You Said This Boss Fight Was Bad, So I Fixed It - Slimekeep Devlog #25
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- Опубликовано: 2 фев 2022
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In this video I worked on fixing the slime king boss fight in Slimekeep. In the last video I made the bulk of this boss fight, but I got tons of feedback from you guys that this boss fight really needed some work. So I worked on finalizing and fixing a bunch of little things in the fight. Hope you enjoy, and let me know what you think.
About me:
Hey, I'm BenBonk, an indie game developer who uses the Unity Engine. I've made and released many small games before on my itch page, though now I'm attempting to make my first commercial game, Slimekeep. Slimekeep is a roguelike, using a very limited color palette, similar to Enter the Gungeon, though with a few interesting mechanics, such as keeping slimes alive longer will earn you more money, and the ability to capture slimes to power up your slime pet. If you enjoyed anything you saw, please consider subscribing, as it really helps me out.
Music by GC
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Invisible choice Ideas:
1) Be able to leave the boss fight room and spare him, which could for example make the slime king call back all his slimes
2) Capture the slimes on the bleachers and allow the slime king to run away
3) Make your slime pet become the new slime king
4) Do nothing so that after a while the slime king will try to negotiate a deal with you
some really good ideas man
Aldo I think he should remove the "use.your capture gun" line to make the choice more organic
“Spare me”
*2 hours later*
“What if I give you unlimited ice-cream?”
Another ramp up attack should be the audience members throwing tomatoes at the player
Good one!
I have a pretty cool idea for the Slime King. In the "Last Stand" phase of the boss, have all of the bleacher slimes disappear or run away, either because they're afraid of the Slime King, or of You. Then, in the final cutscene, have the guards leave because of how afraid they are of you, so it really cements the impact of your final decision.
*edit: This, SOMEHOW is my most liked comment on RUclips*
Very good idea
I really like this idea, I think it would add a lot to making the world feel real
oooo spooky id rather have the slimes fear the king
I suggest adding difficulty modes to add replayabliy to the game. Each difficulty having a different slime on the cover of it. Up to you though. Anyhow, I love what your doing with the game and I can't wait to buy it when it comes out!
Oh that's great!
Thanks, the game is a roguelike, so I'll have to see, but yeah, thanks for the suggestion.
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@@BenBonk Maybe there’s only one base difficulty, but you unlock more after beating the final boss?
Oh its not free..
for the jumping ground pound, add more "waves" because the shockwave looks thin and not very strong
Yeah
You mentioned the idea of having invisible choices, and I feel like having the Slime King specifically ask you to save him with the capture gun rather than killing him kind of goes directly against that idea. I feel like it would be better to remove those lines entirely and instead have him thank the player if they start to capture him (which also opens up the opportunity of a betrayal kill, which is another interesting interaction). It should be up to the player to figure out that they can spare him in this way, in my opinion.
Yup, I agree. I'll be working on that in the next devlog.
Looks nice! I think the cracks on rock impact are still a bit clunky:
- the cracking should speed up
- the cracking also affects the carpet
- the particles may have been enough!
Nice game mate! Keep it going!
I suggest that you add enemies in the part of the boat when you go to kill the slime king because it is so easy to enter to a castle without security outside I mean obstacles that you have to dodge or slime that shoots at you, you have to dodge their shots or else the boat will be damaged, if the boat is damaged multiple times the boat will sink and you need some material to repair it.
It would be cool if the crowd members got angry and threw food at you if you decided to kill the king
Neat idea for polish, but I just don't think I have the time to implement something like that for something that will rarely be seen.
@@BenBonk it could be a projectile while you're fighting the king since the fight seems easy but i know nothing about making games so '-' anyways im new to this channel and the game looks super cool.
That just gave me an idea for an escape sequence for after killing the king. All of the spectators and lots of other slimes could merge to make an amalgamation to try and keep you from escaping. Might be a bit too much for you but if you do decide to do it, it would be really cool to run from a giant slime and escaping the collapsing castle.
Or this can be another attack like the falling rocks
@@BenBonk imo it could give impact to the decision but yeah go
I love the changes, the bossfight feels a lot better now! Watching all the progress made has been super fun and I can't wait for the game to come out. I know you aren't looking for suggestions, but I'll leave some anyways cause I want to. Love your work though man, keep it up!
