A slimeball that comically breaks into pieces slowly like one of the those softbody tetris videos as soon as you touch it, but still somehow cracks as it falls
something to consider with the fountain: if you have a normally positive thing in your game that has a chance to be negative, make sure the players first interaction with it is positive. Imagine a player finding a fountain, drinking from it, and taking damage. They would probably not drink from fountains again and never discover that its a chance based effect
So what you are saying is, he should rig it so the first drink is always a full restore, then after that players will try to drink from it more often and they won't let a chance to get a heal go just because they got traumatized?
@@BenBonk maybe make a separate model with a slight demon face on it. It’ll have a chance spawn in that room instead. And that one will damage u. I think it could encourage players to pay attention and be careful.
What if there were secret breakable walls that led you into a room with a lot of Slimeballs as a reward? Secret rooms in roguelikes and such are a small but very fun addition… Also, the game is looking really good, the small things like the dust and the grass make such a big difference
you should have made the slime king the color red or something and when the corruption gets stronger, the more red the slimes and areas around them become, or add some lore like "the red slimes were the originalls before the green stole their land"
One thing to consider for the fountain: You will be more desperate to use it while low on health and it would probably feel bad to die from it. Therefore I would probably make the risk connected to the dmg proportionate in some way to the health you have or have a cap on how low the fountain can make you. Would probably work if you set it so that it deals a percentage of your health. It would mean that it’s riskier to heal while almost full (and just being greedy) and not just a potential instant game over when you need it the most.
10:22 just a bit of a tip for the fountain, for the descrption I think you should put in parenthesis the percentage that you can heal, and the percentage that you can take damage. without the player knowing that there is a small chance to take damage, they will get upset once they do take damage from it, since in their perspective, it's only supposed to heal you, and this time it unfairly damaged them (also "the mysterious white liquid replenished your health" *dwayne rock vine boom*)
@@BenBonk well, maybe the break rooms can introduce a sort of luck system, like a coin flip or a spin machine. P.S. if you came up with something better after 1 MONTH of dev time, “”mysterious slime chalice”” has been hilarious to think about
An absolutely amazing bit of polish is debris - little remnants of the enemies and props and bullets from battles. It isn't too hard to do, and makes it so satisfying afterwards. I am convinced that the game jam success of my best LD entry is down to these details alone.
i feel like adding a ground texture to the floor would make it look nicer, maybe some kind of barely visible cobblestoney one, so it feels like a dungeon, something like 10:01, the tiles on the floor make it look really good. i also have an idea for the player to be able to shift the hue of the screen, just incase the color green gets super annoying if its the ONLY color you see, there could also be separate color palettes that consist of more than 1 shade of a color, but i dont know how much time you would have to spend to make that, either way, it adds preference and i think its neat. and i have one last thing, i dont know if that exists but, there should be hats/accessories that can be found in special chests around rooms, not extremely rare but relatively, you can switch between these in the house, there could maybe be an interactable drawer/closet, people like to make their character different.
I would suggest that instead of directly placing the objects in the room you place a node where an object from a set list can spawn. This will make the rooms feel more Varied, and possibly making the rooms keep intrigue and not get stale after seeing the same thing over and over again.
Love the idea of break rooms, cant wait to see what kind of minigames you make! My imagination is going straight to a rhythm game with the dj slime for some reason.
Hi, I'm new here, but I noticed that with this color palette it's kinda hard to see the slimes attacking you, some visibility improvements to the enemies would be really nice
Looks really cool! I feel like the occasional tree in a corner or something could also go a long way in making the world feel more alive and interesting.
It might be nice to add a little outline around some interactable objects like slimes or breakables so the player can easily distinguish them from normal art as everything is based around the same colour.
i felt like they where ok but it would be a nice option. ultrakill has a option to outline enemies and change the outline based on type so something like being able to change the color of the outline might be cool
For the fountain, I think instead of having it random when you drink from it, I think you could make it so you can get into a room that has a good or a bad fountain from the start randomly, but put a subtle way to find out is the water is poisonous or not in the room or on the fountain sprite. It would be a cool way to actually improve as a player by learning from your mistake. You should also either make sure the first generated fountain room is a good one or make it clear you can get good ones when you get the bad ones.
