I really like the charge attacks more than throwing thr weapons away. One thing I'm worried about is that now I would only keep weapons that could destroy terrain in the chance that I need it.
@@Sup_Dev yeah I watched a video about it a lil bit ago, and it makes sense why many people don't. And that makes me really appreciate that effort even more
Depending on what game engine / framework you use, porting is not hard, especially if you have access to a Mac. The first (and only) game I made in Love2D (which is the framework Challacade is using) I built for Windows, Mac & Linux without any issues. Godot, Defold and Unity all export to those OS’s easy enough too. It’s just the whole Apple developer notarisation thing that’s a faff and costs money, but you don’t really need to do it if you are distributing your game via your own website or on ‘itch’ - it just adds a layer of ‘officialness’ and security checks.
Stumbled upon your channel just being curious about game development. Saw your videos on your game Moonshire, so tried your demo and just finished it! Great work, I had a lot of fun. My partner saw me playing it and she had to jump on and have a turn too. Love the mini bosses and the scaling in complexity when you reach the cloud levels final boss. The weapon mechanic was really interesting. Can't wait to see the game complete! Just added to wishlist on steam and followed you
you´re game improved so much since the earlier devlogs congrats on that. love that small detail of the fire staff going out in water and then stickerbush symphony, you´re a man of culture
Awesome devlog, love all the new changes! Also, if you took the time to add Mac support you should also add Linux support (the process is waaay easier than for Mac since you don't need the whole notarization and Apple developer account thing, it's as easy as exporting for Windows)
I gotta say I’ve been watching your videos for a couple years now, I’ve seen your progress compared to my own, and it’s astonishing, I commend everything you do, your definitely one of the people that inspired me to become an indie game developer, I enrolled in courses and everything to better understand C# code and how to get better, I create my own sprite assets using aseprite, and even the music/sound effects using fl studio I’m hoping to hone my skills one day to become as good as you, thank you for all you do, your a big inspiration especially when I think of you as my competition. 😁 Thank you for everything!
Loved it! Amazing. :) The hold attack added a whole new thing to the game. and the hold boomerang now actually comes back to hand XD. Bug report: I dropped the black crow from the sky during the gauntlet and the event froze. I guess he should either die from drop or just come back flying
I am really exited about every new video your uploading. Following the games journey is a blast and it is exactly the type of game I am looking forward to play.
U should check out Neon Abyss. It's a rouge lite that has a lot of mechanics that are similar to Moon Shire's. Like the way that they've implemented boss battles, or even how they've managed to make a lot of different weapons, each having their fun and unique ways of dealing damage to enemies Btw, the game is looking great! It's awsome to see how much the game has evolved
That's actually a really interesting connection I didn't make despite playing both games. The games are clearly incredibly different but your right that's there's probably something to learn by comparing the two games.
I recently just got Steam and this was the first game I played, even as a Demo this game is amazing, I only noticed one (slight) bug, and that was that when you die on the moving platforms it basically instantly kills you because you respawn at the place you were before according to the map, otherwise fantastic game (I only was reminded this was a Demo when parts of the map were blocked off because they hadn’t been developed, it’s a really great game).
Looks pretty neat. If you're using explosive weapons to clear terrain, I'd suggest also having weapons that interact with the environment in other ways. (like a rapier/light blade where the charged attack lets you dash through enemies and over gaps, for example)
OMG ! Thanks for the French translation ! I love your Devlog and your work ! 🙏🙏 As a indie game developper myself its very inspiring to listen your advice !
Can't wait for this to finally drop!!! I really like the dash feature unlike the throwing mechanic, please keep updating this game its really coming together more and more
I love Moonshire! Great update, I love the new charge attacks, great idea. One bug that was on the last version and is still a bug in this version. I'm on MacOS M1 Macbook Pro. In the dark cave, the circles of light are off to the left side of the screen, so I can't see my character. Even after buying the lantern it's still the same. In the previous version tho, the lantern worked fine. Hopefully you can fix that easily. Keep up the good work!