There should be slimes that perform some of these individual attacks, to prep the player subconsciously
Also the screenshake feels a little weak from the attacks, however thats just me
Killing the guards to be able to attack the king in the finally would work great narratively as then when you make your choice there's Noone left to stop you
I agree, for example the medic slime which heals the king would be a good one to put in the rest of the game, which would heal nearby slimes. another one could be a crushing slime which does a weaker version of the slime king's jump attack, or a laser slime that stops every once and a while and shoots a small laser out of its mouth. it doesn't need to be those things exactly, but I definitely agree that he should add a few slimes based on the king's attacks to help prep the player
@@gheorgherotar4885 sure, but its clear they are spectators rather than combatants, and that the guards and king are the real threat
@@Ben-li9zb They be fleeing from you. Their king is gone thanks to you so yeah they'll Panic.
@@talford16 heck yeah!
I suggest adding an 'intro' or cutscenes/dialogue to the start of the boss fight cause the way you just charge in and instantly start shooting the king doesn't feel really built up towards.
There is a starting cutscene, just removed it for testing purposes
@@BenBonk I assume that's where the tiny king in the last devlog comes in? He's like "Haha! I am the king slime and I shall kill you" and then the actual king falls onto him and says something like "let us begin" or something like that.
For the areas leading up to the boss, I think there should be soldier variants of enemies or something like that, that are stronger, smarter probably, and could have faster attacks
I think it whould be sick, atmosphericly, to have the kings castle break as he uses attacks that have the crack animation. As in when he uses a jump or whatever the cracks stay on the floor and the castle around him whould slowly crumble away. Then you could also have the aduince slimes podium break under them as a ramp up attack and they now throw food or something. This whould also give more meaning to the rubble ramp up attack. It whould take alot of animation and thought but i think itll make the payoff and damage to surroundings for the fight much more dramatic (Also it whould be a cool way to see how fast you beat the boss compred to other runs)
Make it so the final creepy phase of the fight is just a really fast bullet hell with a bunch of medic slimes being spawned, with the catch that the frantic difficult last phase wouldn't end when the king is healed past the phase's activation point.
I think you could make some Rare Slimes, they could give exclusive rewards, like hats and skins for you and the slime pet
Skins will be coming eventually! (Hopefully) How you obtain them, that could be a neat idea.
@@BenBonk I personally think you shouldn't add hats and skins. That concept is way too popular and often makes games look like a cash grab.
@@Cry_ct that's a good point because they usually feel more like trying to get people to continue playing than actually just having an interesting thing.
@@starbeam7679 I know, they are just usually cash grabs and it ruins the entire game.
@@Cry_ct I agree, adding skins and hats or stuff like that. Would make it loose some of the charm, I hope they don’t get added.
a tiny suggestion, maybe make the guards drop their spears on the grown and make them look scared when the player defeated the slime king.
I think you should make the slime king get more and more mad over time kinda like how he does at the very end
I love this idea, but it would just be really difficult to make. For example I'd need to make like 4 separate versions of the king ground pound/slide animations
@@BenBonk maybe the face could be a separate asset? Maybe the slime king himself could just not have a face, but a face asset will follow his exact movements, so maybe you could also use a attack where the king moves around in the last stand phase, though I'm not sure how hard that is on unity. I've done some coding on scratch, but there is definitely a ton of differences in the way they work besides obviously scratch using blocks instead of lines of code. (They should add a thing that shows your code in an actual language to see how you would write it.)
I know you said you're only changing the boss fight of it's very necessary, but the one thing I thought you could change which should be relatively simple, is when the guards guard the king with their spears at the end, it covers up his face, maybe rotate them down a bit and have them crossing each other like the spears blocking the entrance so you can still see the kings new expression with the mouth and eyes. This is just my thoughts, it looking great!
Here's my suggestion for the boat:
Make it that you go to an island where you will find new types of slimes (and maybe even another boss), but it has some kind of twist like for example you dont have yor pet.
I think the guards should have some sort of reaction when you beat the king like running away or a solem feel of defeat as their heads look down.
