Can you make a fun platformer from good movement alone?
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- Опубликовано: 18 сен 2024
- This is my first time making a devlog so the subject is kind of loose. If I continue making these in the future they'll probably have a more specific idea. Anyways yeah enjoy.
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DISCORD - / discord
TWITTER (X) - x.com/MaceFace...
ITCH.IO - retrocrow.itch.io
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Songs used (in order)
Monkey Ball 2 OST - Monkey Target 2
Super Smash Bros Ultimate OST - Corneria
Neon White OST - Glass Ocean
ClascyJitto - Secret Lockin'
Dust Riser OST - Dummy Fight
Captain Wayne OST - MIDI Title Medley
Super Meat Boy OST - Forest Funk
Super Monkey Ball OST - Storm
Shin Megami Tensei IV OST - Tokyo
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Idk if typing giant descriptions is still the youtube meta, I haven't made a video in a long time lol. I'll do it anyways though just in case.
Retrocrow in a game dev that makes games cause he's a game developer who makes video games that are also sometimes platformers and have a cartoon artstyle. Some inspirations include Pizza Tower, ULTRAKILL, and other cool indie games. Please enjoy this indie game devlog about this indie game made in Godot.
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#retrocrow #ratshot #gamedev
Peak rat gaming, 5/5 *Metal pipe sounds*
Random suggestion: His tail could be used in the slash attack animation, to make it look like it's not just appearing out of nowhere?
What would you guys wanna see added to this game? (Most of the slope stuff is fixed btw, idk if I made that clear enough in the video lol)
Add cheese as heals but also make a minigame that you have to fight a mousetrap every time when trying to pick up the cheese.
(But seriously, the game look really promising, keep it up)
PS. Please add cheese heals.
@@Mikser24 There's no health really so I can't do healing, but I do have a mechanic in mind for cheese. No spoilers yet though :)
From what I've seen so far, this has got a lot of potential. I may not know a lot about game development, but at first glance this is a great base as you've explained in the video. First of all im thinking that your tutorial level is good but pater levels should be more short and sweet with your satisfying movement to move through combo intensive section with the ground pound to have some awesome smovement that hooks the player. A second thing that you could add is simply just an invisible timer that will be shown at the end of a level for players who will want to speed run through levels as fast as they can but also reward players who take the time to explore and find shortcuts for faster times. And third of all, take some time to make sure your sound effects really SLAP. Good sfx will make you feel like a god as you fly through levels decimating enemies with a satisfying crunch or maybe even a parry function off of spikes with clink sound of sorts. Overall this game is looking amazing and I wish you the best for your future projects!
@@Is_Mango There's definitely gonna be a timer for speedrunning, and maybe even a medal system like neon white. As for sound effects, I'll try my best lmao.
tbh game seems like it has a lot of potential. Think the slide could be a bit faster and maybe interact with enemies in some way (maybe s is a bit broken, but you get the idea) and some sort of wall kick (for inverting momentum off of walls mainly) would be a good addition as well imo.
Good looks bro, movement looks nice and juicy! I think you are missing out by not using the gun as your main attack though, especially since you use it for movement. What if it did not shoot a projectile but instead a shotgun blast with a splash that only damages close range. Then it is effectively a melee attack but you can have a really juicy shotgun effect. Just a thought though, keep up the good work 👌
definitely support the close shotgun as an attack could be a risk reward situation where since you have two shots only you choose if you will lose your momentum or incorporate into your momentum strategy
A suggestion or idea I had for making shooting combat more risky and exciting is adding enemies that rush you so that you can't safely take them out from a distance. Or adding enemies that are firing projectiles from a distance where melee attacks can't reach them
The game fucking slaps already, absolutely loved the art style too. And the movement kinda reminded me of Speedrunners a lil bit.
Have you tought about some kinda of sliding walls upwards mechanic? Everything that help maintain motion and speed contributes to a more smoother movement.
Good luck on the devlogs!
oh yeah, this game is built with speedrunning in mind
4:50 Another common solution for the character standing on slopes is to have extra foreground or background elements on the slope to give the appearance they're standing on something.
That's a good idea actually. My solution for now though is to just rotate the player sprite lol.
@@RetroCroww I mean if it works for Pizza Tower... (and I think Mario also does this? I might be completely wrong though)
This is unironically some of the most impressive commitment I've seen in a while. Definitely deserves all the attention possible!