@@Challacade I just found another thing to report. I should probably join the discord... Anyways, I died on the red lightning boss on a cloud guy, and right after I died when you can still kinda walk around, I hit him one last time and killed him. I thought I might have, but just assumed I would have to battle him again. When I walked back to try the fight again, the npc soldier was standing there and thanked me for defeating the boss. Feels like that shouldn't have worked that way, I was kinda bummed, I wanted to fight him again. Fun fight! Nice job. Anyways, thought I'd just share that. Thanks for making such a fun game. :)
Hey! Quick idea here, maybe you can break the weapons in two ways, to heal and to perform a sort of super attack, so that it acts as a cool and special attack you have to sacrifice your weapon for. Just for the weapon breaking system to not be underused when you get used to the combat and get hit less
I really hope that you’ll see this message. First of all I’m trying to learn to make games, and yours is totally the kind of game that I wanted to do ! And that’s super cool because it makes me want to play it, but I won't. And here’s why : I can't play alone. I have poor time management skills, which makes me only enjoy playing games when I play them with someone, otherwise I feel like I waste time instead of sharing it. Plus my friends are all around the world, and playing with them is the only way to keep in touch. If you could consider a multiplayer mode (online coop would be the greatest, but local coop would palready be good as I'm trying to share my passion with my gf) that would be the most awesome update imo. Thanks for reading're truly doing a wonderful job with this game !
Amazong work. Your work showing us ur work, is also great! Its so nice to see development of a game! I also love, how u use and watch how other games are made and try to use this knowledge. Well done. I keep watchint :) hope this game will become a real finished one someday!!!
hi there! just wanted to let you know that there's a few glitches in the demo- if the player spams the great axe attack while moving towards the edges of the screen, instead of going to the next area, he'll collide with the side. btw this game is SO good and i can't wait to see what you design next!
I love your devlogs. I'm happy that you're taking into account other languages. I'm a little disappointed that the ate basically no games with a Greek option. I would be willing to provide an accurate translation for everything in the game, free of charge.
Really love the seeing the progress. Would love to demo some of these changes. I really wanted to love the last demo, but therer's kind of a rough difficulty/learning curve with avoiding damage and respawning after death. I had to re-do the first bug battle many times. And I struggled just to reach the cloud -world boss. Admittedly I generally don't play games like Moonshire, so timing the dodges is difficult. But that might be something to keep in mind for players who aren't well-versed in these kinds of games. Some kind of forgiveness, or more training-type encounters.
Dude your dialogue system is insane. Super super impressive! Although you’re setting yourself up for a ton of work haha Let me know if you’d like any story support! Would love to get involved
Your dialogue map is good, but one more step to make it better would he having it fully data driven like in a json file rather than a source file. It will give you a lot of benefits in the long run to be fully data driven, but that being said what you have implemented might be good enough to get your game to release.
I just joined the discord and posted my suggestion. Ill definitief post more when I think of something. The game has come a long way from when I first saw it and I’m exited to try the demo
If possible, you should make the damage done to an enemy visible. Like, as you damage an enemy, their sprite changes from normal which is their normal sprite to slightly damaged which could maybe have some cracks in them or somethint to almost dead which would make them look weak and very damaged
To be honest, I actually like the idea of breaking a weapon for a powerful attack. It's the choice between patching up the player's mistakes and quickly eliminating potential mistake. So it's heal or kill. I mean it doesn't have to be just throwing a weapon. Maybe a flurry of strikes with a finisher that causes it to break.
I really like your Videos from an entertainment standpoint and for learning more about game indie development in general. Do you plan on making a Linux Version of your game? There are probably not many people (like me) who would need it and the game will probably run through proton, but a good native build would still be really nice.
Very nice and inspiring work! Thank you very much for sharing your experiences. About the S.O. availability, it would be great if you also provide a native Linux version over Steam (without emulation).
