If you're interested, here's where you can wishlist Isadora's Edge on Steam! store.steampowered.com/app/3125320/Isadoras_Edge/ And you can follow the Kickstarter here: www.kickstarter.com/projects/inboundshovel/isadoras-edge Thank you!
a comment 9 days before upload hmmmmm XD good luck with the kickstarter (sadly im not in a position to give as i wanna focus on my own situation first)
Man I was stressing about my Godot 4.1 project after the recent 4.3 release. Glad to see you've been able to make something so awesome on a version as old as 3.2 - that's reassuring.
Rule of thumb for version numbering: 1. First number (x.0.0) stands for major changes. Expect things to break. 2. Second number (0.y.0) is minor changes. Like tile map working little differently. 3. Third number (0.0.z) is patches. Like new tile map layer node being more reliable. In your case it should be easy to update, since it is the same major version. I only updated very small projects and had to only deal with tile maps, so I don't knock for sure. Good luck!
Oh man, I feel your pain. I ported my project over from 3.5 to 4.2 a few months ago, and that was almost a month long process. The biggest thing that got me was that I had apostrophes in some of my filepaths of my assets, and it changed all of those to underscores. It took me ages to figure that one out. That, and I had tweens EVERYWHERE. Edit: Oh, i forgot too that it reset the centering of every single label that I had. They all defaulted to top left again from center. It was rough.
A brute force way to get around the shader compile framedrops: make a scene that play all effects that contains shaders at the start, and put a black screen over it. Forces the engine to have all shaders compiled.
That would impact memory in a bad way. He should implement an async compilation system if godot does not have one. Also there are problems related to the engine that would be harder to fix.
Glad the leaf wacker and the ded battery didn't stop you from recording this video becuase it's super informative and gave some many good tips! Thank you for making this!!
Think of the game conversion as JSON object manipulations: to convert object X from version 1 to 2 you just run through all objects (scenes) in the game and for each object you look into each field to see if it should change to something different. If it should, then you change that key to the "new format" and adjust its value accordingly. It sounds like a tiresome job, but it's actually rather easy writing a script that does this. Converting GDScript exports is on another level of difficulty: you would need to cover a bunch of ways that you can type in an export variable, and it would be really easy to mess this up. At the bare minimum you'd need some statical analysis process (similar to what LSPs and some compilers use) to run on each script and that's not the easiest thing to implement
I saw the video and was confused if they again did the huge changes for the latest minor Godot update, didn't recognize you were still on 3.x ^^ Looking forward to your collision video!
I’m glad I’m not the only one that pulls my player out of the scene before I change out the scene. I happen to do that with my camera as well in our game that way, I always have an accurate reference to the player and the camera from the start of the game, its nice
As someone who got into Godot 3 because they're computer wasn't powerful enough to run Godot 4, this video speaks deeply to me from just the title alone. Luckily, my project hasn't gotten too big yet. But the concept of converting it once I do finally upgrade to a strong enough computer still worries me. Looking forward to finish watching the video to see if I can pick up any tips to save for the future.
love all the good work you're doing and i love the way the game looks, and I'm also working as an artist for an indie game and i wanna learn from fer's art and would just like to know what media he uploads on. Lots of thanks
as someone who still get confused with using Github and fiddle with like commits, push, etcetc. I really would appreciate a Version Control video as Everyone building something would be saved to have backups in place. Appreciate the content and love the whole insight over the upgrade to a higher version of Godot!
oh yeah, i remember when i had to do this type of convertion, i am glad i did it fairly early on, like i didnt even have a ui yet, not even a placeholder, gosh. in regards to other things, in my current game, the way i do frame times and hitboxes is that i just have the ability to spawn a projectile with any hitbox size, a timer that makes it despawn when it runs out, and the ability to spawn it invisible, and i just use that projectile code as any damage hitbox for an attack, even melee ones.
Don't worry about things so much while recording ^>^ You don't even notice until they are pointed out. If we hear a garbage truck its fine :) it also makes the video seem less 'studio made'
Looking forward to your frame data video. I'm actually on the same boat myself. I've been thinking about how to go about working with hitboxes and combos. I have a game where I also have a swordie, except it's top-down like classic Zeldas, and it'll either go the Batman Arkham route where you combo between enemy waves, or the Dark Souls route where you'll do more 1-on-1 fights. Either way, it'll need support for different types of hitboxes and frame data.
Godot has find/replace and it works for all files at one time... Example: find = export var, replace @export... Might save some time nextime on some things... 😊
Please read about the signal to noise ratio in communication. I suggest that you lower your noise level e.g. if we can hear the garbage truck or not because your microphone doesn't say it picks it up but you can hear it or that there is a weed whacker and you are wondering if you should take a break and after the break you tell us that there was a weed whacker you took a break or where the editor will place the thumbnail of the linked video or that you don't have time to record but do it anyways or that you checked that your battery woul be full. It's not only that but also the constant repetition of the same thing. The 200 errors when launching the game you showed us. You keep referencing that you showed us them. Videos are a format with pictures and sound. This means you don't have to explain everything you see but rather can show them us. In film making exist the rule "show don't tell". Furthermore, I may add that if you are uncertain about things, you can look them up. You can configure your line counter to not count empty lines or closing brackets. This way you don't need to tell us that you speculated that it counts empty lines. You would know that.
