What do you think? :o A reminder folks, wishlisting the game on steam really helps out for release so please consider wishlisting to support ❤ store.steampowered.com/app/2061420/Faceplant/
There are no levels technically as it's one big level, but I'd love to put some cute animation in like this somehow. I'll have to think about it, thanks for the suggestion Bloom
Without proper levels, this game doesn't really look good, sorry Saultoons You're just pressing one button And it's boring where's the ACTION Where's the ADVENTURE And most importantly, Where's the PASSION Ngl, not a bestseller, more of a Getting over it style game that gets popular for 3 months and dies
Fantastic video and great progress! You've inspired me to start pixel art. I was hoping to eventually make a simple game with pixels, do you have any recommended software for beginners? Thanks!
Thanks Asher! Yes I have a full Pixel Art tutorial on my channel which goes through software, I'd personally recommend Aseprite for beginners, and have a full tutorial on that also!
puting secrets and ester eggs in a game is a good way to add replayability make the player go out of their way to find optional stuff maybe put lore in them or some extra challange
Saul: misses jump Saul: proceeds to scream in a tone only dogs can hear I’m amazed at how much this game idea has evolved. Just to think that this game was just lumbah with a very simple story. Now it’s an adorable little dirt boi with a deep and complex story. It’s been so fun watching your streams and I’m glad I can be involved in the design process. Hope to see this masterpiece released one day. Keep on grinding bald man.
I had no idea I missed so many fun looking experiments and additions. It doesn't feel like a long time has passed, but the progress is absolutely insane! Keep it up Mr. Bald-Evil-Genius-Man(TM)! And I'm looking forward for more updates :3
Even though isn't finished yet, the gameplay is already looking so much fun! I wish you all the success with this project! I will make sure to support you when it goes out on steam. Little pot is looking really cute, I'm so glad you kept him as the MC. I wonder if you add more characters?
Thanks so much! Yeah I've been focusing a lot on the gameplay before I make it look pretty but not long before I can spruce it all up a bit too hehe No ideas for more characters just now, but never say never
How about you call him Toby? Because the end sounds like (bee) obviously to do with bees and flowers and the beginning sounds like (toe) which can be translated to mean a section of a rhizome or similar fleshy root from which a new plant may be propagated or just the fact he has feet 😅
Nice Devlog man, we also have made some huge progress in the last weeks and gonna upload our second devlog soon to show what we have accomplished. Its a great feeling to get much done for your game. Good Luck with the Level Design 😀👍. Love the 1 leaf mowhawk btw. 😁
you could add water drops that drip from the ceiling and when the player hits one they speed up for a time, to be a disadvantage or advantage ether would work. You could have the water drops only drip when the player hits the ground giving the player control over when they start to fall.
It’s coming together nicely mate! Love the spring / conveyor ideas, they look super satisfying. Also the petal Mohawk is perfect. Lol. I laughed so hard when you screamed and the dinosaur flew across the screen 😂. Looking forward to the next dev log, don’t burn yourself out though. Also half life is still one of my fav games ever and we definitely grew up watching the same cartoons. Clearly a man with exquisite taste. Keep up the great work!
Cheers pal! Yeah taking it easy at my own pace really just trying to enjoy the process rather than rush to the finish line 😊 nice taste!!!!!! Happy to see ya here thanks for taking the time to comment
Progress with your game looks amazing! But I couldn’t stop overlooking the fact that each levels start/end didn’t have walls on the end. This could be a very bad thing as if your character starts moving again it could walk off the edge. Maybe adding phase through walls that cannot be passed from the inside around these for each level could be a nice addition.
I think maybe you're mistaking level start/end with full sections? There are break sections throughout called 'buckets' which are areas where the player runs back + forth between the walls and is safe from falling, but the rest of the game remains open as the main point is you can fall all the way back to the bottom if you're careless/make a mistake.
Try pizza tower! It's a really fun game, & it has a amazing pixel art style & game mechanics that you could draw inspiration from to help with the making of faceplant!