I have a glitch on Mac that when I go in a cave even with a lantern only the top left corner lights up and you can’t see anything. Also love you and you are my fav game dev RUclipsr.
Hello, I've been following you for several months! Your work is of very high quality! Are you thinking of having it translated into French? I pray for this! ;) In addition, consider doing complete LUA training to realize the mechanics of your game!!! if yes I buy!!!
I found repetitive the weapons you get, like great sword and two axes. Before, it's cool you present the armor with an properly area. Another think, eletric rod appears to be part of the cenario, It took me a while until I realize it's a new weapon in this new version.
We need masks for the player to wear that are similar to Majora's Mask. I would love to use kamikaze attack that leaves you with 1 HP disabling healing for a few minutes. Lowered speed, and attack, but with a small chance of surviving hits. BOMB MASK!
Can you make sure that armor/jewelry shows up on the character? Nothing feels better when by the end of the game your character looks pimped out, like sonic in sonic adventure 2 with his accessories
I just had an idea what if there was a collectible called the favored weapon sack or something and you could store one singular weapon that could not be sacrificed unless you take it out of the sack and it lets you store the weapon in your inventory. Though this would un balance the “recycling weapons” feel of your game
You should also make the roadblocks compatible with the environment, like those rocks blocking the way in the cloud environment doesn't make sense. Why are there rocks up on the cloud
here is some feed back so the game is more then great i did find a bug in one of the fights in the cloud place where one of the enemies fell and the game buged and i couldn't leave the battle when all the enemies where gone and i think the spell dose not fell like a spell i think when you get it you can click a button to use it like the old spells
Shadowy dudes in hoods with glowing eyes will never get old
I really like the charge attacks more than throwing thr weapons away. One thing I'm worried about is that now I would only keep weapons that could destroy terrain in the chance that I need it.
hopefully there's a findable weapon available within the vicinity of any destroayble terrain
The game’s looking awesome man! Keep up the good work!
i love that guy
Same
Duh
Fr
yeah
Too true
Bro you are awesome. Not many devs go to the work of making their game mac supported so i really appreciate it
Yep, its because porting to mac is hard
@@Sup_Dev yeah I watched a video about it a lil bit ago, and it makes sense why many people don't. And that makes me really appreciate that effort even more
@@bread-productions625apple always needs to make things complicated
Depending on what game engine / framework you use, porting is not hard, especially if you have access to a Mac. The first (and only) game I made in Love2D (which is the framework Challacade is using) I built for Windows, Mac & Linux without any issues. Godot, Defold and Unity all export to those OS’s easy enough too.
It’s just the whole Apple developer notarisation thing that’s a faff and costs money, but you don’t really need to do it if you are distributing your game via your own website or on ‘itch’ - it just adds a layer of ‘officialness’ and security checks.
Stumbled upon your channel just being curious about game development. Saw your videos on your game Moonshire, so tried your demo and just finished it!
Great work, I had a lot of fun. My partner saw me playing it and she had to jump on and have a turn too. Love the mini bosses and the scaling in complexity when you reach the cloud levels final boss. The weapon mechanic was really interesting. Can't wait to see the game complete! Just added to wishlist on steam and followed you
you´re game improved so much since the earlier devlogs congrats on that. love that small detail of the fire staff going out in water and then stickerbush symphony, you´re a man of culture
Awesome devlog, love all the new changes!
Also, if you took the time to add Mac support you should also add Linux support (the process is waaay easier than for Mac since you don't need the whole notarization and Apple developer account thing, it's as easy as exporting for Windows)
That would be great!
it's been cool seeing newer games embrace the modding scene more and more. mods can really add a second life to already great games.