To make the effect of the fountain more obvious you could change it from drinking to throwing a coin like a wishing fountain. After the player throws a coin into the fountain you could get a popup like “bad luck you took damage” or “good luck, you healed”
With the extra details, it sure looks awesome now. The pet hugging was awesome that you added it in.. the house looks for my part like an old granny.. but im not so fan of the new UI for the guns, it looks like shadows that are there just to make the gun to show up.. But nice proces on it! Its coming great together!
I really like the idea for the break rooms! They seem like they will add so much more life to the game so it isn’t just you fighting enemy’s all the time. I am SO excited for Slimekeep! It has been on my Steam wishlist for like forever! Can’t wait to play it!!!
I’m sure you don’t feel like re-doing the object placements, but it would have been nice to place temp objects that turn into a random breakable object (or nothing) when the room loads. That would add even more variance to the game.
You can still do this by writing a one-time script that replaces all the breakable objects you already placed with a “breakable object emitter” instead. Automation, my friend
Yeah definetely, and I did actually think of doing this. I guess I was just kinda worried things would look weird in certain positions, but I can't quite remember. It could be pretty neat tbh
I actually preferred the previous / original house also the new weapon UI doesn't fit in, as everything else in the game is green pixelart, so it being a black diffuse round particle thing doesn't really make sense
Maybe it's just because I'm used to the old U.I., but I think the new gradient makes the actual weapon you have look off-center and indistinct from the background. I will be abusing the heck out of that hug feature though, and the corruption really sells the vibes for me!
this is just icing on the cake! two small additions: make their eyes horizonal when hugging, and move the flower boxes closer to the windows on the house.
Suggestion: explosions should leave craters or scorch marks on the ground that go away when you leave the room, this effect could be added to a lot more too, maybe your guns could have shells that eject and fall on the ground, perhaps the breakable objects could do that as well, making it so you can see the pieces on the ground until you leave the room. It's an extra layer of polish that could make things, just a bit more satisfying.
You probably ought to revisit how you place decorations and obstacles within rooms and figure out a way to designate black listed areas, static props, and randomized props. I think as you continue to increase the number of rooms in the game, you're going to want that variety and automatic population
Make 2 more breakables and 1 obstackel 1.slime hearth (heals 1 hearth but only in some rooms 10% to have that in a room) 2.slime jar(has 10/20 slimeballs in it it has 25% to be in a room) 3.low wall(can shoot trough but not walk trough) New slimes that i like 1.mimic slime(mimics objects when the object is broken it jumps at you his jump is 5 normal slime jumps long) 2.star shaped slime(shoots bullets at 5 angles)
I think it would be cool that if you skip a boss fight in the game. They will wait for you in the halls of the king. I think that would be pretty cool then you can have a boss rush type effect and maybe a possibility for a secret boss as well.
Wouldn't it be more interesting if the fountain only did 3 damage max but never kills the player? (Only brings the player down to 1 but never 0) That would make for a interesting risk/reward system where it makes more sense to keep the fountain for when you are near death. Could allow for some strats.
@@IzzyTheOwl I feel like that would nudge or force players to the strategy too much, causing more casual players to want to avoid instead of use the fountain.
Reminds me of Soul Knight very similar. you should add texture to the floor and roofs of the walls like in minecraft to create more variety, although it might fit the style of your game. Cool Vid
Chiming in with some inspiration from Hades - I think the breakable objects should have only 1 health and break if you dash through them as well. With some sound effects that would make for very smooth and satisfying gameplay.
So u know the fountain? Make more rooms like it but they do special stuff like a shop! and uh other stuff buyables and yeah! so break rooms must have more impact honestly but i see that u are going to make more soooooo... I will wat for the next devlog
dont know if it been said already but you should look at the "'break rooms" in Neon Abyss. like the challange room summoning 3 waves of enemies with a laser firing at you or something like a slot machine where you get a limited amount of chances to roll before it breaks
Have you thought about making secret rooms that you could find by shooting a small crack in the wall or something like that? They could have little rewards like a random item or gun in them, so players who pay attention to the environment get rewarded.