So I have a suggestion to implement moving platforms. Why not just add in a trigger button which tells if the player is going to use the platform or not, then once the platform is triggered it performs a set number of cycles before it disables. Now this adds a new burden of perfecting the button position and calculating the time on which the player uses the platform but it adds a whole new depth of level design. EXAMPLE: 1) there is a huge gap between the start and the finish which can only be cleared by a platform in the gap so add a button really far that the player has to press in order for the platform to rise,... but the player now has to get back to the start where the platform is about slowly approaching, So now the player has to rush back there in order to reach there precisely when the platform is at the correct position, so multiple paths can be made to reach the same place but some lead there before the platform is on the top and some paths are just late so then player has to decide the correct way to get there. 2) The player approaches a platform but when the button is pressed, the platform is in the wrong cycle, and so the player must trigger the platform, then bounce off of another wall to reach the correct cycle These platforms essentially add a mechanic that there can be multiple ways to reach a point but the player must chose the correct way so they get the right cycle of the platform. Now of course if you want to add collectables in the way, then the constrained path may cause problem, so this also adds sort of a gamble that whether the player should focus on the right path or go for collectables and attempt the whole section again.
It’s an interesting suggestion, I have some areas with multiple routes already so maybe this could work as an extension of that area. I might mess around with it! :)
@@saultoons meant smaller routs like jumping on a wall to bounce or not jumping to go under the wall just small choices in small sections. If you mean longer routs then it would be a bad choice coz after making a lot of progress the player might end up losing it not because of a skill mistake but because if the wrong rout choice afterall the right rout could only be found by trial and error
Character name could just be the letters of D-A-I-S-Y mixed up Examples: Aysid, Yasid, Yasdi, Isday, Isyad Or possibly just another language entirely for Daisy Marguerite(French) could be Margaret. (also Margarita in Greek) Primula(Latin) could be Prim which is also just short for Primrose(another flower)
Darwin (like Charles Darwin), Lazurus, Frank ( after Frankensteins monster) Paul ( after Paul Dietrich Giseke), Elvis or Adam. But I have grown attached to the idea of Phyll (Chlorophyll) Also Sunflowers and Daisies are in the same family of plants. Sunflowers use phytoremediation to clean up contaminated environments.
Take the plant trails to the next level where it revitalises 'dead' assets like the skeleton etc. Cleansing the level as you go :). Also some kind of collectable in hard to reach places for expert players might be nice.
Collectibles are in! I haven’t set them up yet but future videos will show 😊 they’re good also for players who might be frustrated with not making a lot of progress, an alternative objective while they get used to it hehe interesting about the revitalisation! :o
Hahah Lol Every Non-Proggrammer Dudde Think That Programmers Are Soo Cool And Smart And i swear The Coolest Dumb Dudes I've ever Met All Are Programmer Hehe
For the moving platforms instead of having them move all the time so it's unpredictable you can make it so you have a trigger box before the platform so if you run into it the platform moves at the perfect time every time. Also since you move all the time, having horizontally moving platforms could be cool because they'll follow the players movement if it's a similar speed.
I've been bombarded with devlogs lately and I love yours. I work in design so I'm familiar with the creative process but seeing those other develops where people work on graphics before knowing "what kind of game they want to make" is jarring. I appreciate that you show the timeline and when things should be worked on or completed, I just know that your game will come out 😂 TLDR: thanks for bringing common sense in project management on the youtube devlog space
Yeah, I think for me it kind of just comes from not wanting to waste time polishing a turd. I like to take my time with art usually but I don't want to do that if the game isn't going anywhere. My favourite games are fun first, and graphic, though painful to say as an artist, are less important IMO. Don't get me wrong, graphics are very important for catching the eye, building atmosphere, storytelling etc, and definitely help, but I think if a game is fun with basic prototype squares or art, it's going to be fun with nice graphics too. On the flip side, developing a game with just prototype art can be a little underwhelming, and also makes your game harder to gain initial interest when shared in videos or social media, so graphics first can also work, perhaps just a different approach to what I take. I personally just like to see it come to life over time, and as a solo dev, balancing technical tasks with art tasks is nice because I can vary the work a bit and not get too burnt out on either one. :D Thanks for watching and taking the time to comment
the issue with moving anything in an auto runner is the auto running part, if you add the button with a timer for something that timer doesn't matter 9 times out of 10 because the character will always make it there, unless you make it insanely tight where you need to cut every jump as tight as possible and make no mistakes. You could also make a moving platform have walls that pop up and keep the character on the platform till you jump.