Fantastic progress, and Missed your vids bud Keep up the great work!
haven't seen the vid yet, but it will be a banger
Yay new updates
I gotta say I’ve been watching your videos for a couple years now, I’ve seen your progress compared to my own, and it’s astonishing, I commend everything you do, your definitely one of the people that inspired me to become an indie game developer, I enrolled in courses and everything to better understand C# code and how to get better, I create my own sprite assets using aseprite, and even the music/sound effects using fl studio I’m hoping to hone my skills one day to become as good as you, thank you for all you do, your a big inspiration especially when I think of you as my competition. 😁 Thank you for everything!
Hype af to see development continue
You know your the reason I started coding in love and lua huge inspiration
Loved it! Amazing. :)
The hold attack added a whole new thing to the game. and the hold boomerang now actually comes back to hand XD.
Bug report: I dropped the black crow from the sky during the gauntlet and the event froze. I guess he should either die from drop or just come back flying
New wishlist coming your way! love this game
I am really exited about every new video your uploading. Following the games journey is a blast and it is exactly the type of game I am looking forward to play.
U should check out Neon Abyss. It's a rouge lite that has a lot of mechanics that are similar to Moon Shire's. Like the way that they've implemented boss battles, or even how they've managed to make a lot of different weapons, each having their fun and unique ways of dealing damage to enemies
Btw, the game is looking great! It's awsome to see how much the game has evolved
That's actually a really interesting connection I didn't make despite playing both games. The games are clearly incredibly different but your right that's there's probably something to learn by comparing the two games.
I recently just got Steam and this was the first game I played, even as a Demo this game is amazing, I only noticed one (slight) bug, and that was that when you die on the moving platforms it basically instantly kills you because you respawn at the place you were before according to the map, otherwise fantastic game (I only was reminded this was a Demo when parts of the map were blocked off because they hadn’t been developed, it’s a really great game).
Looks pretty neat.
If you're using explosive weapons to clear terrain, I'd suggest also having weapons that interact with the environment in other ways.
(like a rapier/light blade where the charged attack lets you dash through enemies and over gaps, for example)
I love your channel man. Your content seems always so well prepared and mature. Good luck on the game!
OMG ! Thanks for the French translation ! I love your Devlog and your work ! 🙏🙏 As a indie game developper myself its very inspiring to listen your advice !
Can't wait for this to finally drop!!! I really like the dash feature unlike the throwing mechanic, please keep updating this game its really coming together more and more
Loved it! added it to my wishlist, looking forward to the full release!
Your dialogue map look neat! Great job!
I love Moonshire!
Great update, I love the new charge attacks, great idea.
One bug that was on the last version and is still a bug in this version. I'm on MacOS M1 Macbook Pro.
In the dark cave, the circles of light are off to the left side of the screen, so I can't see my character.
Even after buying the lantern it's still the same. In the previous version tho, the lantern worked fine.
Hopefully you can fix that easily.
Keep up the good work!
Thanks for reporting this! I will work more on fixing the shaders on certain Macs, I've gotten a few people saying the same thing
@@Challacade I just found another thing to report. I should probably join the discord... Anyways, I died on the red lightning boss on a cloud guy, and right after I died when you can still kinda walk around, I hit him one last time and killed him. I thought I might have, but just assumed I would have to battle him again.
When I walked back to try the fight again, the npc soldier was standing there and thanked me for defeating the boss. Feels like that shouldn't have worked that way, I was kinda bummed, I wanted to fight him again. Fun fight! Nice job.
Anyways, thought I'd just share that.
Thanks for making such a fun game. :)
Hey! Quick idea here, maybe you can break the weapons in two ways, to heal and to perform a sort of super attack, so that it acts as a cool and special attack you have to sacrifice your weapon for.
Just for the weapon breaking system to not be underused when you get used to the combat and get hit less
Agreed
I really look forward to play the full game !
I really hope that you’ll see this message.
First of all I’m trying to learn to make games, and yours is totally the kind of game that I wanted to do ! And that’s super cool because it makes me want to play it, but I won't.
And here’s why : I can't play alone.