This looks so good so far!! While yes, the pizza game does have really cool animations on top of a relatively simple platformer, that’s not a bad thing that people may compare them I don’t think, cuz that game did pretty well. It’s not like you’re ripping off that game, just bc you’re an animator. 2 very different games. I’m glad to see someone else putting so much effort and dedication into the animations cuz it makes it so much more FUN! It gives the character personality. I love the little rat man and his hat. Everything about his design screams personality, and just by looking at him you get a feel for kinda how he’d behave which I think helps the player kinda get into that mindset and just go nuts in a platformer like that. If the character was this very basic sort of dude in a hat, maybe a trench coat, and his gun.. really stock sort of running animations and jumps, I feel like it wouldn’t be very entertaining. But here we have this squashed little rat dude with a very mischievous face and it just makes you wanna wreak havoc lol.
I think this game is gonna do amazing, once finished. I’m excited!
Incredible work so far 👏👏
Thank you so much! I'm glad you like the main character so much haha
Criminally underrated bro, glad I got recommended this
Alright you convinced me, I want this game and I want it whenever you feel it is in a state that is ready for the public.
dude this is giving very 00s web game vibes and im so here for it. It looks so good, I especially love the move set and the animation for the rat.
pizza tower-like is becoming a new genre and I love it.
This looks really good keep it up!
this looks awesome!!! the level design struggles are usually why they say to make your first level last (or come back to it at the end), since you'll understand exactly how your mechanics work level design wise by then
Thats a good point yeah. The level will probably look quite a bit different by the time the game comes out, but I still need it new for playtesting and stuff.
This looks really fun to play! And I love your art style 😍
i'm REALLY glad to see more stylised 2d platformers with thick line art (also myths are 100% true🔥🔥)
Youre art style is sick man looks so comic like but looks sick
Wow bro you’re an incredible artist I’m so jealous
you have all of my interest, nice artstyle and approach to creation
as for your identity & ideas, i think it lies on the gun movement. for the first levels, you could design different guns to use, with different types of movement (for examples, a shotgun that makes you jump extra high, but only upwards(opposite of the ground pound in other words); an uzi that gives you long distance short jumps in a row; a bayonet rifle that shoots the knife and you can swing like a grapple hook) and thus introduce the player to each movement/gun gimmick, and then on later levels theres a more free approach to the platforming, theres not a one gun to jump through it, the player can pick their preferred type of movement and proceed with it (a pocket sequence break kinda thing? pseudoregalia approaches puzzles and platforms this way and i cant think of a better game for jump gameplay reference).
looks peak man. Loved the art style, so cool
Holy macaroni, this slaps. Love your style, looks and feels very special!
Awesome video. Love da artstyle, love da gun jump, love da rat, love da octopus at da end
Amazing video! Really inspiring for me, who is also working on a personal project at Godot
@@wastely mind sharing the idea it if it doesn't bother you?
@@Whhatt , kind of a parody of RPGs where adventurers get chests suspiciously full of loot, but in reality are little goblins working minimal wages who fill them with stuff. Gameplay wise it's quite like overcooked
this looks absolutely amazing, will definetly be buying as soon as it comes out
Looks really fun!!
Also the artstyle is insanely cool :3
Looks amazing, I definitely want to hear more about this
I feel like Mario 64 kinda proves this. The games controls are so fluid that it’s just kinda fun to move around the environment without actually progressing.
Dude all of your games look awesome as hell
This was so fun to watch! Kinda nailed the editing for an indie game devlog. And the game itself feels like an amazing foundation. If you'd ever need help with some music and/or SFX, I'd be glad to be of service :D.
Love the artwork! I can tell you have uploaded works to new grounds before as your style has that kinda taste to it! Haha!
I would suggest to actually be able to shot your gun for attack moves, to make it not dull to avoid your worries... the next step is have enemies automatically enter a panic mode where they try to dodge whenever you shot at them... that idea will require some balancing to get right obviously... but it totally would feel worth it to me! I also will suggest doing some kinda special stage/minigame that allows the player to use their preexisting move sets for a different goal from the usual game.
Yeah a lot of people are recommending that the gun have some kind of use beyond movement. I'll have to think of something for that lol.
This game looks awesome! I think it would be really cool if you added some type of ammo you could collect for your gun, which could could use to make fighting enemies and bosses easier, or to shoot open special doors or secret pathways. Keep it up!
I love the art style!
No clue if your gonna give projectiles a try again or not for the characters attack, but someone else mentioned Metroid already! I think Dread is a specifically good place to look :)
On another note, the slice isn't terrible either- I think if it had a similar hitbox and instead was the rat firing his gun the same way it explodes him around would be funny, like a defunct gun that always detonates and doesn't fire a projectile.
Seeing the Octopus grafitti at the end put me in the mind of a silly mob boss rat who's peeved off because eldritch horrors are stepping up to his turf, so he's gotta show them who's "da boss" in town! But otherwise I'm liking this so far and excited to see where it goes.
How have I never stumbled across your content before, I am blessed to have youtube recommend me devlog videos so that I witness the hottest games ever!
