@@albertotorre3859 after watching the vid advertising the kickstarter it seemed like your motivation was really low :( I'm glad you did the kickstarter, it seems to have breathed new life and motivation into you.
hey there, the game looks really cool and i have been following you for a long time already. i have a suggestion on the camera thing. maybe add if the player is falling down that the camera slightly moves down more or if the player moves left or right, that the camera slightly follows more towards the direction they are walking and goes back to centering the character after staying still. like this [ o ] *stands* [ o ] *walks right* [ o ] *goes back to standing still* that the camera slowly moves to the right and waits at the furtest position, until slowly moving back or into other directions. you can also add, that this only starts after the playerr walks into that direction for a couple of seconds. this way it will not be too much screen moving.
i love this! about the recoil jumping: not sure if it's like this already or not, but one of the things i did to make it way easier (especially bc it was also mobile, and recoil jumping was a central mechanic) was making the jump key work as a shortcut for down and fire while in the air, and not ascending. makes the recoil jumping way more accessible, which is always good. i haven't seen many other games do this, but i'd love to see it catch on. but really tho i am loving the progress you've been showing, this game looks so sick and punchy and good
Just discovered your channel recently, and I love watching your Dewdrop Dynasty devlogs. Downloaded and played the demo last night and I love it! Can't wait to see how the whole thing turns out! Keep it up!
The idea of the partners is absolutely amazing. There could be one per area, and the only way of getting access to a new area would be by using one of the previous partners. The dungeons would be an absolutely amazing way to teach the player how to use each one
I really love the simplistic art style because we always get these detailed pixel art in many indie games and seeing something use a limited palette is awesome
absolutely loving this, I do feel like the avatar seems a bit hard to tell what it is, I feel like if it had a little more detail to make it stand out from the background
I’ve just discovered your videos, and they’re really inspirational and good for helping me to finally begin to make the metroidvania I’ve been wanting to do.
Congrats on getting your game founded. It seems to me like an unimaginable milestone to reach as I just begun my own journey of making games. You are doing great. Keep up the good work :) - Dan
Ammolings sound amazing, it would be really cool if your gun would change depending on the ammoling in use. Also be cool if you get the ability to quickly swap between them. Congrats on the funding. Keep up the work
On ammo-lings, what if they followed you and some couldn't jump, some could climb (or fly), some couldn't enter doors. Then you could control who could come with the player on challenges and make it so some of them would accompany the player on puzzles and others couldn't. You could have shrines that allow the player to swap them out and you could have a mechanic to summon them back in that would take time to recharge (which you could upgrade to reduce the charge time, or add charges) so if one fell down a pit, you could teleport them back in (ala pikmin). You could also have enemies that limit the summon, or freeze the ammo-lings in place (you'd have to summon them to break the spell), or have rooms where you couldn't recharge your summon ability, so you'd have to plan your way through (have a shrine at the start, so the player could properly plan). Always make the mechanic have more than one use (which you're already doing, which is great). If you like my suggestions let me know if you need more help! :D
You remember my game Bees N Guns? Well I am almost done with the sequel and I made a very small spin-off game to experiement with some things. ANYWAYS some people in your discord were saying that my games were leakes of Dewdrop and I thought it was pretty funny!😆 Keep up the good work on Dewdrop!
I love the sound of the ammolings can’t wait to learn more on them. Bonzo’s designs looks great too! The project has grown so much. I love the backgrounds to the levels they add so much to the stages.
If there's going to be dialogue in the game, then I hope the ammolings get to speak! I absolutely love the idea of the ammolings, but to elevate them I think it would be cool if they not only had gameplay features, but their own personalities! At least that's what makes partners in stuff like paper mario a lot more fun than they'd be otherwise, I think.
yay welcome back to Devlogs Goodgis. Dewdrop is looking amazing so far. Loving the evolution of it so far. Especially having the friends as bullets mechanic. kindof gives me pikmin vibes which I am loving. I can't wait to play this.
While the flower petal health bar looks really cool. I think a revolver barrel would also be really cool, and every time you get hit one if the bullets falls out. When you heal theres a simple animation of bullets entering the gun.
