I haven't fully finished the vid yet, so I don't know if you've solved this, but maybe you gain mana throughout the battle phase, and you choose when to go into the tactics phase. In return, the enemies get annoyed and get some stat buffs for the start of the next battle phase. Edit: but also make you stay in the battle phase for a bit before you can go back to the tactics phase, and also maybe make you have to stand still for a bit, so that you can't just go to tactics to dodge all enemy attacks.
this game looks really promising and fun! im excited to see where it goes! also love the pixel art animations and the anime sword slash graphic, its a really unique combination
This was awesome to watch! You could even do 30 days for future videos or month to month however many days you get some? Either way it was fun to watch you go back and forth on different concepts and see all of the hard work you put it.
This is so cool! I feel like some of the weapons kinda blend together though, like the sword and the bow both being kind of the same. Maybe you can still do projectile stuff eith the sword, but maybe you could do extra damage if you hit the enemy with the actual sword? Or maybe that could be tied to a job or something, but this game is still super super cool! Keep it up 👍🏻
The ninjas invisibility skill looks like it would be more useful if when you attack you come out of invisibility but your attack does double damage, this would allow for some pretty cool combos. Also the ninja star that bounces off enemies looks a bit slow and would probably be more fun to use if it was faster and the hits felt more impact full. I know the game is in its very early stages rn so alot of this would probably be changed anyway, but for now the game looks ok
i think the art style looked much better / for the sprites at the beginning , but this is really cool and the art still looks good , i just like the one at the beginning more , either way this is awesome , i want to try doing this sometime hah
I like the object shattering mechanic but I feel like if you shatter a saturated object, it would draw too much attention, so I'm suggesting that you could do something about that. Like for example changing the saturation of the shards when you shatter something or lowering the opacity.
You should make a polish combat demo with a lot of work on art first ! More polish and more juice on combat will be more appealing. Work on dialogue system later. Polish one mechanic at a time do not feature creep as much, for exemple destructible object are not required so early in the dev process imo.
Your form of procrastinating is really efficient and really ineffective at the same time, just procrastinate on one project by working on another, then work on the original to procrastinate on the other one
Hola, estoy desarrollando un videojuego estilo RPG en Unity y me he encontrado con el problema de los pisos superiores e inferiores, al buscar diferentes formas de fade, transparect, etc. no encuentro la solución deseada, alguien ofrece el servicio para que me ayude a solucionar mi problema?
Really dumb suggestion, but you said you needed a terrible reason as to why you could switch characters, maybe they could have like a soul swap necklace or something idk
Do you mean the bullets for the assets? I’m more so emulating the style of games like enter the gungeon, archvale, and nuclear throne, which I’m sure that soul knight also takes heavy inspiration from. (Although I’ve played soul knight and it’s a pretty solid mobile game)
@@LqX1006 I'm working on the first demo right now, I'm trying to release it by the end of the month for people to try out for free, there will be a video over it
real programmers dont use unity, they write their game in binary and run it on their own operating system running on their own breadboard computer powered by their own electricity made in their body. jk nice game
This video is sponsored by Aura! Get a 2 week free trial by using my link:
aura.com/levin
I haven't fully finished the vid yet, so I don't know if you've solved this, but maybe you gain mana throughout the battle phase, and you choose when to go into the tactics phase. In return, the enemies get annoyed and get some stat buffs for the start of the next battle phase.
Edit: but also make you stay in the battle phase for a bit before you can go back to the tactics phase, and also maybe make you have to stand still for a bit, so that you can't just go to tactics to dodge all enemy attacks.
Nah
Crazy how time flies
this game looks really promising and fun! im excited to see where it goes! also love the pixel art animations and the anime sword slash graphic, its a really unique combination
surviving 100 days in hardcore unity game dev
Thanks for taking the time to bring us along on your game dev journey
Looks amazing! The passive enemies should be different creatures to make it more obvious that you don't have to fight. Maybe turtles?
Listening to you describe when things weren't working, or were working but ugly, was the best part of this entire thing.
Your video inspired me to restart my Action RPG project with better code and a bigger priority on combat. Thank you.
Good luck!
This was awesome to watch! You could even do 30 days for future videos or month to month however many days you get some? Either way it was fun to watch you go back and forth on different concepts and see all of the hard work you put it.
at first i thought this turn shooter rpg idea make no sense but now that has a form i see how creative is that idea keep up doing it
This is so cool! I feel like some of the weapons kinda blend together though, like the sword and the bow both being kind of the same. Maybe you can still do projectile stuff eith the sword, but maybe you could do extra damage if you hit the enemy with the actual sword? Or maybe that could be tied to a job or something, but this game is still super super cool! Keep it up 👍🏻
Great video!
