Dude, I love your charisma. I'm staying with you 'til you release the third title of your franchise and beyond. Props to you and the artists, the project is indeed gorgeous. Recognition is surely coming your way!
I love that you have a clear vision and really care about the design process. Many solo devs doing devlogs seem to make up mechanics as they go, so it's refreshing to see someone put actual work doing spreadsheets and such. Also putting some effort into some polish that directly affects your game-feel (speaking of your difficult walk) is totally justified for an action game like yours where direct mastery of the character movement is the core mechanic, even in this stage of development.
Thanks so much, I appreciate the kind words! And I totally agree, for an action game like this, it's so important for the player character to feel incredible to control - and I think we're getting there, slowly but surely! :D
You’re a great speaker and I hope you succeed. As someone who just found your channel I would like to see a lot more of the dev log be footage of your game. It took me a minute of scrolling just to see what you were working on. Cheers !
the smash-like recovery looks great! I have some thoughts while observing it, although I am no professional, so take my words with a grain of salt! I think it looks great so far! Something you may wish to tweak to make ariel movement feel less floaty, is not allowing you to change your trajectory/direction as much after the move. What ive noticed in smash-likes is that the up specials tend to be your turn around move, so you go off stage facing one direction, and then you use your up-sp to bring you back towards the stage, and then you can minorly change your position while in mid air (in your game, theres almost an instant trajectory loss when the player regains control, which may lessen the feel of having a quick snappy up-sp) you may wish to have the player continue on the trajectory of the move after it finishes so the action feels more weighty, and reality grounded I think irl people are very used to objects arcing while moving, like if I threw an orange, and after its initial arc, it just begins to move through the air downwards, I may feel a bit put off. of course that would make the move more of a commitment, so you could add something like an air dash ability, which would be able to send the character forwards, or backwards (since it would be an air dash, it would feel more like an opposing force was allowing the character to defy their initial movement) largely limiting air control, while increasing airel movement options might make players feel like they have more snappy control over the character! but thats just my two cents on the matter, I have no clue how difficult that would be to implement. Apologies for the ramble! I wish you luck in your creation of this game! I'll definitely be subscribing to see what you decide to do with it!
Wow, I really appreciate the long and detailed feedback! And those are some really great points - locking the direction of the player's movement while they're in the recovery does seem like it would have a lot more weight to it. I'll definitely give a try to the continuous arcing motion as well, that suggestion makes a lot of sense to me - to at least see how it feels. Thanks again, I'll be looking forward to more great insights from you in the future on more devlogs, haha!
i find putting slippers on my nose entertaining (great work keep it up!)
Haha, thanks so much!
Dude, I love your charisma. I'm staying with you 'til you release the third title of your franchise and beyond. Props to you and the artists, the project is indeed gorgeous. Recognition is surely coming your way!
Thank you so much! :D
Google sheet is my home now LOL The difficult walk effect is so neat, editor senpai did a great job with that!
Bro I got so many google sheets you wouldn't believe it
The intros to these videos give such "grandma trying to be hip with the kids" vibes lmao
This looks amazing!! Keep the updates coming !
Thank you, will do!
I love that you have a clear vision and really care about the design process.
Many solo devs doing devlogs seem to make up mechanics as they go, so it's refreshing to see someone put actual work doing spreadsheets and such.
Also putting some effort into some polish that directly affects your game-feel (speaking of your difficult walk) is totally justified for an action game like yours where direct mastery of the character movement is the core mechanic, even in this stage of development.
Thanks so much, I appreciate the kind words!
And I totally agree, for an action game like this, it's so important for the player character to feel incredible to control - and I think we're getting there, slowly but surely! :D
You’re a great speaker and I hope you succeed. As someone who just found your channel I would like to see a lot more of the dev log be footage of your game. It took me a minute of scrolling just to see what you were working on.
Cheers !
Thank you so much!
Yeah, definitely noted, I'll try to add a lot more in-game footage in the future!
Lots of excellent Shovel noises and faces in this log, love to see it
the smash-like recovery looks great!
I have some thoughts while observing it, although I am no professional, so take my words with a grain of salt! I think it looks great so far!
Something you may wish to tweak to make ariel movement feel less floaty, is not allowing you to change your trajectory/direction as much after the move.
What ive noticed in smash-likes is that the up specials tend to be your turn around move, so you go off stage facing one direction, and then you use your up-sp to bring you back towards the stage, and then you can minorly change your position while in mid air (in your game, theres almost an instant trajectory loss when the player regains control, which may lessen the feel of having a quick snappy up-sp) you may wish to have the player continue on the trajectory of the move after it finishes so the action feels more weighty, and reality grounded
I think irl people are very used to objects arcing while moving, like if I threw an orange, and after its initial arc, it just begins to move through the air downwards, I may feel a bit put off.
of course that would make the move more of a commitment, so you could add something like an air dash ability, which would be able to send the character forwards, or backwards (since it would be an air dash, it would feel more like an opposing force was allowing the character to defy their initial movement)
largely limiting air control, while increasing airel movement options might make players feel like they have more snappy control over the character!
but thats just my two cents on the matter, I have no clue how difficult that would be to implement. Apologies for the ramble! I wish you luck in your creation of this game! I'll definitely be subscribing to see what you decide to do with it!
Wow, I really appreciate the long and detailed feedback! And those are some really great points - locking the direction of the player's movement while they're in the recovery does seem like it would have a lot more weight to it.
I'll definitely give a try to the continuous arcing motion as well, that suggestion makes a lot of sense to me - to at least see how it feels.
Thanks again, I'll be looking forward to more great insights from you in the future on more devlogs, haha!
I love putting slippers up my nose.
I mean, who doesn't?
you had me in the first 15 seconds
:D
Pirates
Me too