Super cool devlog! The environment looks amazing at 7:30. I like the idea of ammolings, maybe they could even affect the way you traverse through the world!
Hey man love you helped me a lot for game dev. I personally think you should update the health bar to a honeycomb since the character is a bee but that's up to you
Great vid! I was just wondering would you be able to do a tutorial or share a template on how you made that game design doc in Milanote, that would be very helpful.
the ammolings are a great idea! its like charms in hk but pokemon-ized, a great opportunity for easter eggs and game cameos,!!!! it would be fun collecting these critters.
Thank You so much for making such an awesome devlog you have a inspired me to continue working on my game called Lost World a action platformer do you have any pointers
I think your hook should be designed with multiple inspirations. Like when explaining it it isn’t,”it’s like x game’s mechanic” but instead,”it’s like if x and y game’s mechanics were combined(or something).”
Hey I know how it feels, been working on a game for almost 15+ years now, but your videos are also helpful as I too have all the pieces to make a game. But need to assemble them all.
dungeons don't seem very unique but the puzzles etc. inside them could be. Ammolings seem like a ton of fun, might be interesting if they had some dialogue and could get hurt. The gun jump also seems like it could be a game hook so it might be a good idea to try to figure out why it's difficult for some people while making it a bit more central instead of a fun side show, seems like a missed opp. Thought of a slimy ammoling that could be fired before hitting the ground while jumping to get an even higher 2nd jump.
Good stuff! The game looks more fluid and appealing with each update, and the artwork is crisp as usual. I will echo the other comments praising the gun-jump mechanic. How about this: why not simply perform a gun-jump when pressing jump while midair? (It would work like a double jump. Downwell, basically.) After playing the demo -- I too found the gun-jump hard to perform -- my thought was that the mechanic is a lot of fun, but might be unnecessarily complex from a control perspective. Empower Poe with easy controls, and you've got much more flexibility to make difficult fights and environments. (Like how Madeline's powerful dash and generous climbing abilities in Celeste allow for some truly ludicrous level design.) Of course, I don't mean to backseat game design -- just wondering if you've thought about this is all. I'm thrilled to continue to watch you to do your thing.
hey! love these types of projects. I've got a suggestions. get a community post and potentially ask us for ideas? It would make it so that we would engage with your project and follow along with honest suggestions>.I loved the dev log by the way.
I was one of the detractors on the original kickstarter video. Talking about how generic it is. Your hook is good, but another suggestion would be to 'think speed runner'. Metroid is a classic speed running game. Think of some moves that are way OP as far as movement goes. Also a built in timer is a god send.
The BEE is BACK! SUBSCRIBE for bee content. 🐝🐝🐝
I can’t BEElieve it’s back
Beeautiful
@@albertotorre3859 after watching the vid advertising the kickstarter it seemed like your motivation was really low :(
I'm glad you did the kickstarter, it seems to have breathed new life and motivation into you.
@@Mel-mu8ox I think you meant @Goodgis
I really like the amolings
best devlog so far
Thanks so much!
Congrats on getting funded!
Also, I absolutely love the idea of ammolings, lots of potential for funny side characters there lol
Thanks so much!
The idea of different weapons with different patterns is great. Definitely keep it. You could give the pets little abilities too, like projectiles.
That's a great idea!
I'd just like to mention that the environment and background at 6:47 looks very nice, especially with the parallax
Thanks! I always intended to push the artwork and I think it turned out pretty well. Now it's time for me to make a 1,000 of them. XD
Amazing job with the game so far, and big congrats on getting funded too! The unique aspects of the game are really starting to come to life.
