You should add diseases to the game! The pollution has to impact the goblins in some way, right? And if you cure them then it could increase your relationship with them, or something like that. I love watching this game progress!! 😄
Your talking about goblins and how they are always misrepresented by media is extremely funny to me. It is just like my older brother with kobolds. Hilariously enough, that was the reason I suggested a kobold trader in the comments of your Wave Function Collapse video. You sound so much like him when talking about them. I'd also like to remind you of the idea just so it doesn't get lost in everything and never end up getting considered. :) Best of luck in your endeavors. I am super excited for this game!
Maybe to match the D&D theme with the bosses, the machines you destroy could be more magical and be taking the "energy" from the island. You could even have some kind of core on the final layer of the underground that you need to restore.
I think your sprite for the missing character texture actually looks really cool - it would be nice to see as an Easter egg or spooky character somewhere… anyway, keep up the good work!
Hey Watt! Just had a thought here... Since you mentioned something about "Pollution generators" or something like that, I had the thought that maybe this can be how you keep the player from accessing the next biome. For example, how in Terraria the Hallow biome doesn't exist until you defeat the WoF. So it could be that you can't harvest polluted areas, but must first defeat the connected boss (like you mentioned with the Huntress) and then have to restore the biome before accessing the next tier of items it gives.
Instead of a research station, you should make it tied to an NPC, it'll give that NPC gameplay relevance, making it much easier for players to get attached to them. There's a reason Robin is such a beloved character in Stardew Valley, she's not only helpful to all the characters, she's also helpful for the player. Same thing with Clint, every beginner loves him, till they figure out he's an incel.
I really like the new character customization, and I think i know a way to improve it. you could add hats!! you could add achievements, and have them each unlock a hat, alongside maybe some other rewards. if you dont want to add achievements you could make the hats craftable. you could (for example) make it so you get an achievement for agriculture that gives you a potato hat. you could also make the potato hat craftable with potatoes. maybe you could have a system with a "base hat" that you can get somehow, and then combine it with other things to make different special hats. that could use the fusing stations at 4:06. i dont really care how they are implemented, as long as potato hats get into the game somehow.
Finally saw this video and I am very glad I did. Looking at the pollutant machines and I see two ways that could kinda go, so I wanted to try to say somethin’. First: considering the bosses are RPG classes, maybe those could be changed to modern machines (as probably said a million times), but those modern machines also match the RPG classes? For example, a sort of artificer that fused themself to a machine, or just a field medic? Second: ...okay, it’s the same as the first, BUT you can keep these bosses as ‘ancient’ variants, like how Hollow Knight does bosses like White Defender and how the Pale Court mod wants to accomplish rivals from a forgotten past.
The only thing that I’m kinda confused about is if the pollution is caused by human machines and their exploitation of nature, why are the bosses just D&D classes? Feels kinda weird that one moment you’re cleaning up oil spills and destroying modern pumps and modern machines, and the next moment you’re fighting fantasy Druids, adventurers and swordsmen… I was expecting the bosses to be like a giant bulldozer, a drilling machine gone haywire a giant evil woodcutting sawblade machine and stuff like that, it would better fit the “Cleanup” part of the game in my opinion.
I agree with you here, or at the very least it could be cool to blend the two, like they could still have the DnD class theme but maybe theme their attacks and actual design to be more pollution-esc or mechanical
Maybe D&D bosses and industrial bosses can be two different types. Then in the late game you can fight magic industrial bosses. Like a mage that uses crude oil and fire spells to clear a place of wildlife. Or a magically suped-up bulldozer
I think it would be cool if while in boss fights you would apply a gray filter to the ground and other enemies so it would make the boss pop up a little bit. So far it seems like the boss is just a bigger enemy. Maybe adding a purple glow would help too
To keep the 4th wall up maybe it’s the person who gave them the quest in the first place. Like how a campaign’s quest may start with an in game character giving them a quest, the final boss is that character
3:08 This is why we have technical interviews and Portfolios :D A cert does very little... but if the course teaches you to code, you'll have no problems making a portfolio and passing the interviews :D
Hey, one thing that I think would be cool would to have an endgame level boss available from the start. I think it would add more choices on how to play the game, if you want, you can kill the boss at endgame and get endgame level loot. However, if you kill the boss at the start, not only would this be a fun challenge for better players, but it also greatly rewards you and allows you to progress the rest of the game easily. My inspiration is duke fishron (who if you fight pre mech can carry up to moonlord) and Yharon the jungle dragon who you can technically fight straight after dragonfolly and who gives loot meant to be used at the very end of calamity.
Looks awesome! Makes me think of the web serial "The Wandering Inn", where the main protagonist opens up an inn with the sign "No killing goblins!". Goblins are awesome!
what a cool concept! especially when you explained that you can have a terraria-invasion-esque event to remove pollution to "upgrade" nearby mobs for better drops. I think games usually take the opposite route, where some bad thing in the world that you need to clear out makes enemies stronger (im thinking of factorio and its pollution or terrarias interaction with evil biomes) but the opposite makes even more sense. That some sort of pollution actually sickens and weakens the mobs around it and in turn worsening their loot.
comment for the algo also cuz i feel compelled to comment _something_ whenever someone mentions reading all comments i really like the new art style! its cute, and i like everything youve done so far this seems like the kind of game i might try out playing (im not much into PC games so thats pretty rare) good luck with the rest of the project!