Would be interesting to have the guards attack in the beginning. After you defeat them, they retreat next to the king and do their stuff
The king looks dead inside, I think you should give him a facial expression when he hits the floor/walls, or maybe make his crown get launched in the air for a moment
Like he goes from
:3
To
>:3
I recommend adding animation to the water like waves to polish the scene a bit more
I love Slimekeep and your devlogs! hope you keep up with the awsome content
buffer slime: will hide in the back and boost the stats of other slimes but will also make them grow faster.
I've had a slime like that planned for awhile now. Most likely will be adding when the time comes!
Add rocks to the water for detail, make the fists slam down with more… power. Because right now they look slightly limp, love it all, great work!
The particels of the first rump up attack should deal a small damage to the player like a shockwave
When you capture the slime king you get access to the god upgrade which is called disinfectionator(doesn't have to be this name) which cures the slimes that you capture. when you kill the slime king you get his crown and then you can control the infection.
A great idea would be an invisible choice where you go to the king and steal his Crown, then the guards go to you and the King can be captured.
This would be a prop for the slime who helped you win the fight.
You could add a second stage to the game, after beating the slime king something could change in the world and provide more content after, something like that.
Like Terraria's hardmode?
@@poliax7066 yeah that could work
@@poliax7066 or dead cell's boss cells
well massive improvements but here are some suggestions:
the "choice" in the medic attack, when there is no downside to shooting the healers there is no reason to not shoot them and the entire idea dissipates. add some kind of threat to it so you get to choose whether to focus on dodging or not
make the spikes in the corners be permament, way more than the jump attack can be avoided by hugging the corners maybe make them activate when you enter for better effect
no minigame for capturing the king, he wants you to use it he won't resist it
instead of spears locking you from leaving make it a classic metal gate, there is no one to actually use the spears and it feels like laziness once the players sees the last stand spear block
the crowd stops cheering when the king is defeated and you are making your choice
Make the cracks stay on the ground and when the boss dies the ground breaks you fall down and something happens (I could imagine one of the following things:
a even harder boss down there (but rather not)
something like in super mario odysey where the world corrupts
you could have to break like a cube that will then wipe out all slimes (in a cutscene) first you live on happily but later you realise you just did genocide and the world is boring without challenge so you say the character that resetting the world is the only way to escape that boring world. (a bit like undertale)
Listening to feed back is one of the hardest things someone can do, thanks for listening to your community!
Okay, Okay, PLEASE add an engineer slime. It's type is specialty. It's a slime wearing a hard hat. It builds tiny robot slimes that can't evolve.The number of robot slimes depends of the size of the engineer slime. It's like a tougher splitter slime that doesn't need to be killed to spawn other slimes.
The introduction of the King’s “spare me” made me think. This game could have two distinct paths in it, one where you capture the bosses and one where you kill. If you chose this “genocide” route of sorts, maybe the later bosses would even preemptively start gearing up (difficulty increase) because they heard about you, the killer, coming for them. Even if its not primarily a story-driven game, these little things could definitely open up and expand the worldbuilding and make a nice little side story for the player to follow
That is a neat idea, thanks.
I think for the 'last stand' part, it seems too easy, so i think making a ring of projectiles fly
CONGRATULATIONS 50 THOUSAND SUBSCRIBERS!!!!!!!!
When the slime king gives up, the guards should rest their lances or something like that, rn it feels kinda weird,
And make the crowd stop moving as much.
Oh yeah, I can fix that, thanks.
@@BenBonk How about my reply?
Player: IM DYING
Audience: "stares"
would be awesome if the little medic slimes had a little "pop" animation when they are killed, rather than just disappearing. the fists in the fist attack should also randomize which one was going to hit the ground first. Adding some small screen shake to attacks with a lot of force behind them would also give the fight a more dangerous feel.
I think it might be a slightly better idea to ditch the text once you defeat the king and reward the player for thinking outside the box and actually capturing the king even though the option wasn't obviously presented. Maybe some hidden secrets outside the devlog too....?
Right, it's not really an "invisible" choice if you're told to do so.