I already like your style and personality from what I have seen in this video
I mean this is my first devlog so I'm not surprised you haven't seen my channel yet lol
@RetroCroww Well, you have got yourself a new fan, I am definitely going to check out what you're making in the future
your art and editing is so good bro you’re gonna be huge one day
PEAK GAMING IM SO HYPED :DDDD
holy shit this is great
INstantly gonna say a level editor is needed tho
Idea to keep a ranged attack, some sort of charge move that shoots behind you giving you a directional boost in the other direction, the draw is the speed of it and the projetile it shoots is only for like a cool effect. Like the character flies up in the air, shoots for some distance and the bullet just happens to hit a exploding barrel killing a bunch of enemies.
Also sliding up a hill could slow down the character, allowing them to be able to proccess something while going fast af
Really nice video! :D Glad to see I am not the only one who struggles with tilemaps
Originality isn’t a requirement as long as it comes from passion for example reaver Is literally ULTRAKILL but I still love both games
I also manking an platformer, (it's getting close to start my steam page), and seeing you suffer honestly makes me feel a little better :)
0:30 This is a weak mindset, every game I make is a dream game. They, erm, dont always turn out well >w
I mean I still like all of the games I make, but my absolute most wanted game is something I wanna wait before making
@@RetroCroww hehe, of course, i just thought "what better way of preparing for your dream game, then to try to make it"
Then, if it doesnt turn out how you wanted you can just make a sequal :p, that is how I am thinking about it.
Love the art dude
pizza tower is lost known for its fast and satisfying gameplay, and you seem like you want to go in that direction as well. maybe try exploring other aspects of platformer people find fun, such as combat or strategy. just my thoughts though, great game so far!
that gamepaly looks fucking aamzing
I don't know why I thought this would be in geometry dash, but I'm still here for this
"Why am i so bad at animating" dude you serious? i can't even draw those 😂😂
Looks awesome!
A game ive recently started workshopping after making a prototype in a game jam is something like kirby air ride meets F-zero. And basically the concept is, what if those momentum based 3D platformers but a racing game? With of course, the control scheme of kirby air ride. Can it work? Idk.
I find myself having a similar process to you. I have some movement that's like fairly fun to just move around. There's a few things that are *so-so* mainly the mid-air movement, which obviously needs a lot more control, but other than that... I do want to add wall riding.
Note this is the first 3D game ive... ever made? But man, I find 3D so much fun its like the 2D games ive been making but *with an extra dimension!* (I mean duh)
idk. I have a decent chunk of 3D game ideas. I think after im done making this I want to make another 3D platformer that's like pikmin if it was a proper collectathon.
Hey, awesome game here !
I feel like starting playtesting now would be good idea to help improve it !
Keep it up !
watching this video made me want to watch another one from your channel until i noticed that you only had one other video. After watching that all I got to say is i hope people keep getting recommended this because you really really deserve it, especially after only doing like 500 views on your last video
I used to do youtube before gamedev lol
@@RetroCroww I meant to say I watched the video about your youtube career and I found it so great, i hope you get the recognition you deserve:3
For a bit I was thinking about making his tail into a grappling hook, but what if instead it was like a sling shot? Like there was some hook points his tail would grab on to, and depending on how fast you were going, you could like bungie jump farther. Like groundpounding next to one, and then bungee launching yourself really high thanks to the downwards speed?
That could be cool! I'll think about it
Followed, I love your style
Nice game, epic art, earned a sub >:)
peak channel just found you out
This content is good stuff 👍
low key jealous though... My first few games were so much lamer
I mean to be fair, by "first games" I meant my first games in godot. I made plenty of garbage of scratch and stuff before trying godot lol.
@@RetroCroww that's relieving 😌
Clone or not; cool stuff man. Also cool rat is always a plus.
Dude this game looks great
I actually prefer your art compared to the pizza tower.
It's obvious that your rat is a renegade street mobster kind of character. I don't remember character development in platformer games.
What if...
... by choosing your actions ingame (kill innocent rabbits or help them for example) your character would start to transform and become either this comically "good" saint savior, or comically bad devli-like rat-king. Each type has it's own set of moves, that sort of would be opposites. It does not have to be slow development. A couple of decision making points on a level can transform you into one or the other. So you would have replayability of the same levels as "good" or "evil" rat. Or it could be a temporary mode, like Sugar Rush in Jazz Jackrabbit, where you collect good or evil points based on your actions and at some point temporarily transform into a good or bad version of the rat.
Have you tought something about the lore yet?
I was personally thinking that for a lobby the sewers could work, maybe with a small community in it
this is definitely something i would buy
that game looks so fun. im gonna but it when it releases
Yk what would be cool? adding the character from this game and let him be playable in your dream game as a funny little bonus thingy
🤫
i WILL be buying ratshot on release
yo u put the rats in but why leave ma boi la cucuracha. Anyways cool thing u got there. Would love to see how it comes out.
