth boss.
      Since the game is single player and has no end, both of those experiences will hopefully be equally satisfying. 🤞

    • @henrylawson-foley3374
      @henrylawson-foley3374 3 месяца назад

      I was just thinking with scalable difficulty more skilled players could reach the challenging stage in the game a lot faster without a long and boring wait which could help them stay engaged