Wait why is polymars shrek? This is definitely the collab we didn't expect
hey there, the game looks really cool and i have been following you for a long time already. i have a suggestion on the camera thing. maybe add if the player is falling down that the camera slightly moves down more or if the player moves left or right, that the camera slightly follows more towards the direction they are walking and goes back to centering the character after staying still.
like this [ o ] *stands* [ o ] *walks right* [ o ] *goes back to standing still* that the camera slowly moves to the right and waits at the furtest position, until slowly moving back or into other directions. you can also add, that this only starts after the playerr walks into that direction for a couple of seconds. this way it will not be too much screen moving.
i love this!
about the recoil jumping:
not sure if it's like this already or not, but one of the things i did to make it way easier (especially bc it was also mobile, and recoil jumping was a central mechanic) was making the jump key work as a shortcut for down and fire while in the air, and not ascending. makes the recoil jumping way more accessible, which is always good.
i haven't seen many other games do this, but i'd love to see it catch on.
but really tho i am loving the progress you've been showing, this game looks so sick and punchy and good
Honestly, the idea of your friends being guns/ammo is really cute and original!
P.S. The current boss sprites look awesome!
Thanks so much!
@@Goodgis Thank YOU for helping me get started with Gamedev and improving my pixel art!
Anything that's similar to TTYD is an absolute WIN in my book!! ;D
Just discovered your channel recently, and I love watching your Dewdrop Dynasty devlogs.
Downloaded and played the demo last night and I love it!
Can't wait to see how the whole thing turns out! Keep it up!
I’ve never BEEn this happy for a devlog!
:D
The idea of the partners is absolutely amazing. There could be one per area, and the only way of getting access to a new area would be by using one of the previous partners. The dungeons would be an absolutely amazing way to teach the player how to use each one
I really love the simplistic art style because we always get these detailed pixel art in many indie games and seeing something use a limited palette is awesome
It's funny, a few weeks ago i made a prototype of a metroidvania game and it was about a frog using his toung to escape the sewers. XD
Nice! haha
“It’s been a long long time young traveler, welcome back.”
It's good to be back!
Ammolings are a really good idea, great job with the game so far
Ammolings sound really fun. I do hope they get some moments to see them at a larger scale so you can appreciate them more
Awesome progress goodgis! Cheering you on man. What a good idea to size Dewdrop similarly to games like hollow knight! Genius :)
The „alive ammunition“ kinda remind me of the Guns in High on Life. Love it!
Thanks! :D
good to see the progress, its looking amazing! much inspired very wow
absolutely loving this, I do feel like the avatar seems a bit hard to tell what it is, I feel like if it had a little more detail to make it stand out from the background
I’ve just discovered your videos, and they’re really inspirational and good for helping me to finally begin to make the metroidvania I’ve been wanting to do.
Congrats on getting your game founded. It seems to me like an unimaginable milestone to reach as I just begun my own journey of making games. You are doing great. Keep up the good work :)
- Dan
5:46 YOOOO
edit: just finished the video, incredible stuff, looks like speedrunning the full game will be really fun!
That's the hope!
Ammolings sound amazing, it would be really cool if your gun would change depending on the ammoling in use. Also be cool if you get the ability to quickly swap between them.
Congrats on the funding. Keep up the work
Amazing progress! The new jump looks like it'll feel way better. Keep it up!
oooh, the ammolings remind me of the partner pkmn in the ranger games! I absolutely loved that concept
This game was a huge inspiration for me, probably wouldn’t have made my own game without it.
On ammo-lings, what if they followed you and some couldn't jump, some could climb (or fly), some couldn't enter doors. Then you could control who could come with the player on challenges and make it so some of them would accompany the player on puzzles and others couldn't. You could have shrines that allow the player to swap them out and you could have a mechanic to summon them back in that would take time to recharge (which you could upgrade to reduce the charge time, or add charges) so if one fell down a pit, you could teleport them back in (ala pikmin). You could also have enemies that limit the summon, or freeze the ammo-lings in place (you'd have to summon them to break the spell), or have rooms where you couldn't recharge your summon ability, so you'd have to plan your way through (have a shrine at the start, so the player could properly plan). Always make the mechanic have more than one use (which you're already doing, which is great).
If you like my suggestions let me know if you need more help! :D
Keep up the fantastic work Goodgis! Ammolings sound like a hilariously fun mechanic
Thanks! :D I hope they turn out well. They'll need a lot of testing.