Yeah, I thought about that, and it could be a neat idea. I'm just not sure if it would be possible/easy to implement with the current room generation system
Thanks, I really appreciate it. I definitely feel like I've grown a ton too, and I think anyone else can, as long as you can just find the motivation from somewhere.
The particles in the wind I like, but It would make more sense to my brain if they were to speed up when you go left, and slow down when you go right. Thanks for the content Benbonk
I think it would be cool, if all theese breakable object had mutiple possible spawnpoin in each room, so even if you see the same room 2 times in a row, it wouldnt be exactly the same.
I dont really like how random the fountain damage feels there needs to be some kind of npc explaining that it can have a downside which imo should be less than 3 damage since its a break room where ur supposed to have a break from fighting and damage
You should add difficulty scaling traps and some sort of themes to certain rooms: some rooms have harder slimes but less slimes, or slimes have less attack but faster fire rate and speed
Maybe the fountain could be a guaranteed heal until later in the game when the corruption makes it so it heals the player less and less until it starts to hurt the player
Idea : Wind. Wind can push you around and has a chance to come on a random day. It will push enemies, the pet and you. The wind will also make the waves in the big body of water faster and slightly bigger.
A cool adition would be to change the fountain with further couruption. Like lowering the chance for a full heal and making the chance for damage higher. Another option would be to decrease the healing and increase the damage.
I once worked on a project where the composer made like, dubstep and super hardcore shit and didn't fit at all, so i was skeptical when you said you got more composers on board. But when you played examples of their work, it seemed to fit a lot, idk seems like a great fit
Wow it’s like a whole new game. I think the neon green background that takes up half the screen is a little blinding, maybe add a vingette, texture, fog, grass, something.
An idea I had while watching was that the fountain could have a higher chance to deal damage instead of healing when there is more corruption on the map
Break rooms and healing fountains or healing objects are important for roguelike games because it's a surprise and a reward all in one. I think the random chance to take damage from it might be a bit punishing for a moment like that. I think having the choice to pick either a heal or take a bit of damage but get a damage boost or something like that would feel a little bit more fair.
Maybe make the fountain a guaranteed heal and scale down how frequent it spawns as the days go on. Extra points for playing a soothing melody when visiting. Players will feel relief, which I think is more powerful a feeling than a gamble.
I love the devlogs and the game looks great but I noticed that the slime pet walks under the doors which looks really off in my opinion. I was thinking to fix it you could have the slime pet jump over the door. Or you could make a cat flap style thing in the door that the pet goes through.
Game Dev here - I recommend not instantiating the pieces at run time. It's much more efficient to have the pieces already spawned and just disabled, and then enable them and call the code you have in start in another method when you want them to break. Anyway game's looking sweet!
Also, if you're not doing this already for projectiles I highly reccomend that as well. Object Pooling is super important in games like this - speaking from experience.
Personally, I’m not too sure about the new UI, I just think that the fade effect doesn’t really fit in with the pleasant, pixelated, feel you have for the rest of the game, just my two cents on the ‘issue’.
If there are going to be explosive barrels in the game, you should make it so that right before the barrel explodes your character stops moving and everything slows down for a second. Then the explosion happens and everything resumes. I think parrying in ultrakill
I think that since you added breakable objects, a mimic slime might be a cool addition
big if true
Good idea!
Good idea
A slimeball that comically breaks into pieces slowly like one of the those softbody tetris videos as soon as you touch it, but still somehow cracks as it falls
I'm intruiged
something to consider with the fountain: if you have a normally positive thing in your game that has a chance to be negative, make sure the players first interaction with it is positive. Imagine a player finding a fountain, drinking from it, and taking damage. They would probably not drink from fountains again and never discover that its a chance based effect
your comment sounds smart
So what you are saying is, he should rig it so the first drink is always a full restore, then after that players will try to drink from it more often and they won't let a chance to get a heal go just because they got traumatized?
Yeah, that or I should make it's effects more clear probably
@@BenBonk "E to Drink" "Heal Chance 75%" Styled to fit your other player communications of course.