When the king slams his “fists” down to commence the bomb firing, I would recommend the speed that the king leans forward to watch the impact of the fists. The cracks and shake of the screen makes the impact seem more heavy, which is good, but the softness of the movement and lean of the king contradicts that effect making it look unusual. This is just from experience to make things more natural, especially with softer or jelly-like creatures like the slime king.
Haven't watched these devlogs in quiiiite the long time, and damn this game is way bigger now.
love the fact he stuck with this for so long and continued to post devlogs!
what if when you capture the slime king, it unlocks a new upgrade path for your slime pet, and it would be sstronger compared to the other paths. But if you kill slime king, you get a weapon called the broken crown witch would be a strong weapon that would do a scaled down version of one of slime kings attack
A cool addition would be when the king enters the last part were the king is begging for mercy the Guards would get like a worried face and start sweating a little to add some Feng shui
Another good change would be spacing out the torches in the hallway just to pretty it out
Can you make a secret boss?
It would be cool
AMAZING IDEA it could be only accessible if you get to the end of the skill tree
Maybe at some point😎
I think instead of cracking ground when rock falls,
camera shaking is much better
This honestly looks pretty cool, I just have one suggestion. Making bosses go invulnerable is often really frustrating to the player, since it can feel arbitrary and like it stalls out the fight. I’d recommend replacing the invulnerability with a massive damage reduction (~90-95%). It had the same effect, but feels a lot more interactive
Great work, keep it up!
oh my i found your channel again! i was watching near the first couple dev logs and then i made a new account and then you made it back on to my recommended! your game looks so cool and i hope its going well!
A simple addition to the ending. Depending on the path you chose it gives you a new starting point, new item, new enemy, different color palette, and a general mini overhaul to the game to make the next run just a little different. Don't have to go crazy with it
Here's an Idea for the end:
Similar to kirby's dreamland, if you decide to capture him, you will shoot upwards and he will act as a balloon, and you grab your pet and float home, destroying the castle. It would also be cool if all the stand slimes go to your house and just chill.
I just discovered this and i find it amazing how your community influences the game itself. I can bet there's at least one good musician among you. I'd love to hear some bangin tunes once this comes out.
During the very final attack, I think green lightning as a ramp up attack would fit.
Also I'd like a slime cameo that you can interact with, an open carton of slime. You can either capture him with the capture gun or tip him over and kill him as the insides spill out
Wow nice job of listening to the community and improving existing mechanics
the editing in these videos is improving a lot! good work:)
OMG finally thanks for these awesome devlogs
that parabola looks really nice! I'm glad I could be of use!
I agree. Thanks so much for letting me use it.
Would be cool if the lasers either didn't have those weird outlines or the lasers just tapered off with transparency at the sides, it just looks like a giant white brick being shoved through a portal right now
Wow your game looks very polished! Just gonna wishlist it quickly
Thanks!
Excellent additions to your boss fight! It looks like it'll be tough to beat.
Honestly, you're one of my favorite game devs aside from brackeys and keeping swearing out of your videos gets immediate trust from me! Plus I love the game you're making!!! I think this deserves a sub as well as a steam wishlist! I hope to see more great work in the future!!!
Thanks! Really glad you like the devlogs/game.
I would add a shadow for the slimeking, so xou can see where he is dringend the jump-attack
That's amazing progress!! Wish you luck with this project. Also, I suggest to add little splash damage to the fist attack and make mines damage player on contact. Have a nice day!
I think you should do something about the guards when the king is asking for mercy. Maybe make them run away/ fight you one last time/ look paralysed from fear or sumthin lol. Good stuff though, youve come a really long way.
Hello, I have a few comments. 1. Great job love the game. 2. Make the health slimes go from the bottom of the screen so the player has to not get hit and be more mindful of them. And finally 3. When you either kill or capture the boss make the guards die or something as it doesn't make sense that they watch their king get captured. But great job and great work, as a relatively new indie game dev this stuff is really inspiring. 🙂
I am here :) You did a lot of work's so many mechanic's, love it :)
3:15 great transition
How about making the days/corruption system an even bigger part of your game?
-When you enter a room, it has a chance to mutate, spawning completely different, tougher enemies to kill/capture (they are super hard to capture but capturing them awards the player special corruption points, which can be used to warp/alter current upgrades on the slime pet), the chance for mutation increases with every passing day.
