Congratulations on the release!! It looks like you achieved the vast majority of what you set out to reach, I hope I can get there someday as well. I am developing a very basic FPS. No plot, no logic to the levels (a quake-like surreal aesthetic), basic sprite enemies. Even then I feel like I am over-scoping. But I am taking every lesson and experience you share on your devlogs to heart. Its some very inspiring work, keep it up! And yes, I have played Celeste.
I think that';s what's most important, is making something you can kinda say "I did what I wanted to do". What you're on sounds intriguing, I hope you stick with it and it becomes what you want it to be. That's what matters, I think.
6:22 Die once at the end of the level, and can't stop dying at the start of the level after that. This looks about right. I have no idea why this happens.
Really though, you did a great thing with this Zed. I think the scope creep lesson is one of the hardest for any dev small or large so to see you outline it is a sign of significant strength. Looking forward to your next projects and to see how things evolve. Also- should we truly count the thoughts of someone who’s name could be construed as PoopLutrinae?
Well done Zed! Look like you had a pretty successful launch. I too just released my first game but sadly not to the same success. Only 6 reviews (thankfully all positive), only 30 copies sold. Not only that, but it is everywhere, on every major pirating website, all within the first 48 hours of releasing the game. It's a hard feeling, when you had been so built up for months on end, working as hard as you can. Dreaming for that sweet release date, and when it comes... it comes as a ripple rather than a wave. But the point is, I made it and released something, and so did you! And if we told the 8 year old version of ourselves we had made a game, they would surely think we were coolest people on earth! I am still proud of you and how far you have come all the same. You had 1800 subs when I subscribed, and now look! Nearly 10,000! And I have loved every episode of your Dev log. Be proud my friend. Don't let that negative comment get to you either. It is very easy to be a critic. Everyone can see a problem, but very few people can solve them and actually make a game.
Congrats on the game release. I've been following the dev logs over the months I'm and very tempted to do something similar. I just need to find a better work/life balance as a freelancer. Can't wait to see the channel grow as it's super underrated right now.
Congrats, the game looks fantastic! Not sure if this is the issue but I've run into timer problems in Construct as well. If you are using "Every X seconds" it can't be faster than the game tick. If the game is running at 60th of a second you can't have a timer running at 100th. Again, not sure if that is the issue but thought I'd share if it can help :)
I'm one of the commenters who's been pretty hard on you on regular basis. I must say, the game is really impressive. It feels so polished that the cleanness and polish of the experience by itself makes the game so satisfying to play. Every movement or jump or walljump or... feels perfectly tuned. Great job really. Looking forward to future games!
Thank you! And honestly, I appreciate people who are critical, y'know? Otherwise I'd worry I'm just speaking into an echo chamber, and that's no good for anyone.
I like how your goals are personal and not financial. Cutting scope creep is something I struggle with but then I too want to finish my game someday! Congratulations.
Great series, it's been really informative and enjoyable. I think though, that as you identified yourself, the level design episodes were definitely the most educational. Can we have more of that please? I'd personally be into just a 'tutorial' where you built a level of reiterate wit ha commentary on your thought process.
Congrats on the first release, that's a huge milestone! I can only hope my first release will eventually be this smooth, I wouldn't even mind a few brownie otters lol. Looking forward to seeing more of your releases in the future 🍻
Hey, nice to see the positive reviews on your game. About the speedrun timer, it's common that timers use the fps of the game if you don't change it yourself. So you can try to lock the fps to 60 and see if it works.
Unfortunately, Construct 3 doesn't let you lock the *maximum* fps for your game. It only lets you set a *minimum*. So, I use deltatime, which generally is meant to count a second every 60 'times'. Roughly. But it's apparently a bit TOO rough and over the course of a speedrun, it just runs too far ahead. I dunno, I'm still diving into it. We'll see where I end up.
@@LTGD How are you using delta time to count a second? Are you incrementing the timer by one second every 60 frames? If so then your timer will run faster if you're running the game at more than 60 FPS. I haven't used Construct 3 before but from what I see in the docs a simple timer that's adding delta time every frame should properly work as a framerate independent clock.