@@BenBonk maybe make a separate model with a slight demon face on it. It’ll have a chance spawn in that room instead. And that one will damage u. I think it could encourage players to pay attention and be careful.
Pretty cool progress!
Idk about others, but for me polishing a game is one of the most time-consuming processes in development
Really happy, that I got the opportunity to make music for Slimekeep! :DDD
I'm proud of you, my son 😌
@@aenjomusic cool
I am very happy for you!
Benbonk looks like a great person, had great time listening for your sample!
@@matangoldstien5922 Thanks! :D
your music slaps!
What if there were secret breakable walls that led you into a room with a lot of Slimeballs as a reward? Secret rooms in roguelikes and such are a small but very fun addition…
Also, the game is looking really good, the small things like the dust and the grass make such a big difference
Thanks, and yeah that would be really cool. I’m just not sure how easy it would be to implement with how the level generator works, but I’ll see
enter the slimegeon
@@hersical the sliming of isaac
@@Boredblanco soul slime
@@hersical risk of slime 2
you should have made the slime king the color red or something and when the corruption gets stronger, the more red the slimes and areas around them become, or add some lore like "the red slimes were the originalls before the green stole their land"
One thing to consider for the fountain: You will be more desperate to use it while low on health and it would probably feel bad to die from it. Therefore I would probably make the risk connected to the dmg proportionate in some way to the health you have or have a cap on how low the fountain can make you. Would probably work if you set it so that it deals a percentage of your health. It would mean that it’s riskier to heal while almost full (and just being greedy) and not just a potential instant game over when you need it the most.
It would be nice it you had some NPC's in the break rooms, like you could have a chair by the fountain with an old man sitting on it
you could see this in benbonk"s to do list
10:22 just a bit of a tip for the fountain, for the descrption I think you should put in parenthesis the percentage that you can heal, and the percentage that you can take damage. without the player knowing that there is a small chance to take damage, they will get upset once they do take damage from it, since in their perspective, it's only supposed to heal you, and this time it unfairly damaged them
(also "the mysterious white liquid replenished your health" *dwayne rock vine boom*)
Yeah, I realized that and will def work on that.
And yeah the wording was intentional 😳
@@BenBonk well, maybe the break rooms can introduce a sort of luck system, like a coin flip or a spin machine. P.S. if you came up with something better after 1 MONTH of dev time, “”mysterious slime chalice”” has been hilarious to think about
An absolutely amazing bit of polish is debris - little remnants of the enemies and props and bullets from battles. It isn't too hard to do, and makes it so satisfying afterwards. I am convinced that the game jam success of my best LD entry is down to these details alone.
Ooh yeah, I should really look into that
Potato pc's be begging for mercy.
@@cutestcreeper569 not really in 2d games, it's just sprites instantiated and left there
i feel like adding a ground texture to the floor would make it look nicer, maybe some kind of barely visible cobblestoney one, so it feels like a dungeon, something like 10:01, the tiles on the floor make it look really good. i also have an idea for the player to be able to shift the hue of the screen, just incase the color green gets super annoying if its the ONLY color you see, there could also be separate color palettes that consist of more than 1 shade of a color, but i dont know how much time you would have to spend to make that, either way, it adds preference and i think its neat. and i have one last thing, i dont know if that exists but, there should be hats/accessories that can be found in special chests around rooms, not extremely rare but relatively, you can switch between these in the house, there could maybe be an interactable drawer/closet, people like to make their character different.
Woah its amazing you involves the community, even with composers!
It is so cool of you to give them a proper shoutout!!
i can see splash! is probably going to make the boss music whilst lydiiac will probably make calm or overworldly music
all the music sample are bangers and would love full versions
I would suggest that instead of directly placing the objects in the room you place a node where an object from a set list can spawn. This will make the rooms feel more Varied, and possibly making the rooms keep intrigue and not get stale after seeing the same thing over and over again.