-Add friendly slimes, lonely NPCs that have been cast away by others of their kind, they will offer things like stat boosts for the next few rooms, heals and/or other useful things, be careful though, after every day (starting at 0% on Day 1) there will be a rising chance for the NPCs to mutate when you talk to them again, forcing you into a tragic miniboss battle with them. This may increase incentive for the player to kill the final boss, after seeing the corruption (that I'm assuming he caused) and what the corruption does to the charming slime NPCs who were once your friends.
-The point above also makes the player encouraged to try to confront the Slime King as fast as possible to prevent any of their slime NPC friends from mutating.
On a completely unrelated topic regarding the story...
-Make there be a good ending where the player becomes friends with the Slime King, and show a snippet of it (as what might've happened differently) when they choose to kill the Slime King.
-Make every miniboss have a story of how they were created/their relationship with the Slime King, and let it play as flashback cutscenes mid-battle, giving the player some breathing room. This could also open up the possibility of the miniboss drawing inspiration from the flashback in form of a new ramp-up attack (Naruto, anyone?), making them feel like characters with personality.
Edit: sorry for making this a huge wall of text.
When the slime king jumps up and the big fists move around, you should and a shadow so it looks cleaner, but it is up to you.
I'm really glad i could help with the rubble, this all looks sick!
Thanks! Your rubble looks awesome.
Looks neat, i'm new here. The game looks really neat, and the changes you show in this video look great! Just a few thoughts I had:
Your cracks would, almost ironically, look better without animation, cracks in solid things happen fast, they don't spread at a slow or even pace.
On the note of animations, I noticed there's often very "linear" changes in your animations. IE: the cracks spread at a rate of 2~3 pixels every frame, a lot of the kings animations (like when he lands to squash) happen at x size per frame. Do more logarithmic changes. When the king lands he should squash quickly and exponentially (First frame is shorter by 10px, next frame at 5px) this would show how he's initially compressing quickly, then surface tension slows the "squash". After the squash you want to do the opposite, grow 5px then grow 10, this shows the surface tension "springing back". The numbers are made up examples, but I think they illustrate the point. You'll get much better feeling animations with more exponential ramp up. Few things are naturally linear in speed and effect, so when you see linear progressions it can feel "stiff" and artificial..
the jump of the boss needs a shadow under him instead of a exclamation mark. This will make it more terrifying then the exclamation mark. As "exclamation mark" in games usually means "hey there is something interesting here". And you are trying to avoid it? :D Love this, thank you youtube algorithim!
YEAY NEW devlog
this boss fight looks more fleshed out than some major studio games out there, which is saying a lot, sense your working mostly on your own (with help from the community of course,) compared to large companies with tons of coders, designers, writers, etc. and tons of money.
I've been waiting for another devlog! Love it!
Keep up the good work! Hoping to see Slimekeep released soon.
I think it would be cool to get a crown accessory after you beat the king. That and instead of the lasers coming out of magic portals, they could come out of one magic portal, but have mirrors reflect the lasers to different areas. It would make the player calculate where the lasers will be, although it seems like it would be pretty difficult to implement. All up to you though.
I think it would be funny/cool that the slime on the bleacher would speak. For example cheering for the king.
I really like the way the boss looks right now, the different phases all seem really distinct, and for people saying the boss looks too easy, keep in mind that the final boss for a roguelike shouldn't be absolutely insanely difficult- (think of the slime king like the dragun boss from gungeon, or something like that) just hard enough that you have to come back enough times to make the victory feel earned. the only minor thing I would change is that the king seems to not actually target you directly with the slide or jump attack? it might seem minor, or not worth fixing, but having a boss actually directly attack you is really important for the feeling of the fight, ESPECIALLY when the entire point of that phase is that he's throwing his body at you like a brute, he should actually throw his body AT you, not just around the arena for no particular reason.
3:18 that was a smooth segway
Awesome vid :) My only suggestion is to make the entrance to the boss room have a different sprite to make it look better in general and make the room look more important without entering it.
For the laser attack you could have slime mages go to the side of the screen and shoot the lasers instead of the flash and them appearing out of nowhere
finally a new dev-log im so excited to the game to release
Small little detail would be to have the boomerangs constantly spin instead of awkwardly stopping. Overall though, the slime king fight looks really good. I love that you’re actually incorporating community feedback instead of trying to keep pointless “surprises”, a common failing of new devs.