@@LTGD Construct does have a way to lock the maximum fps. Add --limit-fps=60 in your NW.js export command line option or add it manually to package.json inside package.nw
Thank you for sharing some of your wisdom. RUclips recommended this to me and I have not played the game, but for me, a game needs calm parts as well as intense parts for the loop. Something surprising to break the formula. On the video there was only shown gameplay (levels), and then exact same room with different colors between them for the story every time (reading). Also two things that come to mind just from looking at it though, is the lack of level decoration and BG objects. Makes it easier to make those over 100 levels, but does not look as pretty to me. Even a digital world can have digital trees, or anything else you can think of. Second thing is that every level seems to have a random color and background, and there is no visual progression when getting deeper/progressing. A more gradual change could help me look forward to what is going to happen next. Ideally there would also be a larger change in style whenever new gameplay/story elements are introduced- Though I guess the above gradual change is not strictly necessary, if there is some other kind of structure to puzzle out, like every 10th level being extra special/gimmicky somehow for example (not necessarily a boss fight).
To see a perfect example of what I mean, look up the game "Copy Kitty" on steam. Even a little thing like naming every room you make gives them a ton of meaning.
I think i would really love this game, and i am sad that i dont have the technology to get it (i know, right, no ok computer, crazy) glad its so well recieved!
It looks as satisfying and fun to play as super meat boy, definitely my kind of game! Maybe a different art direction would make it stand out more but idk it looks pretty awesome to a pleb like me
To me the best way of getting rid of imposter syndrome, is to understand that meritocracy is not only false in my case, in that i don't truly deserve either my curses or blessings, but that it is True for most people as well. From the homeless guy I saw in the park on my jog, or that guy with the fake teeth I saw in the news, where and how we are born isn't indicative of any sort of accomplishment on their part, but our accomplishment is much more decided by circumstances outside of our control such as birth. and thus the consequences that achievement/nonachievement aren't merely their own, and are connected to wider trends that we might not have any knowledge of. As an old poem once said, "No man is an island, Entire of itself, Every man is a piece of the continent, A part of the main. If a clod be washed away by the sea, Europe is the less.
first, good job with the game and the game release. but also: blaming the audience for being too dumb for your writing is a bad move. you can create story intrigue with game design that integrates with your narrative. you can add structure and presentation that causes people to care about the story. you said you're not portal. portal does really well to quickly create an interesting setting that meshes with the game mechanics.
i bought reiterate on launch day, and 100%ed it i can't tell you the last time i've done that!! also, speedrun timer might be bugged because you are not using delta time meaning if people have a faster framerate (>60), the timer would be faster
You'd think "this game works" would be a low bar to reach but considering major triple A publishers with hundreds of employees and millions of dollars to throw at the games development cant do it u sir have reached a herculean task
Early in your dev logs, you talked about a desire to make a game that players would want to speed run. Post launch, do you feel you have achieved this purpose? edit: How do you feel about Reiterate as a "speed running game"?
about adding new mechanics, didn't you just said this game was part of a trilogy? if you have other ideas, do them in the sequels, that's what they're made for.
Im sorry but i have to point out a huge flaw of your game. It is almost impoosible to find the game itself. At first when I was looking for it on steam, i misspelled the name 3 times because there is so many r's and e's etc. Also, the I looks like a lower case L. It took me a while to figure out it is an i.
lmao, after watching this video, I went and bought the game just to see what the final cheat code mentioned does. joke's on me, hitting ` or ~ on the title screen does nothing. was the cheat mode just a joke for the video?
I've got ONE more video to get out, and it's literally just a summary of the first month's financials next week, and then I promise I'll focus on fitting in a suit.
Well... I spent 15 minutes looking for the cheat key on a Hungarian ISO keyboard, and I haven't found it. It supposed to be the ` character, right? Changing the keyboard language in Windows didn't helped, neither producing the character with pressing "Alt Gr + 7"... I guess I'll never find out now if you played Celeste or not. (although, I'm sure you did 🙂)
I will personally not buy the game beacuse these platformer games are not my type along with the style, but good luck on your journey and I hope you succeed.
Also real talk here, you take constructive criticism was a bit bad. Like even though that persin was called Brownie and was angry playing the game, he wasn't very wrong, he gave some critical things about how the game lacks gameplay to the other games, but you just pass it off with a joke.
I was always told, "the best artists are never content with their work". So there you go, your the next Michelangelo.
That genuinely makes me feel better. Thank you!