I have poor time management skills, which makes me only enjoy playing games when I play them with someone, otherwise I feel like I waste time instead of sharing it. Plus my friends are all around the world, and playing with them is the only way to keep in touch.
If you could consider a multiplayer mode (online coop would be the greatest, but local coop would palready be good as I'm trying to share my passion with my gf) that would be the most awesome update imo.
Thanks for reading're truly doing a wonderful job with this game !
Absolutely amazing how far this game has come from that simple zelda clone it once was, love to see it :)
Amazong work. Your work showing us ur work, is also great! Its so nice to see development of a game! I also love, how u use and watch how other games are made and try to use this knowledge. Well done. I keep watchint :) hope this game will become a real finished one someday!!!
hi there! just wanted to let you know that there's a few glitches in the demo- if the player spams the great axe attack while moving towards the edges of the screen, instead of going to the next area, he'll collide with the side. btw this game is SO good and i can't wait to see what you design next!
I love your devlogs. I'm happy that you're taking into account other languages. I'm a little disappointed that the ate basically no games with a Greek option. I would be willing to provide an accurate translation for everything in the game, free of charge.
thanks, tom braid. without you we would not have amazing indie games like this.
Thank you for adding Mac support! Very excited to play your game
Really love the seeing the progress. Would love to demo some of these changes. I really wanted to love the last demo, but therer's kind of a rough difficulty/learning curve with avoiding damage and respawning after death. I had to re-do the first bug battle many times. And I struggled just to reach the cloud -world boss.
Admittedly I generally don't play games like Moonshire, so timing the dodges is difficult. But that might be something to keep in mind for players who aren't well-versed in these kinds of games. Some kind of forgiveness, or more training-type encounters.
this game has changed soooo much great job man it looks insane and fun!
Keep it up, definitely gonna play the game when it’s released 👍
Awesome progress my friend! Keep them coming! 🎮
Loved the idea of special attacks for each weapon!!
Looking good! Keep up the good work!
yo this is so cool cant wait for the full release
Wow this game looks awesome! I just subscribed. The character reminds me Vivi from FF9.
One of the best indie games i ever seen
Nice work
Wow this game will be AWESOME
Dude your dialogue system is insane. Super super impressive! Although you’re setting yourself up for a ton of work haha
Let me know if you’d like any story support! Would love to get involved
You do not know how happy I am for the revamped dialogue system.
Your dialogue map is good, but one more step to make it better would he having it fully data driven like in a json file rather than a source file. It will give you a lot of benefits in the long run to be fully data driven, but that being said what you have implemented might be good enough to get your game to release.
looking forward to the release of the game!
your game have a lot of pontential, keep it up (sorry for the google translate, I am french)
The cloud level looks so damn good
Challacade I cant wait for the full realese!
I got the floatation device since last video (there's truely a lot of reviews on steam btw)
I just joined the discord and posted my suggestion. Ill definitief post more when I think of something. The game has come a long way from when I first saw it and I’m exited to try the demo
If possible, you should make the damage done to an enemy visible. Like, as you damage an enemy, their sprite changes from normal which is their normal sprite to slightly damaged which could maybe have some cracks in them or somethint to almost dead which would make them look weak and very damaged
To be honest, I actually like the idea of breaking a weapon for a powerful attack.
It's the choice between patching up the player's mistakes and quickly eliminating potential mistake.
So it's heal or kill.
I mean it doesn't have to be just throwing a weapon. Maybe a flurry of strikes with a finisher that causes it to break.
This is something I'll consider!
@@Challacade Wow! It's an honor to get your reply.
So yeah, it's like KH2's Limit Break and Cure magic. Both uses up all your MP.
Keep it up man you're doing great.
This game looks so good!
I really like your Videos from an entertainment standpoint and for learning more about game indie development in general. Do you plan on making a Linux Version of your game? There are probably not many people (like me) who would need it and the game will probably run through proton, but a good native build would still be really nice.