Great to watch! Really enjoyed tour Gant diagram at the start, all the best on this journey! The story starting at the lab sounds great! Keep up the awesome work!
Thanks spoonsweet, yeah the Gant has been really important for keeping motivated as well to see that I actually AM making progress :'D Thanks for taking the time to comment
Maybe you could still put moving platforms but the plateforms only start moving when the flower is on it. That way there is no timing issue on when to get on it but there is still one about getting out of it.
Name suggestion: Since it is an experiment maybe something that comes from the identification tag the lab used like FLO or FLOW (flow is a cool name since the whole point of the game is the keep a rhythm or flow going with jumps… but it is also the lab abbreviation for FLOWER) Best of luck :)
Honestly? For the moving platforms you can have them stay still until Planty there hope on it! That way you have to only time your exit off the platform and not your entry onto it
why not just let the player choose the chars name and just have a list of name that players suggest as a random name gen when player cant come up with a name
This may have been suggested already, but the idea with moving platforms could be a trigger that will be timed to the character's movement? Like it is static when approaching, but when a lever or some other interact-able is changed state, the platform then moves. Think of it like a automatic door or calling an elevator from a known floor. Obviously if you're 67% into the level design this might be a rather big ask of a feature to start putting in, but this is your game so, just throwing out an idea in case you like it :P
Yeah a couple have suggested the trigger timers it’s not something I thought of so I appreciate the suggestion I might give it a shot! ;D thanks FygerFyre ❤️
bald-tastic progress! i havent been able to be on your stream as much but glad to see how its coming along pitching in a name Epoch but looking forward for more progress!
This is really cool! I have been following you for some years now and last weekend I have started my own Game Development path as a solo developer. I'm starting with GameMaker and will eventually buy Aseprite, as I love it. I'll be waiting for your next devlog. Keep making awesome content 🙂
oh boi, love the game concept, happy that you are making some good relevant progress. Make every time you level up, the player acquires a new feature (e.g. double jump, dash, etc) You are my hero !
Thank you for sharing the process! The idea is very cool, I really liked this cute flower. And I also liked the waving flowers on the level, very cool! Now I'm just diving into game development and making my first pixel game for mobile. Your channel is a treasure of knowledge and experience. Thanks!🌻🌻🌻🌻🌻🌻🌻🌻🌻🌻🌻
You could look at Super Mario Run for ideas as it's also a game where you only control jumping! They solved the moving platform problem by having pause blocks before the platforms, that stop you in your tracks. Also, Mario stands still while on those moving platforms. Mario Run also features stalling in midair to allow jumping straight up (it's fiddly and a bit annoying to pull off but can save your butt if you jumped a bit too late) Ps, did you consider that if the game only uses a single input then it's a good candidate to be a mobile game 👀 idk if you're planning Faceplant to be PC or mobile
I feel like the gameplay could really beneficitiate from being inspired by other sources. For example: When you mentionned how moving platforms would be annoying to time correctly, I immediatly thought of those blocks from Mario Run that let you stand still on them, waiting for your next move. This is the kind of mechanics that could really help with the level design, I think.
Wishlisted. Something that strikes me that might be good to add is a terminal velocity. The gravity seems to extreme when the player falls that it seems excessive and jarring. Having a cap to the max falling speed would make it feel better I think! Also, on exit from the teleporter blocks, consider having an arrow or indicator about what direction the player will exit it. Perhaps the exit direction/speed could match the direction/speed that the player entered.