Congratulations on the release!! It looks like you achieved the vast majority of what you set out to reach, I hope I can get there someday as well. I am developing a very basic FPS. No plot, no logic to the levels (a quake-like surreal aesthetic), basic sprite enemies. Even then I feel like I am over-scoping. But I am taking every lesson and experience you share on your devlogs to heart. Its some very inspiring work, keep it up! And yes, I have played Celeste.
I think that';s what's most important, is making something you can kinda say "I did what I wanted to do". What you're on sounds intriguing, I hope you stick with it and it becomes what you want it to be. That's what matters, I think.
6:22
Die once at the end of the level, and can't stop dying at the start of the level after that.
This looks about right.
I have no idea why this happens.
Really though, you did a great thing with this Zed. I think the scope creep lesson is one of the hardest for any dev small or large so to see you outline it is a sign of significant strength. Looking forward to your next projects and to see how things evolve.
Also- should we truly count the thoughts of someone who’s name could be construed as PoopLutrinae?
Thank you! It's been a helluva learning experience, I think.
Well done Zed! Look like you had a pretty successful launch. I too just released my first game but sadly not to the same success. Only 6 reviews (thankfully all positive), only 30 copies sold. Not only that, but it is everywhere, on every major pirating website, all within the first 48 hours of releasing the game. It's a hard feeling, when you had been so built up for months on end, working as hard as you can. Dreaming for that sweet release date, and when it comes... it comes as a ripple rather than a wave. But the point is, I made it and released something, and so did you! And if we told the 8 year old version of ourselves we had made a game, they would surely think we were coolest people on earth!
I am still proud of you and how far you have come all the same. You had 1800 subs when I subscribed, and now look! Nearly 10,000! And I have loved every episode of your Dev log.
Be proud my friend. Don't let that negative comment get to you either. It is very easy to be a critic. Everyone can see a problem, but very few people can solve them and actually make a game.
Congrats on the game release. I've been following the dev logs over the months I'm and very tempted to do something similar. I just need to find a better work/life balance as a freelancer.
Can't wait to see the channel grow as it's super underrated right now.
Thank you! And thank you for sticking with me. 'Next Big Thing' starts soon, so I guess I'm getting ready to do it all over again.
@@LTGD Awesome. Looking forward to the big thing.
Congrats, the game looks fantastic! Not sure if this is the issue but I've run into timer problems in Construct as well. If you are using "Every X seconds" it can't be faster than the game tick. If the game is running at 60th of a second you can't have a timer running at 100th. Again, not sure if that is the issue but thought I'd share if it can help :)
I'm glad this went well! I think you've done a cracking job making this game, going through all the highs and lows game dev has to offer.
I'm one of the commenters who's been pretty hard on you on regular basis. I must say, the game is really impressive. It feels so polished that the cleanness and polish of the experience by itself makes the game so satisfying to play. Every movement or jump or walljump or... feels perfectly tuned. Great job really. Looking forward to future games!
Thank you! And honestly, I appreciate people who are critical, y'know? Otherwise I'd worry I'm just speaking into an echo chamber, and that's no good for anyone.
@@LTGD well such polish and care for details can only come from this kind of critical attitude towards your own work. Kudos.
I like how your goals are personal and not financial. Cutting scope creep is something I struggle with but then I too want to finish my game someday! Congratulations.
Great series, it's been really informative and enjoyable. I think though, that as you identified yourself, the level design episodes were definitely the most educational. Can we have more of that please? I'd personally be into just a 'tutorial' where you built a level of reiterate wit ha commentary on your thought process.
it feels satisfying to see it finally came into fruition
been following the journey for a really long time and you earned your success
once u showed the game, i was like yep, this is definitely inspired by love, and the trilogy thing only cements this
Nice job! Interesting to hear your thoughts on the reception of the game. Looking forward to trying out the cheat codes!
Congrats on the first release, that's a huge milestone! I can only hope my first release will eventually be this smooth, I wouldn't even mind a few brownie otters lol. Looking forward to seeing more of your releases in the future 🍻
Hey, nice to see the positive reviews on your game. About the speedrun timer, it's common that timers use the fps of the game if you don't change it yourself. So you can try to lock the fps to 60 and see if it works.
Unfortunately, Construct 3 doesn't let you lock the *maximum* fps for your game. It only lets you set a *minimum*. So, I use deltatime, which generally is meant to count a second every 60 'times'. Roughly. But it's apparently a bit TOO rough and over the course of a speedrun, it just runs too far ahead. I dunno, I'm still diving into it. We'll see where I end up.