Love the idea of break rooms, cant wait to see what kind of minigames you make! My imagination is going straight to a rhythm game with the dj slime for some reason.
ya but that a boss
Haha, thanks. Wait for the next devlog! I've got some pretty neat stuff cooking up.
this is my first time seeing the game and wow this looks sick cant wait to play
The object pieces could fly in the direction opposite to what damaged them.
All very cool though.
_Rehaul_ isn’t a word… overhaul is though….
But great video man, I love these devlogs
Hi, I'm new here, but I noticed that with this color palette it's kinda hard to see the slimes attacking you, some visibility improvements to the enemies would be really nice
Yes exactly
Looks really cool! I feel like the occasional tree in a corner or something could also go a long way in making the world feel more alive and interesting.
2:40 i am that fan lol
I reckon that the corruption particle effect would be really annoying in the later days
It might be nice to add a little outline around some interactable objects like slimes or breakables so the player can easily distinguish them from normal art as everything is based around the same colour.
i felt like they where ok but it would be a nice option. ultrakill has a option to outline enemies and change the outline based on type so something like being able to change the color of the outline might be cool
For the fountain, I think instead of having it random when you drink from it, I think you could make it so you can get into a room that has a good or a bad fountain from the start randomly, but put a subtle way to find out is the water is poisonous or not in the room or on the fountain sprite. It would be a cool way to actually improve as a player by learning from your mistake. You should also either make sure the first generated fountain room is a good one or make it clear you can get good ones when you get the bad ones.
I can't wait to speedrun this game
To make the effect of the fountain more obvious you could change it from drinking to throwing a coin like a wishing fountain. After the player throws a coin into the fountain you could get a popup like “bad luck you took damage” or “good luck, you healed”
With the extra details, it sure looks awesome now. The pet hugging was awesome that you added it in.. the house looks for my part like an old granny.. but im not so fan of the new UI for the guns, it looks like shadows that are there just to make the gun to show up..
But nice proces on it! Its coming great together!
I agree with this. Ui should be solid. Just choose a better shape, maybe semi transparent could work
I feel like the UI clashes against the pixel art.
with the heart breaking at the end of the hug it looks a little like you are instead squeezing your slime and breaking its heart lmao
I really like the idea for the break rooms! They seem like they will add so much more life to the game so it isn’t just you fighting enemy’s all the time. I am SO excited for Slimekeep! It has been on my Steam wishlist for like forever! Can’t wait to play it!!!
I’m sure you don’t feel like re-doing the object placements, but it would have been nice to place temp objects that turn into a random breakable object (or nothing) when the room loads. That would add even more variance to the game.
You can still do this by writing a one-time script that replaces all the breakable objects you already placed with a “breakable object emitter” instead. Automation, my friend
Yeah definetely, and I did actually think of doing this. I guess I was just kinda worried things would look weird in certain positions, but I can't quite remember. It could be pretty neat tbh
I actually preferred the previous / original house
also the new weapon UI doesn't fit in, as everything else in the game is green pixelart, so it being a black diffuse round particle thing doesn't really make sense
I agree with the weapon UI not fitting at all. I kinda liked it when there was no UI, just the weapons
Maybe it's just because I'm used to the old U.I., but I think the new gradient makes the actual weapon you have look off-center and indistinct from the background. I will be abusing the heck out of that hug feature though, and the corruption really sells the vibes for me!
this is just icing on the cake! two small additions: make their eyes horizonal when hugging, and move the flower boxes closer to the windows on the house.
Suggestion: explosions should leave craters or scorch marks on the ground that go away when you leave the room, this effect could be added to a lot more too, maybe your guns could have shells that eject and fall on the ground, perhaps the breakable objects could do that as well, making it so you can see the pieces on the ground until you leave the room.
It's an extra layer of polish that could make things, just a bit more satisfying.
Maybe you could add a slime bestiary to keep track of the slimes you’ve killed?
Great! I've been waiting for another episode! Love your work!
Thanks!