There is a terminal velocity it’s just an incredibly fast amount 🤣 I could adjust the fall speed now however it would probably mess with all of the level design I’ve done so far and I got good feedback from the initial play test so I probably won’t. There is a benefit to the fast fall - the character feels very weighted and the falls feel very impactful. For the portals there will be no direction indicator, but the exit direction/speed already matches the direction/speed you enter, there are a few portals already in which require you to do this properly! Thanks for the feedback Jack I hope that answers your queries! :)
What do you think? :o A reminder folks, wishlisting the game on steam really helps out for release so please consider wishlisting to support ❤ store.steampowered.com/app/2061420/Faceplant/
i still think daisy is the perfect name, its a daisy
Sometimes the best name for character is as simple as possible so maybe flower. Just flower or run flower, something like that
With the game named Faceplant, I can't think of a more perfect name than "Plantface"
hahaha maybe this is the chosen one, yes!
Underrated.
Plantface is delightfully simple imho
@@saultoons name it blume,
@@saultoons timmy
Maybe add a cool little dance sequence when you finish a level?
0:40 FLOWAH NO WAY MSM
That'd probably interrupt the pace and immersion
There are no levels technically as it's one big level, but I'd love to put some cute animation in like this somehow. I'll have to think about it, thanks for the suggestion Bloom
Kinda like a Kirby game when the player has finished a level.
Without proper levels, this game doesn't really look good, sorry Saultoons
You're just pressing one button
And it's boring
where's the ACTION
Where's the ADVENTURE
And most importantly,
Where's the PASSION
Ngl, not a bestseller, more of a Getting over it style game that gets popular for 3 months and dies
you know absolutely nothing about this game
When the plant falls it should loosen a bit from the pot and stretch
Fantastic video and great progress! You've inspired me to start pixel art. I was hoping to eventually make a simple game with pixels, do you have any recommended software for beginners? Thanks!
Thanks Asher! Yes I have a full Pixel Art tutorial on my channel which goes through software, I'd personally recommend Aseprite for beginners, and have a full tutorial on that also!
puting secrets and ester eggs in a game is a good way to add replayability
make the player go out of their way to find optional stuff
maybe put lore in them or some extra challange
Definitely! Thanks for the suggestions
Saul: misses jump
Saul: proceeds to scream in a tone only dogs can hear
I’m amazed at how much this game idea has evolved. Just to think that this game was just lumbah with a very simple story. Now it’s an adorable little dirt boi with a deep and complex story. It’s been so fun watching your streams and I’m glad I can be involved in the design process. Hope to see this masterpiece released one day. Keep on grinding bald man.
Master Player in the BUILDING! Happy to see you here :D
Thanks for all the support
I had no idea I missed so many fun looking experiments and additions. It doesn't feel like a long time has passed, but the progress is absolutely insane! Keep it up Mr. Bald-Evil-Genius-Man(TM)! And I'm looking forward for more updates :3
Thanks a lot Moku! Happy to see you here 🥰
amazing video saul, youre so talented
Thanks for the love ❤️
Chill on the editing dude. You are making me look bad. JK great work! Im making a platformer too!! Will show it next weekend.
Nice dude, can't wait to see it :D
Even though isn't finished yet, the gameplay is already looking so much fun! I wish you all the success with this project! I will make sure to support you when it goes out on steam. Little pot is looking really cute, I'm so glad you kept him as the MC. I wonder if you add more characters?
Thanks so much! Yeah I've been focusing a lot on the gameplay before I make it look pretty but not long before I can spruce it all up a bit too hehe No ideas for more characters just now, but never say never
@@saultoons waiting for more updates! Good luck!
How about you call him Toby? Because the end sounds like (bee) obviously to do with bees and flowers and the beginning sounds like (toe) which can be translated to mean a section of a rhizome or similar fleshy root from which a new plant may be propagated or just the fact he has feet 😅
I mean, the best name is Plop, by far. It's onomatopeic, it's simple, it's memorable and sounds great. Plop is just perfect!