@@LTGD How are you using delta time to count a second? Are you incrementing the timer by one second every 60 frames? If so then your timer will run faster if you're running the game at more than 60 FPS. I haven't used Construct 3 before but from what I see in the docs a simple timer that's adding delta time every frame should properly work as a framerate independent clock.
@@LTGD Construct does have a way to lock the maximum fps. Add --limit-fps=60 in your NW.js export command line option or add it manually to package.json inside package.nw
Okay, but goat video when?
I shall send you a pre-release goat for review, thank you.
Thank you for sharing some of your wisdom. RUclips recommended this to me and I have not played the game, but for me, a game needs calm parts as well as intense parts for the loop. Something surprising to break the formula. On the video there was only shown gameplay (levels), and then exact same room with different colors between them for the story every time (reading).
Also two things that come to mind just from looking at it though, is the lack of level decoration and BG objects. Makes it easier to make those over 100 levels, but does not look as pretty to me. Even a digital world can have digital trees, or anything else you can think of. Second thing is that every level seems to have a random color and background, and there is no visual progression when getting deeper/progressing. A more gradual change could help me look forward to what is going to happen next. Ideally there would also be a larger change in style whenever new gameplay/story elements are introduced-
Though I guess the above gradual change is not strictly necessary, if there is some other kind of structure to puzzle out, like every 10th level being extra special/gimmicky somehow for example (not necessarily a boss fight).
To see a perfect example of what I mean, look up the game "Copy Kitty" on steam. Even a little thing like naming every room you make gives them a ton of meaning.
Always good to see a LTGD upload notification
Thank you for having notifications on!
@@LTGD haha this one has some great lines. “Let’s Talk Goat Design.”
Hi, congrats on your game, i just released my first commercial game on Steam yesterday.
I think i would really love this game, and i am sad that i dont have the technology to get it (i know, right, no ok computer, crazy)
glad its so well recieved!
you can always add stuff toy our game later to add some of the cut content, lets talk about red like button design
I forgot about this game a year ago
If only the Madeline hair moved
It looks as satisfying and fun to play as super meat boy, definitely my kind of game! Maybe a different art direction would make it stand out more but idk it looks pretty awesome to a pleb like me
To me the best way of getting rid of imposter syndrome, is to understand that meritocracy is not only false in my case, in that i don't truly deserve either my curses or blessings, but that it is True for most people as well. From the homeless guy I saw in the park on my jog, or that guy with the fake teeth I saw in the news, where and how we are born isn't indicative of any sort of accomplishment on their part, but our accomplishment is much more decided by circumstances outside of our control such as birth. and thus the consequences that achievement/nonachievement aren't merely their own, and are connected to wider trends that we might not have any knowledge of. As an old poem once said, "No man is an island,
Entire of itself,
Every man is a piece of the continent,
A part of the main.
If a clod be washed away by the sea,
Europe is the less.
Regarding plot: your art style communicates to players that there isn't any, and that the entire focus is on the mechanical gameplay.
first, good job with the game and the game release.
but also:
blaming the audience for being too dumb for your writing is a bad move. you can create story intrigue with game design that integrates with your narrative. you can add structure and presentation that causes people to care about the story. you said you're not portal. portal does really well to quickly create an interesting setting that meshes with the game mechanics.
i bought reiterate on launch day, and 100%ed it
i can't tell you the last time i've done that!!
also, speedrun timer might be bugged because you are not using delta time
meaning if people have a faster framerate (>60), the timer would be faster
NEVERMIND
just looked at comments, and you are already using that
sorry for mansplaining haha
Dude you made a videogame! You've designed, programmed, and published a videogame! This is amazing!
Reiterate 2 should just be called Reiterate: Reiterate
I did briefly think if I ever remake it, maybe in 3D, I'd just call it reIterate(d).
Less GO new vid im relly enjoing the new content
Thanks! I'm enjoying making it, tbh.
I bought the game. Best thing since 1066. 5/5
The swinging hammers are rigged. What a brutal obstacle.
Well it's about time... Congrats on finishing what you started. Now have a break. Have a kitkat.
Oh damn didnt know u finally released the game (I'm here from u first making the game)
Yep! It's been a wild ride.