You probably ought to revisit how you place decorations and obstacles within rooms and figure out a way to designate black listed areas, static props, and randomized props. I think as you continue to increase the number of rooms in the game, you're going to want that variety and automatic population
Make the fountain poisoning after the slime king corruption grows and not depending on luck
Make 2 more breakables and 1 obstackel
1.slime hearth (heals 1 hearth but only in some rooms 10% to have that in a room)
2.slime jar(has 10/20 slimeballs in it it has 25% to be in a room)
3.low wall(can shoot trough but not walk trough)
New slimes that i like
1.mimic slime(mimics objects when the object is broken it jumps at you his jump is 5 normal slime jumps long)
2.star shaped slime(shoots bullets at 5 angles)
Mmm this episode was very juicy
What the
LEAKED
Ayo
Bro what?
this person got this video earlier probably because it's a supporter of benbonk
I neat touch for the corruption particles would be to make them come from the right because that's the direction the slime king is in
I think it would be cool that if you skip a boss fight in the game. They will wait for you in the halls of the king.
I think that would be pretty cool then you can have a boss rush type effect and maybe a possibility for a secret boss as well.
I mean that would be cool, but sounds kinda brutal also lol
@@BenBonk yeh was brainstorming out loud 😅😅
Wouldn't it be more interesting if the fountain only did 3 damage max but never kills the player? (Only brings the player down to 1 but never 0)
That would make for a interesting risk/reward system where it makes more sense to keep the fountain for when you are near death.
Could allow for some strats.
and maybe it increases the chance to damage you the more health you have
@@IzzyTheOwl I feel like that would nudge or force players to the strategy too much, causing more casual players to want to avoid instead of use the fountain.
"to make it look a little more clean"
*adds dark isolated pixels to a fan's clean looking artwork which just make the sprites busy / messy looking*
Reminds me of Soul Knight very similar. you should add texture to the floor and roofs of the walls like in minecraft to create more variety, although it might fit the style of your game. Cool Vid
Chiming in with some inspiration from Hades - I think the breakable objects should have only 1 health and break if you dash through them as well. With some sound effects that would make for very smooth and satisfying gameplay.
So u know the fountain?
Make more rooms like it but they do special stuff like a shop! and uh other stuff buyables and yeah! so break rooms must have more impact honestly but i see that u are going to make more soooooo... I will wat for the next devlog
I really can't wait till this comes out and I can play! But I still persist that, this game could use difficulties.
dont know if it been said already but you should look at the "'break rooms" in Neon Abyss. like the challange room summoning 3 waves of enemies with a laser firing at you or something like a slot machine where you get a limited amount of chances to roll before it breaks
Have you thought about making secret rooms that you could find by shooting a small crack in the wall or something like that? They could have little rewards like a random item or gun in them, so players who pay attention to the environment get rewarded.
Yeah, I thought about that, and it could be a neat idea. I'm just not sure if it would be possible/easy to implement with the current room generation system
@@BenBonk Maybe add new rooms with rare variants that have small secret pockets at the edge.
You can really see your growth as a game dev from when you started this post game jam to now. You make me both jealous and hopeful.
Thanks, I really appreciate it. I definitely feel like I've grown a ton too, and I think anyone else can, as long as you can just find the motivation from somewhere.
Will there be a way to change the colour scheme in-game? Bc some ppl might find the green a bit much
Yup! Well, you can change the hue, saturation, bloom, etc in the settings menu.
So sick the community gets to help with the game🎉
The particles in the wind I like, but It would make more sense to my brain if they were to speed up when you go left, and slow down when you go right. Thanks for the content Benbonk
I think it would be cool, if all theese breakable object had mutiple possible spawnpoin in each room, so even if you see the same room 2 times in a row, it wouldnt be exactly the same.
I dont really like how random the fountain damage feels there needs to be some kind of npc explaining that it can have a downside which imo should be less than 3 damage since its a break room where ur supposed to have a break from fighting and damage
I love how after he hugs the slime, a Gun is pointed towards him
You should add difficulty scaling traps and some sort of themes to certain rooms: some rooms have harder slimes but less slimes, or slimes have less attack but faster fire rate and speed
Maybe the fountain could be a guaranteed heal until later in the game when the corruption makes it so it heals the player less and less until it starts to hurt the player
Those breakable objects look great! An awesome addition to the game
Agreed, thanks!