Nice idea plop 💡
@@saultoons All I ask if Plop sells a million is for a vip on Twitch :D
Nice Devlog man, we also have made some huge progress in the last weeks and gonna upload our second devlog soon to show what we have accomplished. Its a great feeling to get much done for your game. Good Luck with the Level Design 😀👍. Love the 1 leaf mowhawk btw. 😁
Thanks so much 49Wares, great to hear you've made progress on yours as well!!! :D Keep it up
@@saultoons Thanks, i will keep it up. And i am excited to see what you come up with next 😃👍
you could add water drops that drip from the ceiling and when the player hits one they speed up for a time, to be a disadvantage or advantage ether would work. You could have the water drops only drip when the player hits the ground giving the player control over when they start to fall.
Interesting idea!
It's great to see how much the game is progressing. You're making awesome progress, I'm looking forward to playing it when it's released!
By the end, the flower goes bald or something?
What about name nectar since he's a flower.
Add a boss at the end of the game: bad flower (maybe)
Maybe name him Ferdinand, it means journey
Or Bryony which means climbing plant
Herbert and Elias are fun names as well
Cute names!
It’s coming together nicely mate! Love the spring / conveyor ideas, they look super satisfying. Also the petal Mohawk is perfect. Lol. I laughed so hard when you screamed and the dinosaur flew across the screen 😂. Looking forward to the next dev log, don’t burn yourself out though.
Also half life is still one of my fav games ever and we definitely grew up watching the same cartoons. Clearly a man with exquisite taste.
Keep up the great work!
Cheers pal! Yeah taking it easy at my own pace really just trying to enjoy the process rather than rush to the finish line 😊 nice taste!!!!!! Happy to see ya here thanks for taking the time to comment
EPIC THUMBNAIL
Thanks a lot
awesome progress!
Thanks nocaps! ❤️
Amazing video bald man, great artwork. Scream was hilarious. Also how about Daisot, a mix of Daisy and Pot or Daisant, a mix of Daisy and plant. :) 😂
Or maybe just Daisy :)
ahahah thanks Linux, good to see you here, thanks for the suggestions! :D
You could have the platforms switch position every time the player jumps, like the platforms in Celeste that only move when the player boosts.
That's a cool idea PitchFire!
@@saultoonsalso theres platforms that only start moving once the player touches them, they also could work with the movement.
Why not parant
Getting from Parkour and Plant
Par from first and ant from second so we have
Parant
very creative!
for platforms that move, make it have a timer block that the player passes through and then the platforms move
Thats not a bad idea, perhaps I'll have to try it!
Nice man! Too tired to write an actual comment, but yknow, gotta obey the algorithm
hahahah Easy, thanks so much for taking the time, you didn't have to but it's much appreciated
name suggetions: potty or dan (de lion)
name the flower 'bulbo'
what if the plant's full name was arthur pinkerton lord of the pinkerton dynasty
A very nice name indeed
dit you add a skeleton lumbah?
You can add some places where the character stops to be able to catch breath
Yes buckets are correct!!! :)
Progress with your game looks amazing! But I couldn’t stop overlooking the fact that each levels start/end didn’t have walls on the end. This could be a very bad thing as if your character starts moving again it could walk off the edge. Maybe adding phase through walls that cannot be passed from the inside around these for each level could be a nice addition.
I think maybe you're mistaking level start/end with full sections? There are break sections throughout called 'buckets' which are areas where the player runs back + forth between the walls and is safe from falling, but the rest of the game remains open as the main point is you can fall all the way back to the bottom if you're careless/make a mistake.
@@saultoonsOh yeah that’s what I was talking about haha! Good to know you thought this one through :)
I appreciate you commenting, it will help me make a better game if I miss something, which I’m likely to do haha
Try pizza tower! It's a really fun game, & it has a amazing pixel art style & game mechanics that you could draw inspiration from to help with the making of faceplant!
Yeah I've heard good things about Pizza Tower, I'll definitely have to pick it up sometime! :D
@@saultoons 👍
Ooo i do like the autumn name, Personally id use the name sprout or bud
Nice name suggestions!