This game is absolutely peak, but it's missing one thing in my personal view : an incentive to score-attack and get the most points (or money in this games case) possible.
I was thinking that a style meter akin to DMC games and a ranking system would work extremely well, how would this meter work though?
The meter drains overtime, starting at D and ending at S (or whichever lettering of your choice you prefer) and you can bump it up by defeating enemies and stagger it's draining by collecting money. Per rank increase will increase the value of money gained from picking up currency and defeating enemies. I think it could work as a fun system that motivates the player to go fast and create optimal routes through stages!
Isn't the answer to the question Sonic the Hedgehog? Granted... They don't make those well. XD
This is so cool man
metroid makes platformer gun combat work well. maybe the issue isn't projectiles fundamentally trivializing combat, but how the enemies are designed around it.
that's a good point actually, idk why I never thought of metroid when making this game lol
The slopes stuff is too real, i had all the same problems you did 😭😭 ,
Make sure to have people play test. You may mastered the movement but could a new player master it easily?
8:43 i spent wayy too long trying to read this text, thanks.
mb
This game has so much drip
Complimentary engagement
You might give the album Rat Taxi a listen. It’s on RUclips and Spotify. It might give you some inspiration for where to go next.
This sounds really cool, and I love the album art to death. Thanks for the recommendation!
oh hell yeah lemme join MaceFace games(programmer)
U should make the winning screen play an italian mafia song, cuz the rat looks like an gangster
Pog video you deserve more money viewver i mean
rat tail whip for melee
Honestly you should probably replace the gun with a different visual if it isn't the focus in combat. Players will assume there's a ranged attack and get stuck trying to figure out how to use or unlock it. If the gun isn't functionally being used as a gun then it shouldn't be a gun.
Alternatively you can put the player in situations where they have to choose between using their ammo for attacking or using it for aerial mobility. If the emphasis is primarily on movement, then the attacking doesn't need to be super compelling.
The Mega Man games are the obvious example. The levels are really about platforming and a lot of the enemies border on just being walking decorations. Even the boss battles tend to be mainly about dodging attacks, not figuring out how to land them.
Movement is the core of any game that you can MOVE haha, so yeah, good movement is the most important thing in a game because, literally, you get through it by moving.
Yeah lmao, movement and combat are the main 2 parts of the game but the levels rn are pretty much just focused on movement
gosh that’s so cool, I gotta work more on bideo game projects
A few ideas come to mind: Secret areas that are accessed through ratholes in the walls (like Tom & Jerry), a tail whip or ability to grapple onto hooks in the environment with your tail to launch you higher in the air, power ups based on cheese (or use cheese as health sources, a pizza rat boss (from the popular meme) where the boss uses the pizza slice as a giant slicing weapon, when using the gun drill, actually have the rat shooting bullets as he drills down so it's the bullets that are destroying the ground (makes it more flashy).
Please keep cooking 🔥🔥🔥
Add lil' cheese fellas (also game looks amazing, it also would be funny if you relesed it before gta 6)
oh, so i am just subscribing to this guy? Ok then
This game looks like one I'd play.
It's a rat, rat's have tails. Tailwhip for damage or some Spider-Man action?
Well being called similar to Pizza tower isn't a bad thing, in fact it'll bring over fans from the game. I'm making a platformer that's basically Meatboy x Celeste and the main people who like the game are fans of Celeste
4:29 wait what?? That must be a joke.. oh, nevermind
I knew you would make a game out of the other video from that other channel
omg a fellow rat dev
Also, for the gun, why not some close range attacks or some combos, like slice slice shot if well executed and shot button pressed, or sloce sloce double slice ?
I advise make unique or meme sound effects. Also why are the breakable blocks invisible? I like the visible air boost indicator I wanted a game with that for years but nothing has it.
Main thing now seems to be a goal or story, what do you want the players to achieve or desire?
I have a rough story planned out dw
Give the rest cool shades like garnet from steven Universe
add rocket jumps, and boom, your game is a 10/10 :)
bro cooked
make a level editor i wanna see all the near impossible levels and people racing to beat it
Tip for the end dont have textwalls that last for less than a milisecond because having to go frame by frame to read it is bad video design
mb lol. You can use . and , to skip frames in a video though
I have Never played pizza tower. Mouse traps and other pest control devices as obstacles. Raccoon and cockroach enemies.
Some kinda calorie counter or timer that encourages/ rewards fast play.
He eats poison and has to race from mold spore to mold spore sucking antigens off the floor.
I was thinking of using mouse traps as springs, and there will be stuff that rewards fast play