The 3 years of refactoring have begun
the title: adds a few pixels benboss: THE MAJOR IMPROVEMENTS
HUD looks best without any background. If you are really worried about contrast, why not put a white outline?
just started watching your youtube channel probably one of my favorite youtube channels so far
add some lakes
that'd look nice
Idea : Wind.
Wind can push you around and has a chance to come on a random day. It will push enemies, the pet and you. The wind will also make the waves in the big body of water faster and slightly bigger.
It nice to kept it simple with your art style. It fun to enjoy different type art works.
A cool adition would be to change the fountain with further couruption.
Like lowering the chance for a full heal and making the chance for damage higher.
Another option would be to decrease the healing and increase the damage.
I once worked on a project where the composer made like, dubstep and super hardcore shit and didn't fit at all, so i was skeptical when you said you got more composers on board. But when you played examples of their work, it seemed to fit a lot, idk seems like a great fit
That fountain sprite is so nice!
It would be pretty cool to see the weapon symbol on the HUD do an animation every time the player shot it, loved the vid keep up the good work
yay devlog
Bro you inspired me to make my own Gameboy style game thank you thank you so much.
you should probably add a texture to the area past the walls (so it's not just green)
the fact you have a question about rates, makes me happy
It could be fun for the fountain to have a higher chance of being negative as the days progress, showing the water being corrupted.
Great games are made of small details and enjoyable bits inside the boring pauses.
Wow it’s like a whole new game. I think the neon green background that takes up half the screen is a little blinding, maybe add a vingette, texture, fog, grass, something.
Dang the thumbnail is the most descriptive part about this
No devtip this time, Just N I C E
An idea I had while watching was that the fountain could have a higher chance to deal damage instead of healing when there is more corruption on the map
Break rooms and healing fountains or healing objects are important for roguelike games because it's a surprise and a reward all in one. I think the random chance to take damage from it might be a bit punishing for a moment like that.
I think having the choice to pick either a heal or take a bit of damage but get a damage boost or something like that would feel a little bit more fair.
looks so good, i really like the whole aesthetic of the game
GOD THOSE COMPOSERS SOUND SO GOOD. I'm gonna need the Slimekeep OST, stat!
I think outfits for the slime pet would be awesome! I think it'll let the players personalize it a little
Maybe make the fountain a guaranteed heal and scale down how frequent it spawns as the days go on. Extra points for playing a soothing melody when visiting.
Players will feel relief, which I think is more powerful a feeling than a gamble.
SPLASH!'s music sounds like the disco slime boss music
Shhh, you know too much.
@@lydiiac7122 what-
I love the devlogs and the game looks great but I noticed that the slime pet walks under the doors which looks really off in my opinion. I was thinking to fix it you could have the slime pet jump over the door. Or you could make a cat flap style thing in the door that the pet goes through.
Game Dev here - I recommend not instantiating the pieces at run time. It's much more efficient to have the pieces already spawned and just disabled, and then enable them and call the code you have in start in another method when you want them to break.
Anyway game's looking sweet!
Also, if you're not doing this already for projectiles I highly reccomend that as well. Object Pooling is super important in games like this - speaking from experience.
The roof of the new house looks like an open upside-down book
The solid dark background for the weapons thing was better tbh
Breakroom: Fishing Pond
I suspect you could do alot with that. Slime bait, catch slime, whatev
You are legaly required to make the barrel decoration explode when it breaks. Its just the law
Lol, I’ll see
@@BenBonkthere is no we will see,ITS THE LAW!!
now we need a tamagotchi-like spinoff where you take care of a slime pet.
Can't wait to see some epic king boss slimes and champion slimes with six packs and miniguns
You should make the new house darker
only heard the songs rn but damn these are bangers i would like to hear on repeat
I'm glad you like them!
Personally, I’m not too sure about the new UI, I just think that the fade effect doesn’t really fit in with the pleasant, pixelated, feel you have for the rest of the game, just my two cents on the ‘issue’.
If there are going to be explosive barrels in the game, you should make it so that right before the barrel explodes your character stops moving and everything slows down for a second. Then the explosion happens and everything resumes. I think parrying in ultrakill