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.
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.
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
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.
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.
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!
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
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?
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.
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
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.
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
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.
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!
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.
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
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!
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)
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.
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!
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
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.
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 :)
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
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
One of the first times I am late to watch and comment cause work! (means I can support you now whoo!). I like the new art style, over the time you develop the game of course you also grow as a pixel artist and refine your preference. I think it's great that every now and then you go back over art assets and refine them. I always sounds like it is a bit of a breather from the coding stuff for you as well, so keep at it! Phase 1 really looks great!
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!
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 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!
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)
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 !!
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
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 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.
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 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!
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!
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
first off - i will be following this release. just one thing - i wish the ad was at the end of the video as i was just convinced of the concept of ur game and now its an ad. the game looks cool as shit, keep up the good work.
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 🙏
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.
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.
THIS GAME LOOK SO GOOD. A lot of dev youtubers make games that look like they would be repetetive or unfun to play, and it feels as if they just made the game to practice development or make some money off of ad revenue (not saying they shouldn't do that, that's just how i see it.) This game is sooo different. you combined aspects of two games you liked while implementing your own creative theme and it feels really really really unique. I love it.
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!
Stumbled upon this video due to my obsession with Indies! Stayed for the awesome commentary and work! Can't wait to see the progress you make on the game and hope to check it out one day!
0:00 I feel like rune factory 3 and 4 kind of fit the bill decently well for that description, with a ton of cool rpg like mechanics with items and bosses and a town with npcs that you can grow closer to.
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!
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.
2:06
my nickname is Gob, i brain buffered when i saw that
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.
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
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.
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.
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!
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
Man, this looks absolutely rad! Really incredible work, especially as a solo dev!
I like the double outline. Great to see some character customization now too.
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?
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.
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
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
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 good dude! Excited to see what the future holds for your game.
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
Looking forward to the game
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.
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!
You could put an NPC that lived alone like a hermit
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.
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
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!
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)
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.
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!
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
Imma buy this when this is complete
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.
my problem with specifically the druid lady is that druids are supposed to protect nature, not pollute it
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 really liked the thicker outlines you added! It looks really good :D
whoever did the captions deserves an oscar
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
4:80
When you put items in the fusing slot, the shadow could dissapear. I really dig the double outline 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
I love the double pixel thing. It makes the characters stand out more from the background
Also isaac does it so it's awesome 😎👌
I know this is unlisted or what ever but why ain’t no one talkin bout that grass
Looks great, good luck! Following you to see more
This looks so promising! As I’m sure you are aware, please take as much time as necessary ❤
Literraly every game you mentioned are my favorite. I would love to buy your full game. !
One of the first times I am late to watch and comment cause work! (means I can support you now whoo!). I like the new art style, over the time you develop the game of course you also grow as a pixel artist and refine your preference. I think it's great that every now and then you go back over art assets and refine them. I always sounds like it is a bit of a breather from the coding stuff for you as well, so keep at it! Phase 1 really looks great!
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!
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
Good luck dude. I'll definitely wait for this release
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 look great so far! Can't wait to play it!
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?
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 !!
I LOVE character customization, so I really like how you added at least a little bit of it, nice!!
Looks great, I love the art style. Can't wait to see how this project will develop.
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
looking great so far looking forward to getting my hands on it
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
Looks really good love the direction in that the game goes
Awesome! I’ll be looking for future updates
This sound so good
I’ve been following this series since the very beginning. Love your content
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
double lines are almost always better for this kinda style. love the change.
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
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
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.
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 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
Bro you're doing great just keep-on working on it and don't abandon this this will make a great game one day
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!
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
I love outlines in games to make tthe action more distinguishable , two layers might be to thich in some cases but it looks amazing
the boss fight you added I think feels perfect, gives me big gungeon and terraria vibes.
Nice man! I've always wanted to make a game but I always get discouraged. Great Job for sticking to it!
first off - i will be following this release. just one thing - i wish the ad was at the end of the video as i was just convinced of the concept of ur game and now its an ad. the game looks cool as shit, keep up the good work.
been subscribed since the first video i think, and its really cool too see how the game has progressed. and im excited to see where it goes
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 🙏
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
Phase 1: Core Systems
Phase 3: Profit!
this game will be an absolute banger.
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.
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.
This game is looking amazing! Great video, it's really inspiring
Keep it up man, this looks awesome! I wishlisted. I can tell how much work has gone into this.
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.
THIS GAME LOOK SO GOOD. A lot of dev youtubers make games that look like they would be repetetive or unfun to play, and it feels as if they just made the game to practice development or make some money off of ad revenue (not saying they shouldn't do that, that's just how i see it.) This game is sooo different. you combined aspects of two games you liked while implementing your own creative theme and it feels really really really unique. I love it.
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!
Your progress is great! I can't wait to see what will come next!
Stumbled upon this video due to my obsession with Indies! Stayed for the awesome commentary and work! Can't wait to see the progress you make on the game and hope to check it out one day!
0:00 I feel like rune factory 3 and 4 kind of fit the bill decently well for that description, with a ton of cool rpg like mechanics with items and bosses and a town with npcs that you can grow closer to.
this is amazing progress! I really like the idea behind it
Super cool systems! Excited for the weapon fusing and armor gizmos especially
Very nice work man !
Keep it up, it's great to see people continuing their projects :)
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!
This could be really hard but shadows would make the game look incredible