I love it My only complaint is that I wish to see more mechanically advanced bosses, not just random projectiles (unless you want to make bosses bullethell-like in wich case go ahead it is your game after all and it is a preference, also this doesn't mean "no proyectiles" and it also doesn't mean "few proyectiles" it means that you should make each boss unique in it's mechanics or unique enough to stand out), like a healer that heals the party, or maybe even different kinds of mondters. Ideas: -A worm boss (since its top down telegraph where it appearce from) -A golemish boss (you take him out limb by limb and depending on wich lims you take out firs his attacks will be different) -A pirate invasion or s pirate ship near the beach Thank you for listening to my 3am ramble while being in the bathroom
Since delving deeper into the caves is based on using the technology stolen from humans, that makes the story less about "nature vs industry" and more "who gets to control the natural resources of this island, the natives or the colonizers?". With that in mind, I'd have The Huntress wear a uniform to visually communicate that she's aligned with the invading forces. Then you can elements of that uniform stay on her when she's in bear form, which would in total make for a more memorable character.
Super good, I love everything about this! I could imagine a couple things being added: Bees at day, Fireflies at night, Torches, Paths, Combat roll, Wild peaceful critters, and Water.
I LOVE THIS!! no lie I have been fantasizing about a goblin game just like this for years. Life has just been getting in the way of making any meaningful growth as an indie-dev (I have only ever made really basic shit, like text adventures, and really basic always scrapped 2d platformers) anyways kudos and thanks for bringing this wonderful project to life!
Have you thought about adding dwarves and Elves to the game alongside the humans? Both also hate Goblins so it could be a nice way to add variety to the enemies and bosses.
There might also be some cool story ideas around dwarves (like for example: you unlock some lower level of the caves and in doing so bring the dwarves that are living there into contact with humans or whatever)
One of my favorite components to games like this is a sense of my items I find having a meaningful impact on gameplay. If I find a new item, and that allows me to make a potion that lets me see better in the dark, now I’m able to go into that dark cave I’ve barely explored, it makes me feel excited to unlock explore and discover mysteries. Not sure if that makes sense but would love to see how this is implemented in this game
I really like the new character customization, and I think i know a way to improve it. you could add hats!! you could add achievements, and have them each unlock a hat, alongside maybe some other rewards. if you dont want to add achievements you could make the hats craftable. you could (for example) make it so you get an achievement for agriculture that gives you a potato hat. you could also make the potato hat craftable with potatoes. maybe you could have a system with a "base hat" that you can get somehow, and then combine it with other things to make different special hats. that could use the fusing stations at 4:06. i dont really care how they are implemented, as long as potato hats get into the game somehow. btw, have you seen my username?
I got this video randomly in my feed and it looks really cool I have now watched all the devlogs, wishlisted and joined discord Can’t wait for release!
One thing that I feel is a necessity for multiplayer rpg games is classes so that the players can each feel like they’re going after different things and not just the same upgrades all the time. I know it would be a lot of work but it would make the game perfect in my eyes. Now this is a game about goblins and I know the bosses will all have classes from D&D so giving the same classes to the goblins would not only be awkward but illogical. So instead, it would be cool to have special goblin variants. Warrior (melee) Archer (ranged) Shaman (magic) And whatever other things you would want for your game. I just saw this pop up on my for you page and have instantly fallen in love. Keep up the good work, I will continue to watch it closely and stay excited for any demo’s
Such a damn good game idea, i cant wait to play the demo xD Maybe add colonist ships which land on the beaches near to the player once a week/month or after every defeated boss. I mean the Humans think the land is theirs and wonder where all the previous Humans went ... It could be the Terraria Goblin/Pirate event of your game Maybe even let some Humans drop signal flares to spawn in a new Colonist ship wave to defend
This is starting to look really good. I'll be honest, I wasn't on bored with this game in the beginning, but its starting to look more and more like something I'd like to play. If the relationships and "desire to be curiois" are well handled, it may be a great game moving forward. I'm excited for the demo here in the future. I'm rooting for you.
I know the art isn't finished yet, but I think having a clear difference between Goblin tech (maybe magic/crystal based?) and human tech (silvery and polluting). From that small snippet it looked like you go destroy a human contraption only to level up at your own, similar contraption. Just some thoughts. The game looks excellent!
I feel like I have found my dream game. Ever since I was 5 I always wanted to play a game where I get to be a little goblin dude who is just protecting their family/village, and doing some little cute things like fishing/farming/ranching. I love the game idea you have and I really hope you get make the game you've wanted to make, man.
First of all, great job, this looks great so far! I really enjoy these updates and am looking forward to seeing more. I can't entirely remember everything you've added so far, but you should totally add difficulty settings to make these bosses and monster waves harder for more experienced players or add a new game+ feature. Also, if you're making underground floors you should definitely consider floating islands, whether it be clouds with bird creatures or flying airships later in the game, I think it could add some more depth to the game world if you managed to make it fit the theme and story well.
Welp, this looks like one of my dream games too. The only thing missing from the ultimate game of my dreams would be tech tree reaching to interplanetary space travel and some Factorio/modded industrial Minecraft -style automation with production later down the line, where you could just dump your entire inventory of mined resources to a chest, and have machines sort through the loot and process everything that could be processed. Both but with goblin-style engineering would be hilarious, but also that's like another game's worth of new mechanics on top of what is already there. Double outline is definitely a good outlook for the game, definitely matches the art style and vibe nicely. More weapons of different styles or classes for the goblins would be cool. I'm always drawn to glass cannon style gameplay where I keep a distance and just murder stuff with a character that can't take more than two hits. But that's pretty much all things that can be added in the next phase, seeing how you already have all the mechanics in place for ranged weapons and caster magic. Game's looking really promising. Wishlisted for the lookout!