The ninjas invisibility skill looks like it would be more useful if when you attack you come out of invisibility but your attack does double damage, this would allow for some pretty cool combos. Also the ninja star that bounces off enemies looks a bit slow and would probably be more fun to use if it was faster and the hits felt more impact full. I know the game is in its very early stages rn so alot of this would probably be changed anyway, but for now the game looks ok
i think the art style looked much better / for the sprites at the beginning , but this is really cool and the art still looks good , i just like the one at the beginning more , either way this is awesome , i want to try doing this sometime hah
Nice, some good examples of organizing whole projects like these, I like it thank you
Looks great man
Looks great!
Ngl, I thought the snail was a slug with a robot on his back waving his arm in the air.
This game looks amazing! Great progress so far!
great to see. im sure it took a lot of effort and time!
Your really talented I wish I could do something like this
Good job 👍
Nice, lets hope the algorithm favors this video
40:29 hehe Dweve
Mate, when you said it was a day of fixing bugs and making bugs, I FELT that.
I know this is a bit old, but Unity actually has A* pathfinding built in and it's extremely easy to get it working and works well.
I love these Dapper Snappers
Haven't messed around in Unity in years but it's annoying that the tile gap bug is still around.
I am play Pokemon Black while I had this in the background and I heard you say you were kinda inspired by it and I was just amazed
You had my interest, but when you showed the Slow Roller you grabbed my applause.
You started that game on my birthday October 27
1:52 omg its deltarune referencence!!!!!
Cool video!
The Game is so frigg'n relaxing 💚
I like the object shattering mechanic but I feel like if you shatter a saturated object, it would draw too much attention, so I'm suggesting that you could do something about that. Like for example changing the saturation of the shards when you shatter something or lowering the opacity.
I relate so much to being indecisive about core gameplay systems 😅
12:00
Whopsy daisies accidentally overhauled the projectile system again
You should make a polish combat demo with a lot of work on art first ! More polish and more juice on combat will be more appealing. Work on dialogue system later.
Polish one mechanic at a time do not feature creep as much, for exemple destructible object are not required so early in the dev process imo.
nice job bro
did you see the job bro
@3:48 plzzzz tell me what game this is
Revita, it’s a great game
🔥🔥🔥🔥
Fu fuuu congrats
Your form of procrastinating is really efficient and really ineffective at the same time, just procrastinate on one project by working on another, then work on the original to procrastinate on the other one
Hola, estoy desarrollando un videojuego estilo RPG en Unity y me he encontrado con el problema de los pisos superiores e inferiores, al buscar diferentes formas de fade, transparect, etc. no encuentro la solución deseada, alguien ofrece el servicio para que me ayude a solucionar mi problema?
Weezer needs a part in the game. i dont care how big or small
Duude, the day was the freddy day.
Beach 😂💀.BTW its a great game 🎉Keep up bro ❤
You made a souls like
soul knight vibes🤩
looks cool as fuck bro
Make a story mode plz
Really dumb suggestion, but you said you needed a terrible reason as to why you could switch characters, maybe they could have like a soul swap necklace or something idk
You: "Dwerve"
The title you put on screen: "Dweve"
Attention to detail?
Also great job on the game I wish I could do game Dev I'm too lazy
just looked this up because I knew something like this has to exist www.youtube.com/@LazyDevs
Practice safe game dev is crazy 💀
what game engiine did u use
Unity
@@ButWhyLevin thanks also this game looks sick
its cool an all.... but why Levin?
he completly forgot avi
I’m still working on her, just got tired of animating run cycles
what is teh game name
Right now I’m calling it project Seaborn, though that’s probably not going to be the final name
@@ButWhyLevin oww
It looks a lot like soul knight for mobile, even some same assets!
Do you mean the bullets for the assets? I’m more so emulating the style of games like enter the gungeon, archvale, and nuclear throne, which I’m sure that soul knight also takes heavy inspiration from. (Although I’ve played soul knight and it’s a pretty solid mobile game)
Bro is begging way to hard for a Milanote sponsor
That’d be hype
But why levin ??
what is game name?
Don’t have a final name yet, just calling it Project Seaborn for now
@@ButWhyLevinhave u finesh?I really want to play👍
@@LqX1006 I'm working on the first demo right now, I'm trying to release it by the end of the month for people to try out for free, there will be a video over it
@@ButWhyLevin ok 👌
I felt actual pain when he started talking about Undertale and showed Deltarune footage.
Do you think AI is gonna take over game dev?
Not really, at least I hope not
People can make 3d games in 24 hours between than u did in 100 days
ok
🍌
day 27: makes repo
LOL x'D
Rule #1 of game development 😂😂
But why, Levin?
Is the voiceover AI generated?
Lol no, I had to suffer through recording that whole thing the old fashioned way
لقريدس😂
Ok,but why Levin? Why?
real programmers dont use unity, they write their game in binary and run it on their own operating system running on their own breadboard computer powered by their own electricity made in their body.
jk nice game
Don’t worry, I’m actually the inventor of Unity, and c#, and Windows, and my pc, and the concept of computers, and English
@@ButWhyLevin but are you the inventor of inventing?
18 h ago
First
I liked it more when you made 3d games .
Ok