You remember my game Bees N Guns? Well I am almost done with the sequel and I made a very small spin-off game to experiement with some things. ANYWAYS some people in your discord were saying that my games were leakes of Dewdrop and I thought it was pretty funny!😆
Keep up the good work on Dewdrop!
That's awesome! Thanks so much!
Just discovered ur channel, love your work, the ammolings remind me of the slugs in slugterra which is awesome. Keep it up!
I love the idea of ammolings! Could definitely make for a great hook😁
I love the sound of the ammolings can’t wait to learn more on them. Bonzo’s designs looks great too! The project has grown so much. I love the backgrounds to the levels they add so much to the stages.
Thanks so much!
The demo was so fun! I can't wait for the full game.
If there's going to be dialogue in the game, then I hope the ammolings get to speak! I absolutely love the idea of the ammolings, but to elevate them I think it would be cool if they not only had gameplay features, but their own personalities! At least that's what makes partners in stuff like paper mario a lot more fun than they'd be otherwise, I think.
I completely agree!
like the slugs from slug terra!
yay welcome back to Devlogs Goodgis. Dewdrop is looking amazing so far. Loving the evolution of it so far. Especially having the friends as bullets mechanic. kindof gives me pikmin vibes which I am loving. I can't wait to play this.
Thanks so much! :D
Props to you! The spritework looks spectacular
Ammolings sounds so cool! Love that idea
Great vid! I love the idea of ammolings.
I'm super happy to hear it!
While the flower petal health bar looks really cool. I think a revolver barrel would also be really cool, and every time you get hit one if the bullets falls out. When you heal theres a simple animation of bullets entering the gun.
one word, thats debatably not a word but if understood comes as the highest praise:
SHMOVEMENT!
XD
As someone who’s just about mastered pogoing in Hollow Knight, I think I’d love gun-jumping in Dewdrop.
The ammolings kinda sound like the wisps from Sonic Colors
Super cool devlog! The environment looks amazing at 7:30.
I like the idea of ammolings, maybe they could even affect the way you traverse through the world!
Hey man love you helped me a lot for game dev. I personally think you should update the health bar to a honeycomb since the character is a bee but that's up to you
The last devlog had me worried, I am so glad he got funded
Great vid! I was just wondering would you be able to do a tutorial or share a template on how you made that game design doc in Milanote, that would be very helpful.
I love the idea of ammolings they have so many comedic potential good job
I know right?
@@Goodgis yeah i cant wait, good luck with the game (sorry for my bad english im learning)
the ammolings are a great idea! its like charms in hk but pokemon-ized, a great opportunity for easter eggs and game cameos,!!!! it would be fun collecting these critters.
Personally, the gun jump is great. It takes a bit to learn, but it is very fun
I'm super happy to hear that!
See 1:11 for a full(citation needed) map of Dewdrop
Thank You so much for making such an awesome devlog you have a inspired me to continue working on my game called Lost World a action platformer do you have any pointers
I’ve been watching since the beginning of the dev logs, great work!!!
That's awesome! Thanks so much!
The Ammolings are a great idea and they're so unique!
Thanks so much!
I feel like a pollen mechanic would really fit the theme. Maybe upgrades are in flowers and you have to Cary pollen to open them up?
ayyy new devlog! Awesome job! :D
Thanks!
Ammolings are a great idea! Kinda like a pet that affects your weapon. Very cool
Yeah! :D
I’m most looking forward to you adding mac support…… you better do it……. I’m not joking
Frogun 2
Wow the game is looking amazing, so many improvements! Love the frog grapple
Thanks! Me too haha
I think that what makes the gun jump difficult is the controls. It’s a great mechanic but it shouldn’t take x to do it
We definitely didn't take it out. We are just making it less mandatory.
I just thought that what made it hard was the weird controls
Hey Goodgis, do you have a video editor or do you edit all the videos yourself?
My brother Crepe edits my videos now. He has for the last year or so.
yoo nice devlog as usual, I always get excited when someone name drops iconoclasts
Same here!