So I have a suggestion to implement moving platforms. Why not just add in a trigger button which tells if the player is going to use the platform or not, then once the platform is triggered it performs a set number of cycles before it disables. Now this adds a new burden of perfecting the button position and calculating the time on which the player uses the platform but it adds a whole new depth of level design. EXAMPLE:
1) there is a huge gap between the start and the finish which can only be cleared by a platform in the gap so add a button really far that the player has to press in order for the platform to rise,... but the player now has to get back to the start where the platform is about slowly approaching, So now the player has to rush back there in order to reach there precisely when the platform is at the correct position, so multiple paths can be made to reach the same place but some lead there before the platform is on the top and some paths are just late so then player has to decide the correct way to get there.
2) The player approaches a platform but when the button is pressed, the platform is in the wrong cycle, and so the player must trigger the platform, then bounce off of another wall to reach the correct cycle
These platforms essentially add a mechanic that there can be multiple ways to reach a point but the player must chose the correct way so they get the right cycle of the platform. Now of course if you want to add collectables in the way, then the constrained path may cause problem, so this also adds sort of a gamble that whether the player should focus on the right path or go for collectables and attempt the whole section again.
It’s an interesting suggestion, I have some areas with multiple routes already so maybe this could work as an extension of that area. I might mess around with it! :)
@@saultoons meant smaller routs like jumping on a wall to bounce or not jumping to go under the wall just small choices in small sections. If you mean longer routs then it would be a bad choice coz after making a lot of progress the player might end up losing it not because of a skill mistake but because if the wrong rout choice afterall the right rout could only be found by trial and error
Character name could just be the letters of D-A-I-S-Y mixed up
Examples: Aysid, Yasid, Yasdi, Isday, Isyad
Or possibly just another language entirely for Daisy
Marguerite(French) could be Margaret. (also Margarita in Greek)
Primula(Latin) could be Prim which is also just short for Primrose(another flower)
Darwin (like Charles Darwin), Lazurus, Frank ( after Frankensteins monster) Paul ( after Paul Dietrich Giseke), Elvis or Adam. But I have grown attached to the idea of Phyll (Chlorophyll)
Also Sunflowers and Daisies are in the same family of plants. Sunflowers use phytoremediation to clean up contaminated environments.
I don't know why but call him Phillip
Hahaha great
Take the plant trails to the next level where it revitalises 'dead' assets like the skeleton etc. Cleansing the level as you go :). Also some kind of collectable in hard to reach places for expert players might be nice.
Collectibles are in! I haven’t set them up yet but future videos will show 😊 they’re good also for players who might be frustrated with not making a lot of progress, an alternative objective while they get used to it hehe interesting about the revitalisation! :o
Hahah Lol Every Non-Proggrammer Dudde Think That Programmers Are Soo Cool And Smart And i swear The Coolest Dumb Dudes I've ever Met All Are Programmer Hehe
wishlist added! goodluck on the dev
Thanks so much :)
Flaura? Plays off "Flora" and "Laura" you char looks feminine to me even though I know someone suggested Harold pfff lol
Hmmm name suggestion~~
Nora! (Part of the word yellow in Korean, i think it was called Norannsaek?)
Hahahaha those devlogs are really neat
Thanks for the love ❤️
Loved the editing in this one , funny vid!
Ghost Lupo in the BUIILLLDING! Thanks a lot
For the moving platforms instead of having them move all the time so it's unpredictable you can make it so you have a trigger box before the platform so if you run into it the platform moves at the perfect time every time. Also since you move all the time, having horizontally moving platforms could be cool because they'll follow the players movement if it's a similar speed.
I have an idea for the moving platforms: what if they only move when your’e on them, that way there is no frustrating randomness
The game looks *amazing!* By the way, what resources did you use for learning Godot?
I've been bombarded with devlogs lately and I love yours. I work in design so I'm familiar with the creative process but seeing those other develops where people work on graphics before knowing "what kind of game they want to make" is jarring.
I appreciate that you show the timeline and when things should be worked on or completed, I just know that your game will come out 😂
TLDR: thanks for bringing common sense in project management on the youtube devlog space
Yeah, I think for me it kind of just comes from not wanting to waste time polishing a turd. I like to take my time with art usually but I don't want to do that if the game isn't going anywhere.