From when I watched one of your dev logs to now, I have fallen in love with terraria. And this makes me even more excited for this game because I now know I really do enjoy games like this. I really like how it’s turning out so far! So keep up the great work :)
Ideas for the game: -having some type of rare enemy spawn (just like regular enemy but stronger) or mini bosses. They will have higher chance to drop rare loot from that enemy type + small/medium chance to drop that mini boss/elite enemy specific item. Example: : Legendary knight that will have golden armor (sun like collour) and he can drop helmet chest and boots respectively. Maybe a higher chance of spawn (or only spawn) during certain events (just like blood moon or solar eclypse). -having different rarity of the same type of fish ? something like sdw fish minigame the better you catch the better quality fish is, or like in pokemon the more one type of fish you catch the higher chance for it to better quality OR OR after catching an specific amount of specific fish you unlock knowlage levels on that fish/mob (can do the same with slaying mobs) which can give you bonus level attributes or you can craft their weapoins etc. -finally leveling system. I cant strech it enough how cool it feels to unlock specific things because you grinded for it (I know you implemented gismos as a way of unlocking abilities) but that way you can have abilities that are more passive f.e. higher chance of rare loot drop, faster mining, getting more xp etc. Something like diablo ! Anyways, I love the idea and I have the game wishlisted already! I wish you all the luck and resilience to finish what you love doing !
I think an interesting idea that could add to the rpg element would be evolving your goblin. It's a pretty standard fantasy troupe but some major bosses could drop key elements to your evolution, which would in turn make you stronger, have more hp and unlock new abilities/perks/bonuses. Something like Goblin --> Hobgoblin --> Ogre
Here is an idea: you could unlock certain research (such as the second level of the mine as an intro) trough helping a fellow gobbo out with a side quest. Let me give you an idea of what im thinking: the way to an area is blocked by a boulder and a gobbo is in trouble with sone cannon using human mini boss (maybe a pirate?) So you defeat the dumb humie and seeing the cannon in action you can research plan: big gun. Now plan pug gun is not going to have you shoot the boulder with the cannon like the player expects, instead the plan is to strip the cannon of ots wooden parts that let it be moved and use that to move the big boulder thus giving access to the new area while introducing the player to these mechanics.
in these videos you make the game code seem easy, but you must be working really hard to deliver us this much content! love where the game is going and trust in your decisions
the reason why the double line looks better is the contrast it makes, but you can bring it one step further by using dynamic lines. Use the 2 line system lower in the drawings where the shadows would be and the where the highlights should be use a thinner line, it will really make your stuff start to pop. Also game looks great
This is an incredible devlog, I love the aspect of the game and the fusing thing is SICK. I think this game will really take off when it releases depending on the price. I look foward to following this project, I cannot wait to play it!
A good thing to add for more in-depth character progression is to make conditions and requirements to evolve the main goblin into deferent types like goblin - hobgoblin -goblin lord etc to add more importance to the base character
I'm discovering your game rn and I really love it ! I love goblins and to finaly the goblins be the main players makes me happy ! Keep this amazing work up !!
This looks so great !! I'm so glad youtube showed me this. Can't wait to see the project evolve ! Btw the graphics gives strong Forager vibes and i love it so much
Honestly super impressive work done so far, loving the ideas and mechanics you're implementing! And with the Gizmos you could have small little sets of just 3 gizmos of the same time (example: Lantern, Torch, Lightning Bug) and if you equip a full set of gizmos it gives you a stronger and more unique effect at a cost of variety and preparations for different situations. (like with the "Light" example of the gizmos maybe not only can you see really well in the dark but when enemies get close there's a chance they'll get blinded for a short period of time because of how bright you are) (as for the items, well it seems Lantern creates a space you can see around you. Torch could have more range but a very narrow frame. Lightning bug could be a little friend that hovers around your character, it has a bigger range then the lantern but doesn't light up as much and isn't attached directly to your player. Put this all together and you become a very bright boi)
I love this idea! However, I think it might also feel more special (and make it easier to develop) if these unique effects are a product of the smaller effects. For instance: Lantern, Torch, and Lighting Bug. Each would add an extra level of light, and once you have enough light levels, you are able to blind nearby enemies. This might make the effects feel less rigid, and then if more light-up gizmos are added, they are easily integrated with the rest of the effects. (Another example in the likely event I was unclear: Heart Crystal, Ring of Vitality, and Blood Pack. Each add extra max health to the player, and once you reach over 200 HP, you get a small amount of extra regeneration)
one of the best things about the invasion mechanic and terreria is the fact that they run into your home. so if the goo is the only invasion as of right now then i hope the humans attack the village in a large scale invasion!
You could add an Human Engineer boss who builds pollution machines throughout the fight and his foot steps are poisonous, he could also build small walls that block projectiles! Probably should make the pollution machines appear when the boss loses a percentage health, he could also drop his wrench which could be used to upgrade the crafting table and unlock new recipes!
I think it would be a really fun idea if you could add achievements in game that gave you a little boost, so if you kill 100 slimes you can get like. 2.5 attack boost or smth for early on progress
Had the idea the goblins shouldn't dig down, but get up. Kinda like the reverse dnd you mentioned. Also great video and project, keep it up. I'm waiting for the release!
4:46 I really prefer in games like terraria where instead of being locked off from areas until you get stronger you instead get to go through them and maybe get better items but it's much more enjoyable to realise "Oh this is to powerful for me" and go back or maybe push for items. A way I might go about this would be to have a boss in the area you need to beat to mine the things their or maybe most of the enemies to get [Insert Material Name] to craft [Insert Pickaxe Name to mine [Insert Ore name] though weapons from this may be near completely worthless so maybe this one focuses on slots and the upgraded more on defense. (Using your system because it's your game) Also, something for phase 3 Console releases paired with steam even if coming later would be nice causethat looks fun and I would love to play on the tv
Shield + Slime ball (or just something sticky), lets you go up to other players and stick them to it so you drag them away... consensually, or move rocks/things for puzzles or something I dunno Could stick a hedgehog to it and have a temporary spiky shield. Just try not to feel bad for the hedgehog he enjoys it, I promise
As someone who always likes to play as summoners in games it would be really cool to have a system in the game that allows you to befriend the other monsters in the game. It would also be cool to have some system to let these companions scale with you. Like maybe a fuse mechanic were you can add an item to the slime to create different elements and such.