I am deeply in love with the sheer existence of your game
I can't wait. It looks so good!
Thanks so much!
I think your hook should be designed with multiple inspirations. Like when explaining it it isn’t,”it’s like x game’s mechanic” but instead,”it’s like if x and y game’s mechanics were combined(or something).”
YES, LETTTSSSS GOOOOOOOOOOO (i love these devlogs)
I'm back! haha
How did you make this map layout? 1:11
Ammolings does sound pretty cool
im so excited for this game, it also feels very nice to control i think!
Thanks! :D
I have been waiting for another dewdrop video for so long. The game looks really good, I can’t wait for it to release!
I'll try to post these devlogs way more frequently.
2 concept idea: 1, puzzle that makes you look down to see a code. 2, post game hard zone with all the bosses at once fighting you. Good vid btw
I am not the only one reminded of Slugterra when I see the Ammolings right????
LOL, that looks sweet!
Ammolings are cool!
Hey I know how it feels, been working on a game for almost 15+ years now, but your videos are also helpful as I too have all the pieces to make a game. But need to assemble them all.
Absolutely the bee-st devlog I've seen in a certain amount of years of existence.
Amazing devlog as always!
Thanks so much!
I love the dew drop demo good job 💙💙💙💙💙
my god 3 years? Jesus thats a longgg time, but you are doing well on the progress, keep up the good work! :)
Thanks so much!
dungeons don't seem very unique but the puzzles etc. inside them could be. Ammolings seem like a ton of fun, might be interesting if they had some dialogue and could get hurt. The gun jump also seems like it could be a game hook so it might be a good idea to try to figure out why it's difficult for some people while making it a bit more central instead of a fun side show, seems like a missed opp. Thought of a slimy ammoling that could be fired before hitting the ground while jumping to get an even higher 2nd jump.
3:10 smoothest transition ever made
I had to surf right into it.
@@Goodgis 😶😶😶😶
litterly about to cry rn
Good stuff! The game looks more fluid and appealing with each update, and the artwork is crisp as usual. I will echo the other comments praising the gun-jump mechanic. How about this: why not simply perform a gun-jump when pressing jump while midair? (It would work like a double jump. Downwell, basically.)
After playing the demo -- I too found the gun-jump hard to perform -- my thought was that the mechanic is a lot of fun, but might be unnecessarily complex from a control perspective. Empower Poe with easy controls, and you've got much more flexibility to make difficult fights and environments. (Like how Madeline's powerful dash and generous climbing abilities in Celeste allow for some truly ludicrous level design.)
Of course, I don't mean to backseat game design -- just wondering if you've thought about this is all. I'm thrilled to continue to watch you to do your thing.
I really like that idea, I'll jot this down and chat about with the team!
hey! love these types of projects. I've got a suggestions. get a community post and potentially ask us for ideas? It would make it so that we would engage with your project and follow along with honest suggestions>.I loved the dev log by the way.
The jump looks way better now, good job on that
Thanks!
I love how it's like Slugterra. Where your companions are projectiles.
Ahh yeah!
keep up the dev logs
Can’t wait till the full game fully releases!
Me too! :D
please make a secret boss
maybe have an achievement for killing this secret boss ;)
my headphones are broken but I can already guessed this is gonna be banger
:)
you should add a melee attack that makes the player swing the gun to deals knockback and stuns the enemies for a short amount of time
Yeeeesss the new dewdrop dynasty update
what do you use for your planning, looks so organized
I was one of the detractors on the original kickstarter video. Talking about how generic it is. Your hook is good, but another suggestion would be to 'think speed runner'. Metroid is a classic speed running game. Think of some moves that are way OP as far as movement goes. Also a built in timer is a god send.
Frog gun will be amazing for speedrunning. ;)
Yes he’s back baby
;)
the buddies being weapons makes me think of slugterra. Which had these creatures as ammo for guns
That sounds epic!
Dungeons and Ammolings sounds great keep up the good work
Thanks, will do!
2:14 which game is this
Hey @Goodgis. Do you use GDscript? Also any tips for learn Godot?