I will do a Linux version, but regularly pushing updates for each platform is a lot of work, so I plan to wait until later in development to do that
5:27 reminds me of the 1000+ line long switch case from undertale
crazy how far hes come bruh
Added to my wishlist! look so cool :)
Very nice and inspiring work! Thank you very much for sharing your experiences.
About the S.O. availability, it would be great if you also provide a native Linux version over Steam (without emulation).
With each new day, it becomes more similar to one of my fav 2d games called "Soul Knight" :D.
I have a glitch on Mac that when I go in a cave even with a lantern only the top left corner lights up and you can’t see anything. Also love you and you are my fav game dev RUclipsr.
Thanks for reporting this, there must still be an issue with shaders on some computers. Looking into this
Hello,
I've been following you for several months!
Your work is of very high quality!
Are you thinking of having it translated into French? I pray for this! ;)
In addition, consider doing complete LUA training to realize the mechanics of your game!!! if yes I buy!!!
W, all the changes are a big W
Awesome work!
Nice looking and feeling!
We need that boss fight theme in the video as its own video on the channel so we can just listen at any point.
Absolutely love the game! I haven't found to many indie games I like but this is one of them something about it feels so good. Do you use Unity btw?
weapon idea. num-chuks that you can spin really fast and hover above the ground slightly
Honestly, it was already super hard for me, guess I’ll just have to get gud to do this part again
I found repetitive the weapons you get, like great sword and two axes. Before, it's cool you present the armor with an properly area. Another think, eletric rod appears to be part of the cenario, It took me a while until I realize it's a new weapon in this new version.
You have the welcome of France ❤
We need masks for the player to wear that are similar to Majora's Mask.
I would love to use kamikaze attack that leaves you with 1 HP disabling healing for a few minutes.
Lowered speed, and attack, but with a small chance of surviving hits. BOMB MASK!
very nice updates!
Lets go more mod support
I love this game
400th like! I really like where you are going with this game!
Bring Back "Heeello folks" 🔥🔥🔥
I forgot that I used to do that!!
this is awesome, i'm currently learning python and plan on making a game when i'm old enough, rn i'm going to game design camp
how old are you
@@qingxian3870 13, 14 in 3 months
wdym "when i'm old enough" there are people out here making games at like 9 years old i'm sure you clear the barrier of entry
@@drouseyman those 9 year olds are using scratch, I wanna use actual code
@@Mytthical you clearly don't know enough about gamedev if you think "real coding" comes at a cost
just grab unity or gamemaker or something
Looking great!
Love all about it!
Can you make sure that armor/jewelry shows up on the character? Nothing feels better when by the end of the game your character looks pimped out, like sonic in sonic adventure 2 with his accessories
Bro this game is not even finished and is alredy one of my favourits
I just had an idea what if there was a collectible called the favored weapon sack or something and you could store one singular weapon that could not be sacrificed unless you take it out of the sack and it lets you store the weapon in your inventory.
Though this would un balance the “recycling weapons” feel of your game
Oh, that's looking real nice! What engine is being used?
🔥
You should also make the roadblocks compatible with the environment, like those rocks blocking the way in the cloud environment doesn't make sense. Why are there rocks up on the cloud
here is some feed back so the game is more then great i did find a bug in one of the fights in the cloud place where one of the enemies fell and the game buged and i couldn't leave the battle when all the enemies where gone and i think the spell dose not fell like a spell i think when you get it you can click a button to use it like the old spells
It should announce the name of the boss when doing its intro i think! 👍
Cool updates
micro mages vibes 🤩
Brother, the translation would probably work best in a YML file format. It's kinda universal
Can you add co op mode ? This game will be much more interesting when played with friends.
Console editions pleeeeaaaase. This is my most anticipated indie game of the year
1. How much will it cost on release?
2. Will you make a console version?
I would really like to know because this game looks sick.
Fire vid 🔥