Normally a lot of dev ideas seem something that's only fun to them and less to others, but I can't express how much I would love this game!!! such a good idea 🙏
I'm loving the look of the game so far and I think you're doing a great job, you definitely have more experience than me but I'm thinking if you are going for terraria's progressions system, you might want to consider letting players go a floor down and let them see the difficulty for themselves so that when they come back with stronger gear they have a sense of accomplishment rather than spending the time researching digging gear then being perfectly levelled to the enemies in the area. This would also give players a goal to keep their mind on, I think dark souls does this well where you can go into a hard zone and that really cements it into your brain and makes you want to get stronger so that you can come back.
I’m no pixel art master, and this is my very small critique on the double outline: the legs look like they’re floating feet (especially in character creator). It’s not super noticeable while the player walks, and maybe you were going for a shadow look on the top of the legs? But I think having the one pixel gap between the legs and torso be the same color as the waist garment would allow the double border between the legs to come off nicer. Either that or give the gobs Chonky legs so the line separating the two legs is the same width as the line separating the arms and torso.
I feel like part of the fun in terraria is breaking the progression: You can go to hell early and try to break some pots/open chests to get some OP items before you defeat Skeleton, and part of the fun in the game is derived from that ability to choose your own path. After that you get a more linear story, but if you look at advanced players, they basically gun for orichalcum/adamantite and skip the middle progression because it is not fun. Breaking the progression is what makes stuff fun, therefore I would like you to consider allowing multiple ways to progress, maybe cowardly scutting around gathering materials in a lower flor, before going up and doing a boss rush would be an interesting player choice. Those are just my thoughts though, the game is looking very good so far!
I like it! It looks amazing and I can't wait for it! The only thing I have to say is, please, optimize your steam store page! This needs to reach as many people as possible!
As a goblin enthusiast who is looking to get into game dev this is such a cool project! I come from more of a music background than coding so it’s cool to see your systems and your thought processes with building out this game. I’m wishing you the best of luck!
what if there is a roaming boss that is essentially a dark mage that spawns pollution and he's essentially unbeatable or semi unbeatable like the dungeon guardian in terraria. he is a mage so he's slow but he walks around the island attacking if you find him. there could be like spirits of purity he has trapped and if they are released he leaves that area. if all spirits are released, he becomes beatable and drops a magic book that when researched, speeds up cleaning pollution significantly. he would essentially be like the gloom spawn from tears of the kingdom and like the gloom spawn it could turn the air black and the winds would blow at the trees and stuff when he appears. maybe the spirits would be closely related to goblins like how goblins are fay in some dnd editions. there could be items like the repel in pokemon that aren't permanent but keep him away. he might even be a completely optional boss. maybe he doesn't spawn pollution but replenishes it where there was and makes the enemies near a lot stronger. and you could know if he is close from the strength of the wind
You should add an option to make the bosses playable or rather just a different human that invades. But controlled by a friend. Like how a person could control a zombie in left 4 dead. I remember the fun chaos that happened there. Your game looks really good so far. I will give it a wishlist on steam.
I like the double outlines, but I had an idea(it’s very original) of being able to tame monsters you fight so they can help you fight against the humans
One thing I'd like to see in a future video is what you plan the player characters inventory to look like. I always find a game gets a pretty big plus or minus depending on how user friendly that particular aspect feels
I love the progress on the game! I really like the gizmos idea, but I think you should be careful about the defence/slots trade-off. You don't want to fall into the trap of the player choices being 'boring but good' or 'fun but bad'. I would personally make all of the armour have similar numbers of slots, but give them unique or specific gizmos that define how you use the armour.
💡NPC IDEA💡: Make an npc that lives in the village and is a human in a goblin costume, and the lore of this npc can be something like he/she really wanted to study the goblins and knew he/she wouldn't be accepted as a human...... Lol i think thats a cool idea 🎉❤
Man, this game has come a long way since the first video
So true
You should add diseases to the game! The pollution has to impact the goblins in some way, right? And if you cure them then it could increase your relationship with them, or something like that. I love watching this game progress!! 😄
Omg! Yes...please!❤
Also potential for a doctor/herbalist style npc!
this idea reminds me of the corruption spreading in terraria
Lol, I laughed at your comment because I thought you wrote diabetes at first. I laughed more than I should have, but it was funny to me.
me on my way to infect them and then cure them for better prices
Your talking about goblins and how they are always misrepresented by media is extremely funny to me. It is just like my older brother with kobolds.
Hilariously enough, that was the reason I suggested a kobold trader in the comments of your Wave Function Collapse video. You sound so much like him when talking about them.
I'd also like to remind you of the idea just so it doesn't get lost in everything and never end up getting considered. :)
Best of luck in your endeavors. I am super excited for this game!
Maybe to match the D&D theme with the bosses, the machines you destroy could be more magical and be taking the "energy" from the island. You could even have some kind of core on the final layer of the underground that you need to restore.
Great idea!
I think your sprite for the missing character texture actually looks really cool - it would be nice to see as an Easter egg or spooky character somewhere… anyway, keep up the good work!
Hey Watt! Just had a thought here... Since you mentioned something about "Pollution generators" or something like that, I had the thought that maybe this can be how you keep the player from accessing the next biome. For example, how in Terraria the Hallow biome doesn't exist until you defeat the WoF. So it could be that you can't harvest polluted areas, but must first defeat the connected boss (like you mentioned with the Huntress) and then have to restore the biome before accessing the next tier of items it gives.
I like the double outline. Great to see some character customization now too.