My favourite games are fun first, and graphic, though painful to say as an artist, are less important IMO. Don't get me wrong, graphics are very important for catching the eye, building atmosphere, storytelling etc, and definitely help, but I think if a game is fun with basic prototype squares or art, it's going to be fun with nice graphics too.
On the flip side, developing a game with just prototype art can be a little underwhelming, and also makes your game harder to gain initial interest when shared in videos or social media, so graphics first can also work, perhaps just a different approach to what I take.
I personally just like to see it come to life over time, and as a solo dev, balancing technical tasks with art tasks is nice because I can vary the work a bit and not get too burnt out on either one. :D Thanks for watching and taking the time to comment
@@saultoons thanks for taking the time to answer! You summed it up perfectly, good art won't save bad gameplay :)
@@Neurotypique 100%!!!!!
the issue with moving anything in an auto runner is the auto running part, if you add the button with a timer for something that timer doesn't matter 9 times out of 10 because the character will always make it there, unless you make it insanely tight where you need to cut every jump as tight as possible and make no mistakes. You could also make a moving platform have walls that pop up and keep the character on the platform till you jump.
Great to watch! Really enjoyed tour Gant diagram at the start, all the best on this journey! The story starting at the lab sounds great! Keep up the awesome work!
Thanks spoonsweet, yeah the Gant has been really important for keeping motivated as well to see that I actually AM making progress :'D Thanks for taking the time to comment
@@saultoons it's a pleasure seeing your journey in such vibrant colours! All the best!🥳
If you’re doing the music yourself I’ll be more than happy to make some sweet music with you again! 🫶
That would be awesome bro!!!
man i am glad u said how long it took u to get between areas cause ppl think this is easy lol
These may be generic, but Blossom or Sprout could be names to consider.
Maybe you could still put moving platforms but the plateforms only start moving when the flower is on it. That way there is no timing issue on when to get on it but there is still one about getting out of it.
You can make the spring a flower, because it resembles spring season!
Name suggestion:
Since it is an experiment maybe something that comes from the identification tag the lab used like
FLO or FLOW (flow is a cool name since the whole point of the game is the keep a rhythm or flow going with jumps… but it is also the lab abbreviation for FLOWER)
Best of luck :)
Nice suggestion Andrew, thanks for sharing :D
Honestly? For the moving platforms you can have them stay still until Planty there hope on it! That way you have to only time your exit off the platform and not your entry onto it
I think you should call the player character pollen and everytime it face plants pollen dust kicks up in the air
Name suggestion for the main character, Petal, perhaps?
this might be a little early to ask but, do you think it will come to consoles in the future? my laptop cant even run fallout shelter :(
The editing is amazing well done i can tell you put a lot of work into it i can tell you put alot of work into it
Thanks a lot Pixseal
that is some nice progress
Thanks
This and a few other devlogs are inspiring me to make lots of foddians
Foddians are dope!
@@saultoons and now I'm back in action!
why not just let the player choose the chars name and just have a list of name that players suggest as a random name gen when player cant come up with a name
it's looking great!!
Thanks a lot Mikhael :D
Call the flower Uvuvwevwevwe onyetenvewve ugwemubwem ossas
This may have been suggested already, but the idea with moving platforms could be a trigger that will be timed to the character's movement? Like it is static when approaching, but when a lever or some other interact-able is changed state, the platform then moves. Think of it like a automatic door or calling an elevator from a known floor. Obviously if you're 67% into the level design this might be a rather big ask of a feature to start putting in, but this is your game so, just throwing out an idea in case you like it :P
Yeah a couple have suggested the trigger timers it’s not something I thought of so I appreciate the suggestion I might give it a shot! ;D thanks FygerFyre ❤️
You could have the player choose a name, but it defaults to Sunny
bald-tastic progress! i havent been able to be on your stream as much but glad to see how its coming along
pitching in a name
Epoch
but looking forward for more progress!
Good to see you here Marrrkisa! :) thanks for taking the time to comment and nice suggestions ❤️
It's always nice seeing a tl;dr version of the Twitch streams and off-stream work :P
YES big hype!!!
