Awsome, glad to have you back. Missed your content. Really looking forward to see where you go with this. Looks like a good start, getting back in to the swing of things is always tough.
Ah, the project that gets put to the side...every game dev knows this all too well. I like the lantern mechanic, maybe scrap it for the doctor, but keep for something else? It has that retro feel to it. Good to see you coming back to it - looking forward to new updates! (Good editor too!)
Hey bud, great to see you back. Congrats on the new gig, also excited to see your progress on Isadora’s Edge. Thanks for the shout out, take my button lick!
Hey, you're back! Nice to see another video from you. Looking forward to more! On the topic of the lanterns, they make sense in the boss fight but maybe not so much in the forest. Though maybe they could be replaced with, say, fireflies? With similar size and color, though, so the player already has a subconscious connection about the lanterns and fireflies when the boss fight occurs.
Oh, that's a great suggestion! Using a similar concept to teach the player how it'll work, despite being skinned differently in the boss fight. Really great insight, thank you! :D
Hell yeah I just subscribe today's so not long time without videos for me :> . Really glad to see your work you send all the passion you have for game dev very clearly, so I'm happy to stay around and help whatever way I can
The game looks really cool so far! Just in terms of the toxic stuff, it might be cool to have a lingering effect for a bit afterward whether being damage of slowness just as an extra inventive for the player to try get out of it fast and think about creative ways to avoid it.
Great call-out! The effect actually does linger a bit in the code, I just wasn't sure what to do with the effect lingering while you're out of the pit. I think continuing to slow the player until they're completely free from it is a great idea, I'll see how it feels!
nice! glad to see you getting the hang on things! although something that bothered me since you released the first devlog about the game (and take it with a fat dab of salt since i havent played the game so like... me dimbus) is that the fact that the sword only hits on the edge doesnt seem to really... matter? like the sword isnt long enough for it to make a difference...
You're absolutely correct, I think I'm gonna ditch that mechanic - it doesn't add anything meaningful to the gameplay and more often than not it just makes the game feel buggy lol
Instead of button mashing or holding a button down to get out of a grasp, maybe it would be fun if you had to move from side to side in a specific rhythm to break out. You could make a little animation for it.
Hey man. You can set the stretch mode of your game to vieeport. That can give your game a more pixel arty feel. Oh and set pixel snap on in the 2d settings!
Awsome, glad to have you back. Missed your content. Really looking forward to see where you go with this. Looks like a good start, getting back in to the swing of things is always tough.
Thanks so much! :D
Hell yeah I was seriously missing my Shovel content fix. Looking forward to the graphics update devlog!
If everything goes well, that should be up in 2 weeks! Here's hoping this content schedule is actually do-able, lmao
Ah, the project that gets put to the side...every game dev knows this all too well. I like the lantern mechanic, maybe scrap it for the doctor, but keep for something else? It has that retro feel to it. Good to see you coming back to it - looking forward to new updates! (Good editor too!)
Putting the lanterns elsewhere might make a lot of sense, you're totally right!
Hey bud, great to see you back. Congrats on the new gig, also excited to see your progress on Isadora’s Edge. Thanks for the shout out, take my button lick!
Thank you! :D
Hey, you're back! Nice to see another video from you. Looking forward to more!
On the topic of the lanterns, they make sense in the boss fight but maybe not so much in the forest. Though maybe they could be replaced with, say, fireflies? With similar size and color, though, so the player already has a subconscious connection about the lanterns and fireflies when the boss fight occurs.
Oh, that's a great suggestion! Using a similar concept to teach the player how it'll work, despite being skinned differently in the boss fight. Really great insight, thank you! :D
Great to hear you've got such a strong plan for your dream game! Let's go0o0o!!
Thanks Smoky! You're the best!
Hell yeah I just subscribe today's so not long time without videos for me :> . Really glad to see your work you send all the passion you have for game dev very clearly, so I'm happy to stay around and help whatever way I can
Much appreciated! And welcome! :)
The game looks really cool so far! Just in terms of the toxic stuff, it might be cool to have a lingering effect for a bit afterward whether being damage of slowness just as an extra inventive for the player to try get out of it fast and think about creative ways to avoid it.
Great call-out! The effect actually does linger a bit in the code, I just wasn't sure what to do with the effect lingering while you're out of the pit. I think continuing to slow the player until they're completely free from it is a great idea, I'll see how it feels!
You freakin dimbus! Glad to see your face on the RUclipss again. Excited to see your progress!
Heh, thanks Cody! :D
He's back! And you got an editor!? 😲 love the pit idea and the falling platform great stuff level is coming along nicely
GHOSTBIT POG
Great to see you, buddy - I'm super happy to be back to making indie dev content! :)
Hey it's nice to here from you again, that game was fun in Vimjam2.
I pressed the like button and didnt do anything unsavory to it.
Heh, thank you!
Good to see you back, bro! I definitely like the lanterns, but I feel like they might be a little out of place in this forest.
Yeah, you're totally right - they're not very "forest-y" at all
@@InboundShovel Maybe not Normal foresty. I could see them being haunted foresty
awesome devlog glad you’re back
Thank you! :)
Yeah!!! More content!!!!!!!!!!
Dude you are so likeable what the heck, I’m subscribing immediately. Let’s make this game baby 😎
Yeah lik the like button!!!
nice! glad to see you getting the hang on things! although something that bothered me since you released the first devlog about the game (and take it with a fat dab of salt since i havent played the game so like... me dimbus) is that the fact that the sword only hits on the edge doesnt seem to really... matter? like the sword isnt long enough for it to make a difference...
You're absolutely correct, I think I'm gonna ditch that mechanic - it doesn't add anything meaningful to the gameplay and more often than not it just makes the game feel buggy lol
Instead of button mashing or holding a button down to get out of a grasp, maybe it would be fun if you had to move from side to side in a specific rhythm to break out. You could make a little animation for it.
Oh, that does sound fun! I'll put that idea in my notes to check out later!
Hey man. You can set the stretch mode of your game to vieeport. That can give your game a more pixel arty feel. Oh and set pixel snap on in the 2d settings!
not gonna say editor senpai is so cool
Licked the like button? Done!
Pure dedication here
Hi new video editor.
Good deal.
ᑭᖇOᗰOᔕᗰ 💯