Instead of a research station, you should make it tied to an NPC, it'll give that NPC gameplay relevance, making it much easier for players to get attached to them. There's a reason Robin is such a beloved character in Stardew Valley, she's not only helpful to all the characters, she's also helpful for the player. Same thing with Clint, every beginner loves him, till they figure out he's an incel.
I really like the new character customization, and I think i know a way to improve it. you could add hats!! you could add achievements, and have them each unlock a hat, alongside maybe some other rewards. if you dont want to add achievements you could make the hats craftable. you could (for example) make it so you get an achievement for agriculture that gives you a potato hat. you could also make the potato hat craftable with potatoes. maybe you could have a system with a "base hat" that you can get somehow, and then combine it with other things to make different special hats. that could use the fusing stations at 4:06. i dont really care how they are implemented, as long as potato hats get into the game somehow.
Finally saw this video and I am very glad I did. Looking at the pollutant machines and I see two ways that could kinda go, so I wanted to try to say somethin’.
First: considering the bosses are RPG classes, maybe those could be changed to modern machines (as probably said a million times), but those modern machines also match the RPG classes? For example, a sort of artificer that fused themself to a machine, or just a field medic?
Second: ...okay, it’s the same as the first, BUT you can keep these bosses as ‘ancient’ variants, like how Hollow Knight does bosses like White Defender and how the Pale Court mod wants to accomplish rivals from a forgotten past.
The only thing that I’m kinda confused about is if the pollution is caused by human machines and their exploitation of nature, why are the bosses just D&D classes?
Feels kinda weird that one moment you’re cleaning up oil spills and destroying modern pumps and modern machines, and the next moment you’re fighting fantasy Druids, adventurers and swordsmen…
I was expecting the bosses to be like a giant bulldozer, a drilling machine gone haywire a giant evil woodcutting sawblade machine and stuff like that, it would better fit the “Cleanup” part of the game in my opinion.
Totally agree!
I agree with you here, or at the very least it could be cool to blend the two, like they could still have the DnD class theme but maybe theme their attacks and actual design to be more pollution-esc or mechanical
It could blended like Avatar: TLA
Maybe D&D bosses and industrial bosses can be two different types. Then in the late game you can fight magic industrial bosses. Like a mage that uses crude oil and fire spells to clear a place of wildlife. Or a magically suped-up bulldozer
Maybe these beasts are Other World which is where the Humans come from? Idk just trying to help the worldbuidling
I think it would be cool if while in boss fights you would apply a gray filter to the ground and other enemies so it would make the boss pop up a little bit. So far it seems like the boss is just a bigger enemy. Maybe adding a purple glow would help too
2:06
my nickname is Gob, i brain buffered when i saw that
Man, this looks absolutely rad! Really incredible work, especially as a solo dev!
If you're basing the bosses off of a typical D&D party, then the final boss (if there is one) should be a DM/GM whatever you call it.
To keep the 4th wall up maybe it’s the person who gave them the quest in the first place. Like how a campaign’s quest may start with an in game character giving them a quest, the final boss is that character
3:08
This is why we have technical interviews and Portfolios :D
A cert does very little... but if the course teaches you to code, you'll have no problems making a portfolio and passing the interviews :D
Hey, one thing that I think would be cool would to have an endgame level boss available from the start. I think it would add more choices on how to play the game, if you want, you can kill the boss at endgame and get endgame level loot. However, if you kill the boss at the start, not only would this be a fun challenge for better players, but it also greatly rewards you and allows you to progress the rest of the game easily. My inspiration is duke fishron (who if you fight pre mech can carry up to moonlord) and Yharon the jungle dragon who you can technically fight straight after dragonfolly and who gives loot meant to be used at the very end of calamity.
Looks awesome! Makes me think of the web serial "The Wandering Inn", where the main protagonist opens up an inn with the sign "No killing goblins!". Goblins are awesome!
what a cool concept! especially when you explained that you can have a terraria-invasion-esque event to remove pollution to "upgrade" nearby mobs for better drops.
I think games usually take the opposite route, where some bad thing in the world that you need to clear out makes enemies stronger (im thinking of factorio and its pollution or terrarias interaction with evil biomes) but the opposite makes even more sense. That some sort of pollution actually sickens and weakens the mobs around it and in turn worsening their loot.
comment for the algo
also cuz i feel compelled to comment _something_ whenever someone mentions reading all comments
i really like the new art style! its cute, and i like everything youve done so far
this seems like the kind of game i might try out playing (im not much into PC games so thats pretty rare)
good luck with the rest of the project!
4:80
When you put items in the fusing slot, the shadow could dissapear. I really dig the double outline change.
I love it
My only complaint is that I wish to see more mechanically advanced bosses, not just random projectiles (unless you want to make bosses bullethell-like in wich case go ahead it is your game after all and it is a preference, also this doesn't mean "no proyectiles" and it also doesn't mean "few proyectiles" it means that you should make each boss unique in it's mechanics or unique enough to stand out), like a healer that heals the party, or maybe even different kinds of mondters.
Ideas:
-A worm boss (since its top down telegraph where it appearce from)
-A golemish boss (you take him out limb by limb and depending on wich lims you take out firs his attacks will be different)
-A pirate invasion or s pirate ship near the beach
Thank you for listening to my 3am ramble while being in the bathroom
Since delving deeper into the caves is based on using the technology stolen from humans, that makes the story less about "nature vs industry" and more "who gets to control the natural resources of this island, the natives or the colonizers?".
With that in mind, I'd have The Huntress wear a uniform to visually communicate that she's aligned with the invading forces. Then you can elements of that uniform stay on her when she's in bear form, which would in total make for a more memorable character.
Super good, I love everything about this! I could imagine a couple things being added: Bees at day, Fireflies at night, Torches, Paths, Combat roll, Wild peaceful critters, and Water.