@@LTGD indeed
You'd think "this game works" would be a low bar to reach but considering major triple A publishers with hundreds of employees and millions of dollars to throw at the games development cant do it u sir have reached a herculean task
Early in your dev logs, you talked about a desire to make a game that players would want to speed run.
Post launch, do you feel you have achieved this purpose?
edit: How do you feel about Reiterate as a "speed running game"?
Well, at least your Steam launching experience sounds much better than mine 😅. Quite a lot of people seem to genuinely like your game/personality.
Yay the game is out! congrats!
Thank you! Finally made it. Got there in the end.
deiterate would be a cool name for the 2nd game.
BrownieOtter is a true homie
Congrats, your game looks pretty
He got the creepy pasta voice
In the gameplay in the background, I see you skip the decryption keys.
Imagine skipping the decryption keys.
I think this bloke understands game design...
i bought it imma try it out
I make games and farm goats.
The two options are not exclusive.
Am I allowed to pirate your game? I'll make it so players can only play a certain amount of levels then suggest buying 😊
I can't remember if you said this in another video or not but did you work on this full or part time? How many hours per week on average?
Very part time! Probably about ten hours a week? If that?
Looks a lot like super meat boy to me, except maybe less frustrating.
In 2012, this game would have been a smash hit. It's a good game.
How many time he said "I lied alright I didn't"
I like to keep you on your toes.
UNLESSYOULIVEHARDCORE = (Jack) Black Mode ;)
On the steam page the minimum requirements says " 32 MB ram - recommended 32 GB ". Just saying, you might wanna change it.
My girlfriend bought me this game for my birthday. Should I start looking at ring prices now?
Wait, really? That's amazing. Yeah, marry her.
...Welp, time to learn how to pirate games
reIterate(2) confirmed 🤩😁
reIterate(2)?
reIterated()?
reIterate() reiterated?
Hitting ` on the title screen does nothing for me
about adding new mechanics, didn't you just said this game was part of a trilogy? if you have other ideas, do them in the sequels, that's what they're made for.
**insert positive reinforcement here**
Im sorry but i have to point out a huge flaw of your game. It is almost impoosible to find the game itself. At first when I was looking for it on steam, i misspelled the name 3 times because there is so many r's and e's etc. Also, the I looks like a lower case L. It took me a while to figure out it is an i.
That... Hm. I hadn't considered that. That's a pretty good point.
lmao, after watching this video, I went and bought the game just to see what the final cheat code mentioned does. joke's on me, hitting ` or ~ on the title screen does nothing. was the cheat mode just a joke for the video?
print(r() == good)
# True
Lovely seeing a video from you - but shut up, get married and see you after that. :)
I've got ONE more video to get out, and it's literally just a summary of the first month's financials next week, and then I promise I'll focus on fitting in a suit.
Well... I spent 15 minutes looking for the cheat key on a Hungarian ISO keyboard, and I haven't found it. It supposed to be the ` character, right? Changing the keyboard language in Windows didn't helped, neither producing the character with pressing "Alt Gr + 7"... I guess I'll never find out now if you played Celeste or not. (although, I'm sure you did 🙂)
That is... Odd! If I find any other Hungarians, I'll ask them. It's definitely meant to be that key, yeah.
I had to same issue, too (Turkish keyboard). I just pressed random keys and looks like ? is the right one on a Turkish keyboard.
I will personally not buy the game beacuse these platformer games are not my type along with the style, but good luck on your journey and I hope you succeed.
Also real talk here, you take constructive criticism was a bit bad.
Like even though that persin was called Brownie and was angry playing the game, he wasn't very wrong, he gave some critical things about how the game lacks gameplay to the other games, but you just pass it off with a joke.
Sorry, I do this stuff for comedic effect a lot for the sake of a video. I do genuinely take in criticism, I promise.
@@LTGD Oh ok, my bad. I kinda didn't think about the humor part.
Yes(Sarcasm)
Crushing descent into despair (not sarcasm)
@@LTGD but then...
Yes.
Harsh! 😂
im joking tho, on more serious note its a really fun game and you really should consider mobile port
@@LTGD your game is really cool and easy to learn!
Well it's a little too simple
im bad at platformers :(
That's okay! You're still valid
Saddd
I couldn’t get passed level 3 for 6 days… I feel you.
Yes, it doesn't play well in fullscreen and the death sequences take forever to load. Good concept, bad execution.
Your game is bad. I'm not sarcastic and I am currently making a paradoxically infinite reiteration