I like the name pip for the flower it just looks like a pip
This is really cool!
I have been following you for some years now and last weekend I have started my own Game Development path as a solo developer.
I'm starting with GameMaker and will eventually buy Aseprite, as I love it.
I'll be waiting for your next devlog. Keep making awesome content 🙂
That's awesome! Thanks so much for watching Christiano
oh boi, love the game concept, happy that you are making some good relevant progress. Make every time you level up, the player acquires a new feature (e.g. double jump, dash, etc) You are my hero !
Thanks Skull ❤️ haha abilities!!! Nice idea
you should add cobwebs or people to run away from
Daisy is already a name and a flower just use Daisy.
I like indie game developers
Yeah me too :D
Games is looking awesome. I can’t wait to get stressed out falling and falling and….. 😂
Hahah cheers dude yeah it’s a brutal one
Plenty face😂
Hahaha not a bad idea
i feel like the character name is "Tim" idk why
The best name has to be Phil.
Chloro Phil.
I think that you should name him Potsdam.
The best I could come up for a name is plantina.
Phyll is perfect
I don't like it personally
I thought it was a smart name too!
@@saultoons it was a plast hearing it 😉
Why not make the pedals the lives?
Thank you for sharing the process! The idea is very cool, I really liked this cute flower. And I also liked the waving flowers on the level, very cool! Now I'm just diving into game development and making my first pixel game for mobile. Your channel is a treasure of knowledge and experience. Thanks!🌻🌻🌻🌻🌻🌻🌻🌻🌻🌻🌻
Thanks so much 😊 Best of luck with your first mobile game, I hope it goes well! Keep me updated
😂😎 excelente para un juego de planta saludo bro
Could you name the plant “Flora”
name flora
Cute!
his name should be Chlorance
This game looks awesome! Keep it up
using moving platformes for places were the player has to get higher then faceplant could create some tense moments
Yeah that’s not a bad idea
You could look at Super Mario Run for ideas as it's also a game where you only control jumping! They solved the moving platform problem by having pause blocks before the platforms, that stop you in your tracks. Also, Mario stands still while on those moving platforms.
Mario Run also features stalling in midair to allow jumping straight up (it's fiddly and a bit annoying to pull off but can save your butt if you jumped a bit too late)
Ps, did you consider that if the game only uses a single input then it's a good candidate to be a mobile game 👀 idk if you're planning Faceplant to be PC or mobile
Nice idea aogasd! Thanks for the suggestions, and yeah I hope to release on multiple platforms eventually, including mobile! :)
This has elements of Miner 2049ER. Falling to your death in that game was half the fun because you got squished up into your hat. :)
hahah that sounds awesome!
I feel like the gameplay could really beneficitiate from being inspired by other sources. For example: When you mentionned how moving platforms would be annoying to time correctly, I immediatly thought of those blocks from Mario Run that let you stand still on them, waiting for your next move. This is the kind of mechanics that could really help with the level design, I think.
Perhaps! Thanks for the suggestion :)
Names:
1. Rey
2. Ray
3. Yellowtop
Thanks for the suggestions Negreb!
Nice 🤣
@@saultoons Do you like them? If you chose them, will you say that I suggested (I hope so)
Wishlisted. Something that strikes me that might be good to add is a terminal velocity. The gravity seems to extreme when the player falls that it seems excessive and jarring. Having a cap to the max falling speed would make it feel better I think! Also, on exit from the teleporter blocks, consider having an arrow or indicator about what direction the player will exit it. Perhaps the exit direction/speed could match the direction/speed that the player entered.
There is a terminal velocity it’s just an incredibly fast amount 🤣 I could adjust the fall speed now however it would probably mess with all of the level design I’ve done so far and I got good feedback from the initial play test so I probably won’t. There is a benefit to the fast fall - the character feels very weighted and the falls feel very impactful. For the portals there will be no direction indicator, but the exit direction/speed already matches the direction/speed you enter, there are a few portals already in which require you to do this properly! Thanks for the feedback Jack I hope that answers your queries! :)
you could name it geoffrey