I LOVE THIS!! no lie I have been fantasizing about a goblin game just like this for years. Life has just been getting in the way of making any meaningful growth as an indie-dev (I have only ever made really basic shit, like text adventures, and really basic always scrapped 2d platformers) anyways kudos and thanks for bringing this wonderful project to life!
Have you thought about adding dwarves and Elves to the game alongside the humans? Both also hate Goblins so it could be a nice way to add variety to the enemies and bosses.
There might also be some cool story ideas around dwarves (like for example: you unlock some lower level of the caves and in doing so bring the dwarves that are living there into contact with humans or whatever)
What about orks being friendly creatures?
@@Juancr2006 Oh yeah how did I forget about them?
One of my favorite components to games like this is a sense of my items I find having a meaningful impact on gameplay. If I find a new item, and that allows me to make a potion that lets me see better in the dark, now I’m able to go into that dark cave I’ve barely explored, it makes me feel excited to unlock explore and discover mysteries. Not sure if that makes sense but would love to see how this is implemented in this game
This could be really hard but shadows would make the game look incredible
I really like the new character customization, and I think i know a way to improve it. you could add hats!! you could add achievements, and have them each unlock a hat, alongside maybe some other rewards. if you dont want to add achievements you could make the hats craftable. you could (for example) make it so you get an achievement for agriculture that gives you a potato hat. you could also make the potato hat craftable with potatoes. maybe you could have a system with a "base hat" that you can get somehow, and then combine it with other things to make different special hats. that could use the fusing stations at 4:06. i dont really care how they are implemented, as long as potato hats get into the game somehow. btw, have you seen my username?
I got this video randomly in my feed and it looks really cool
I have now watched all the devlogs, wishlisted and joined discord
Can’t wait for release!
One thing that I feel is a necessity for multiplayer rpg games is classes so that the players can each feel like they’re going after different things and not just the same upgrades all the time. I know it would be a lot of work but it would make the game perfect in my eyes.
Now this is a game about goblins and I know the bosses will all have classes from D&D so giving the same classes to the goblins would not only be awkward but illogical. So instead, it would be cool to have special goblin variants.
Warrior (melee)
Archer (ranged)
Shaman (magic)
And whatever other things you would want for your game. I just saw this pop up on my for you page and have instantly fallen in love. Keep up the good work, I will continue to watch it closely and stay excited for any demo’s
Such a damn good game idea, i cant wait to play the demo xD
Maybe add colonist ships which land on the beaches near to the player once a week/month or after every defeated boss.
I mean the Humans think the land is theirs and wonder where all the previous Humans went ...
It could be the Terraria Goblin/Pirate event of your game
Maybe even let some Humans drop signal flares to spawn in a new Colonist ship wave to defend
I love the double pixel thing. It makes the characters stand out more from the background
Also isaac does it so it's awesome 😎👌
this game will be an absolute banger.
Looks good dude! Excited to see what the future holds for your game.
This is starting to look really good. I'll be honest, I wasn't on bored with this game in the beginning, but its starting to look more and more like something I'd like to play. If the relationships and "desire to be curiois" are well handled, it may be a great game moving forward. I'm excited for the demo here in the future. I'm rooting for you.
I know the art isn't finished yet, but I think having a clear difference between Goblin tech (maybe magic/crystal based?) and human tech (silvery and polluting). From that small snippet it looked like you go destroy a human contraption only to level up at your own, similar contraption. Just some thoughts. The game looks excellent!
👆
I second this
This looks so promising! As I’m sure you are aware, please take as much time as necessary ❤
I know this is unlisted or what ever but why ain’t no one talkin bout that grass
I feel like I have found my dream game. Ever since I was 5 I always wanted to play a game where I get to be a little goblin dude who is just protecting their family/village, and doing some little cute things like fishing/farming/ranching. I love the game idea you have and I really hope you get make the game you've wanted to make, man.
First of all, great job, this looks great so far! I really enjoy these updates and am looking forward to seeing more. I can't entirely remember everything you've added so far, but you should totally add difficulty settings to make these bosses and monster waves harder for more experienced players or add a new game+ feature. Also, if you're making underground floors you should definitely consider floating islands, whether it be clouds with bird creatures or flying airships later in the game, I think it could add some more depth to the game world if you managed to make it fit the theme and story well.
Welp, this looks like one of my dream games too. The only thing missing from the ultimate game of my dreams would be tech tree reaching to interplanetary space travel and some Factorio/modded industrial Minecraft -style automation with production later down the line, where you could just dump your entire inventory of mined resources to a chest, and have machines sort through the loot and process everything that could be processed. Both but with goblin-style engineering would be hilarious, but also that's like another game's worth of new mechanics on top of what is already there.
Double outline is definitely a good outlook for the game, definitely matches the art style and vibe nicely.
More weapons of different styles or classes for the goblins would be cool. I'm always drawn to glass cannon style gameplay where I keep a distance and just murder stuff with a character that can't take more than two hits. But that's pretty much all things that can be added in the next phase, seeing how you already have all the mechanics in place for ranged weapons and caster magic.
Game's looking really promising. Wishlisted for the lookout!
Super cool systems! Excited for the weapon fusing and armor gizmos especially
I really liked the thicker outlines you added! It looks really good :D
Awesome! I’ll be looking for future updates
From when I watched one of your dev logs to now, I have fallen in love with terraria. And this makes me even more excited for this game because I now know I really do enjoy games like this. I really like how it’s turning out so far! So keep up the great work :)
I've been watching your stuff on tiktok for a little bit its cool to see you on youtube gl man the game looks great
Ideas for the game:
-having some type of rare enemy spawn (just like regular enemy but stronger) or mini bosses. They will have higher chance to drop rare loot from that enemy type + small/medium chance to drop that mini boss/elite enemy specific item. Example: : Legendary knight that will have golden armor (sun like collour) and he can drop helmet chest and boots respectively. Maybe a higher chance of spawn (or only spawn) during certain events (just like blood moon or solar eclypse).