I actually did change it to spin constantly, just used an old clip by accident :)
Everytime you upload an update my day gets greener and better💚
Heck yeah new devlog!
Receiving feedback can be super difficult sometimes, when you're already proud of the work you've done. I feel it a lot at work, where you're excited to show people what you've been working on and many peoples first reactions are of suggested improvements (I'm guilty of doing this to you as well, so I'm sorry if you've ever felt discouraged because of me).
It's difficult to not feel criticised, but it's important to remember that people give those suggestions because they are already invested into your work. They already like what you are doing, and want it to be the best it can be, because they feel some ownership towards it as well. When all is said and done, it is your game, and you get to decide if those suggestions improve your game or not, but listening to feedback is by far the best thing you can do for anything you make.
This video was great! Thanks for keeping us entertained, I can't wait for the chance to play Slimekeep.
Yup! I'm totally aware it comes out of a place of wanting to see the game in the best state possible, and I'm glad you like the devlogs.
Almost 50k subs yooo congrats
yessir
The thing that glares out to me, this is the slime king, and yet, there doesn't appear to be much slime involved with the king. A few examples of what I mean, are like the Slime King in Terraria, where little bits of him come off, as you kill him. In Secrets of Grindea, the slime bosses leave slime marks on the ground, that slow you if you step in them.
Now obviously, you don't need a slime attack for a slime boss. but it still needs that slimy feeling to it. A few simple changes you can make, would be the crack effects being more of a splash of slime. The lazers could be gushing pools. The shockwaves from the slams could also be slime waves. give the king some more squash and stretch, slamming his whole body against the wall.
I won't deny that that would be a very big respiting of assets, but it could really improve that slime feeling.
Dang this has come a long way nice job
7:18 'I also like how the spears are a bit slow to rotate' he says as the spear chasing him does a 90 degree drift to keep up.
i have an idea for final boss. slimekeep is supposed to come out this year it says on steam. so, depending on what you do to the slime king, you will get 1 of 2 or 3 bosses. if you save the slime king in capture gun, you fight a slime demon that wanted you to kill him. if you kill the slime king you fight a slime angel who wanted you to keep him alive and spare him. (and possible third ending if you do nothing for a while, slime king falls asleep and both of them get mad and you fight both for "THE TRUE ENDING".
Looking great! 👍🏻
Building on others ideas I think there should be a sort of castle level and there would be many different "guard slimes" that would well, guard the area and it would be a run and gun sort of area were guards would leap down from the ceilings and you would have to parkour into the Kings room while dodging spears and maybe finding chests containing better weapons and such. Also there could be a hidden dungeon level that would only unlock if you've fully upgraded your pet and purchase a dungeon map from the shopkeeper, kind of like jevils boss fight from DELTARUNE which would allow you to free a prisoner and blah blah blah.
ENDINGS
Bad ending :You kill the king and all the guards and bystanders, triggering a cut scene where the player turns into a sort of monster. 👹
Secret ending: You free the people of the dungeon and stop the King once and for all, repopulating the world with wildlife and stopping the virus.
True ending:You kill the king and become king yourself, but getting possessed and sacrificing yourself (Idk it sounded like some serious lore in my head)
Good ending:You spare the king, he becomes your pet and you live happily ever after.
I think this really improved the fight! I don’t think you’re still taking suggestions but I would personally get rid of the text the slime king says when you defeat them aside from the ‘spare me…’ that way the player can figure out and decide what they want to do, I think this would add more of a sense of accomplishment when they do capture or kill it.
id suggest making shadows or a circle/target indicator for where the fists are gonna land, imo everything looks pretty good, so its just that lik detail
love ur vids :)
I think it would be cool if the slimes interacted with the fight more, maybe they could run across the stage randomly as a ramp up, or maybe they could just cheer and jump when the king deals damage or when there is a new attack
Love the HP slimes!
I recommend making the last stand attack harder, by possibly combining multiple previous attacks together (not too hard), and also other attacks one after the other quickly.
Its like the king is mad and desperate