-having different rarity of the same type of fish ? something like sdw fish minigame the better you catch the better quality fish is, or like in pokemon the more one type of fish you catch the higher chance for it to better quality OR OR after catching an specific amount of specific fish you unlock knowlage levels on that fish/mob (can do the same with slaying mobs) which can give you bonus level attributes or you can craft their weapoins etc.
-finally leveling system. I cant strech it enough how cool it feels to unlock specific things because you grinded for it (I know you implemented gismos as a way of unlocking abilities) but that way you can have abilities that are more passive f.e. higher chance of rare loot drop, faster mining, getting more xp etc. Something like diablo !
Anyways, I love the idea and I have the game wishlisted already!
I wish you all the luck and resilience to finish what you love doing !
I think an interesting idea that could add to the rpg element would be evolving your goblin. It's a pretty standard fantasy troupe but some major bosses could drop key elements to your evolution, which would in turn make you stronger, have more hp and unlock new abilities/perks/bonuses. Something like Goblin --> Hobgoblin --> Ogre
Here is an idea: you could unlock certain research (such as the second level of the mine as an intro) trough helping a fellow gobbo out with a side quest. Let me give you an idea of what im thinking: the way to an area is blocked by a boulder and a gobbo is in trouble with sone cannon using human mini boss (maybe a pirate?) So you defeat the dumb humie and seeing the cannon in action you can research plan: big gun. Now plan pug gun is not going to have you shoot the boulder with the cannon like the player expects, instead the plan is to strip the cannon of ots wooden parts that let it be moved and use that to move the big boulder thus giving access to the new area while introducing the player to these mechanics.
Looks really good love the direction in that the game goes
in these videos you make the game code seem easy, but you must be working really hard to deliver us this much content! love where the game is going and trust in your decisions
I LOVE character customization, so I really like how you added at least a little bit of it, nice!!
the reason why the double line looks better is the contrast it makes, but you can bring it one step further by using dynamic lines. Use the 2 line system lower in the drawings where the shadows would be and the where the highlights should be use a thinner line, it will really make your stuff start to pop. Also game looks great
the boss fight you added I think feels perfect, gives me big gungeon and terraria vibes.
This is an incredible devlog, I love the aspect of the game and the fusing thing is SICK. I think this game will really take off when it releases depending on the price. I look foward to following this project, I cannot wait to play it!
This game seems like it'll be insanely fun to play!
Can't wait for when game is done, u really have been working hard
A good thing to add for more in-depth character progression is to make conditions and requirements to evolve the main goblin into deferent types like goblin - hobgoblin -goblin lord etc to add more importance to the base character
I'm discovering your game rn and I really love it ! I love goblins and to finaly the goblins be the main players makes me happy ! Keep this amazing work up !!
double lines are almost always better for this kinda style. love the change.
This looks so great !! I'm so glad youtube showed me this. Can't wait to see the project evolve !
Btw the graphics gives strong Forager vibes and i love it so much
Honestly super impressive work done so far, loving the ideas and mechanics you're implementing!
And with the Gizmos you could have small little sets of just 3 gizmos of the same time
(example: Lantern, Torch, Lightning Bug) and if you equip a full set of gizmos it gives you a stronger and more unique effect at a cost of variety and preparations for different situations.
(like with the "Light" example of the gizmos maybe not only can you see really well in the dark but when enemies get close there's a chance they'll get blinded for a short period of time because of how bright you are)
(as for the items, well it seems Lantern creates a space you can see around you. Torch could have more range but a very narrow frame. Lightning bug could be a little friend that hovers around your character, it has a bigger range then the lantern but doesn't light up as much and isn't attached directly to your player. Put this all together and you become a very bright boi)
I love this idea! However, I think it might also feel more special (and make it easier to develop) if these unique effects are a product of the smaller effects.
For instance: Lantern, Torch, and Lighting Bug. Each would add an extra level of light, and once you have enough light levels, you are able to blind nearby enemies.
This might make the effects feel less rigid, and then if more light-up gizmos are added, they are easily integrated with the rest of the effects.
(Another example in the likely event I was unclear:
Heart Crystal, Ring of Vitality, and Blood Pack. Each add extra max health to the player, and once you reach over 200 HP, you get a small amount of extra regeneration)
I love outlines in games to make tthe action more distinguishable , two layers might be to thich in some cases but it looks amazing
one of the best things about the invasion mechanic and terreria is the fact that they run into your home. so if the goo is the only invasion as of right now then i hope the humans attack the village in a large scale invasion!
You could add an Human Engineer boss who builds pollution machines throughout the fight and his foot steps are poisonous, he could also build small walls that block projectiles! Probably should make the pollution machines appear when the boss loses a percentage health, he could also drop his wrench which could be used to upgrade the crafting table and unlock new recipes!
This look great so far! Can't wait to play it!
Imma buy this when this is complete
I think it would be a really fun idea if you could add achievements in game that gave you a little boost, so if you kill 100 slimes you can get like. 2.5 attack boost or smth for early on progress
I think thats an awesome idea!
Had the idea the goblins shouldn't dig down, but get up. Kinda like the reverse dnd you mentioned. Also great video and project, keep it up. I'm waiting for the release!
Looks great, I love the art style. Can't wait to see how this project will develop.
Looks great, good luck! Following you to see more
4:46
I really prefer in games like terraria where instead of being locked off from areas until you get stronger you instead get to go through them and maybe get better items but it's much more enjoyable to realise "Oh this is to powerful for me" and go back or maybe push for items.
A way I might go about this would be to have a boss in the area you need to beat to mine the things their or maybe most of the enemies to get [Insert Material Name] to craft [Insert Pickaxe Name to mine [Insert Ore name] though weapons from this may be near completely worthless so maybe this one focuses on slots and the upgraded more on defense. (Using your system because it's your game)
Also, something for phase 3
Console releases paired with steam even if coming later would be nice causethat looks fun and I would love to play on the tv
Shield + Slime ball (or just something sticky), lets you go up to other players and stick them to it so you drag them away... consensually, or move rocks/things for puzzles or something I dunno
Could stick a hedgehog to it and have a temporary spiky shield. Just try not to feel bad for the hedgehog he enjoys it, I promise
As someone who always likes to play as summoners in games it would be really cool to have a system in the game that allows you to befriend the other monsters in the game.
It would also be cool to have some system to let these companions scale with you. Like maybe a fuse mechanic were you can add an item to the slime to create different elements and such.
looking great so far looking forward to getting my hands on it
I’ve been following this series since the very beginning. Love your content
Normally a lot of dev ideas seem something that's only fun to them and less to others, but I can't express how much I would love this game!!! such a good idea 🙏
Literraly every game you mentioned are my favorite. I would love to buy your full game. !
I'm loving the look of the game so far and I think you're doing a great job, you definitely have more experience than me but I'm thinking if you are going for terraria's progressions system, you might want to consider letting players go a floor down and let them see the difficulty for themselves so that when they come back with stronger gear they have a sense of accomplishment rather than spending the time researching digging gear then being perfectly levelled to the enemies in the area. This would also give players a goal to keep their mind on, I think dark souls does this well where you can go into a hard zone and that really cements it into your brain and makes you want to get stronger so that you can come back.
Looking forward to the game
I’m no pixel art master, and this is my very small critique on the double outline: the legs look like they’re floating feet (especially in character creator). It’s not super noticeable while the player walks, and maybe you were going for a shadow look on the top of the legs? But I think having the one pixel gap between the legs and torso be the same color as the waist garment would allow the double border between the legs to come off nicer. Either that or give the gobs Chonky legs so the line separating the two legs is the same width as the line separating the arms and torso.
I feel like part of the fun in terraria is breaking the progression: You can go to hell early and try to break some pots/open chests to get some OP items before you defeat Skeleton, and part of the fun in the game is derived from that ability to choose your own path. After that you get a more linear story, but if you look at advanced players, they basically gun for orichalcum/adamantite and skip the middle progression because it is not fun.
Breaking the progression is what makes stuff fun, therefore I would like you to consider allowing multiple ways to progress, maybe cowardly scutting around gathering materials in a lower flor, before going up and doing a boss rush would be an interesting player choice.
Those are just my thoughts though, the game is looking very good so far!
Good luck dude. I'll definitely wait for this release
I like it! It looks amazing and I can't wait for it! The only thing I have to say is, please, optimize your steam store page! This needs to reach as many people as possible!
i think it fits the theme to have consquences if the player harm the enviroment! maybe npcs lose friendship or a guilt debuf?
As a goblin enthusiast who is looking to get into game dev this is such a cool project! I come from more of a music background than coding so it’s cool to see your systems and your thought processes with building out this game. I’m wishing you the best of luck!
I think the double outline is a good touch. 100% all in with it. One thing that may be a challenge is when making mods and resprite.
what if there is a roaming boss that is essentially a dark mage that spawns pollution and he's essentially unbeatable or semi unbeatable like the dungeon guardian in terraria. he is a mage so he's slow but he walks around the island attacking if you find him. there could be like spirits of purity he has trapped and if they are released he leaves that area. if all spirits are released, he becomes beatable and drops a magic book that when researched, speeds up cleaning pollution significantly. he would essentially be like the gloom spawn from tears of the kingdom and like the gloom spawn it could turn the air black and the winds would blow at the trees and stuff when he appears. maybe the spirits would be closely related to goblins like how goblins are fay in some dnd editions. there could be items like the repel in pokemon that aren't permanent but keep him away. he might even be a completely optional boss. maybe he doesn't spawn pollution but replenishes it where there was and makes the enemies near a lot stronger. and you could know if he is close from the strength of the wind
You should add an option to make the bosses playable or rather just a different human that invades. But controlled by a friend. Like how a person could control a zombie in left 4 dead. I remember the fun chaos that happened there.
Your game looks really good so far. I will give it a wishlist on steam.
i like seeing these updates pop up in my recommended every once in a while you made a lot of progress since the last vid i watched it looks great
I like the double outlines, but I had an idea(it’s very original) of being able to tame monsters you fight so they can help you fight against the humans
The game looks amazing so far! I wish you the best on your game development journey and I'm adding the game to my wishlist on steam
Nice man! I've always wanted to make a game but I always get discouraged. Great Job for sticking to it!
One thing I'd like to see in a future video is what you plan the player characters inventory to look like. I always find a game gets a pretty big plus or minus depending on how user friendly that particular aspect feels
Keep it up man, this looks awesome! I wishlisted. I can tell how much work has gone into this.
To see where this development has come great job my friend 👍
I like seeing the progress. The change to the art style I agree was a good choice. Helps readability and in my opinion makes the art look even better.
I love the progress on the game!
I really like the gizmos idea, but I think you should be careful about the defence/slots trade-off. You don't want to fall into the trap of the player choices being 'boring but good' or 'fun but bad'.
I would personally make all of the armour have similar numbers of slots, but give them unique or specific gizmos that define how you use the armour.
💡NPC IDEA💡: Make an npc that lives in the village and is a human in a goblin costume, and the lore of this npc can be something like he/she really wanted to study the goblins and knew he/she wouldn't be accepted as a human...... Lol i think thats a cool idea 🎉❤