I have been enjoying your tops a lot and just wanted to say thank you for the shorts and dev vlogs. I recently decided to get back into game development after not using my degree in it for 13 years. I wanted to start with 2D so the past month I have been making a game in GameMaker Studio. I plan to see it to its conclusion as I am using it as a game to learn as much as I can with. That being said, I have been thinking about switching over to GODOT for the next project which will be much bigger in scope and was wondering why you chose to use GODOT?
Very informative video, thank you for making it. This does beg the question, did you go back to the Godot 3.2 branch of the game and try doing the tile map fix you stated or no? As I (and probably others) am curious if it would fix your issue there as well.
I was thinking what the H is a tween (I have tweenagers in my house...) and then you explained very nicely and I was thinking, oh he'll just replace that with the animation player node (which afaik works nicely to do the same sort of stuff in godot 4). But you have a code way of doing it which sounds cool... but I might stick with animation player anyway.
Did you upgrade straight from 3.2 to 4.2? That's daring, the only program I know that can update resources properly like that is Blender that made it's file format to be backwards and forward compatible. And even there they partially abandoned this feature when they went to version 4.0, you need to download the latest 3.x version and update the scenes before opening it in 4.x. Anyway, my point is. I would have tried updating to 3.5.3 first, then updated to 4.2 (well, 4.3 now). Not certain it'd help in this instance, or with Godot in general, but it would hopefully have been able to update collision shapes, and the import settings properly that way. And if it still lost something big I'd revert and try updating a smaller step, so from 3.5.3 to 4.0.x.
@@Sylfa changing sintax without marking as deprecated (but make it still works) is stupid. Otherwise you should implement a script that fixes the change in sintax. Horrible way of updating things.
I feel my maps have a bit more going on with them since they are 3d, I may be wrong. But I instance the entire map and hide and terminate processes on the ones not being used. Keeping them on the tree but consuming no process time. This method while memory intense creates no spike in idle time. Granted there is also a scene transition between rooms, but this is for flavor not really needed. I could instead have just done a camera transition to the next rooms camera. But it is nice to give me some wiggle room to do things like properly position the player in the new room.
Hey I just subscribed to ur channel like 4 lr 5 days ago and i just started learning game dev on godot to work on 2d games etc Can u tell me how i can learn gdscript and godot in general if u have some tips or some courses to study i would appreciate it And i love the way u explain things in ur shorts and videos keep it up ❤
Added to wishlist! One thing I've noticed in your videos is that main character has no personality. There are many platform games where main character is completly forgettable and you just grind enemies from start to end - Rochard, The Fall, Outland, Stealth Inc. But they all failed to make a brand. Unlike neurotic Crash Bandicoot, clumsy Abe, posh Zoya / faint-hearted Amadeus / jovial Pontus from Trine, etc. I have a feeling this game will really pop if you focus on main character once you are done with combat mechanics. Idle animations here and there. Maybe break 4th wall sometimes, like surprise player with pissed off Isadora cutscene when he failed 3rd boss attempt. All those little stuff. I think lore is even less important than likeable character that you can identify with.
In my case, I am converting my godot project restating a new project and just reusing the assets, then I just create each scene and each script slowly to fix each possible errors more accurately and also develop new script logics using the new features from godot 4, but I don't think this is the fastest way to convert a project, I just found it less annoying than seeing a debugger getting bigger than the screen.
I have a question for you, and it's related to collisions regardless of whether or not you have slopes (I have watched the slope video). How many different ways do you end up usually checking collisions? How do you deal with edge cases like landing on corners or dealing with ceilings or strange areas with weird detections?
Sh1t... I cannot really watch today, since it's soon 11pm... ;-; Update: Don't care about going to bed when there's a new video!!! So sad that the whole game is just screaming with errors... I hope it's going to release at least... I really damn hope it isn't going to get cancelled... ;-;
During your game development are there any unique game mechanics that you want to keep as a surprise that you will not show to the public that follows your game's development until its launch?
Version upgrade pains. 😩 They are not only a thing in coding, but also a lot of other things. I updated a Wikiproject(which in itself was a pain) and suddenly some stylecommands no longer work(Diffrent syntax? Idk) so that's unhelpful. And the entire visuals are broken because automatic table borders and coloring are appearently no longer a thing, needs to be manual. y?
So your character sprite has its own camera, and just exists somewhere else? Is there an advantage to that over just attaching the sprite to the CollisionShape?
Is it possible to just load all the shaders you have in the level and then just turn those On/off that you currently need/ dont need in the sub-level? So you just load all the Shaders in the Loading screen, turn off all shaders that are not in level 1, and when you start to instantiate level 2 you just turn on the already loaded Shaders for level 2. Kinda like Object pooling but with Shaders.
This really makes it sound like using an engine makes certain things harder to do. Makes me glad I'm learning RayLib so when I finally make a game it'll be easier to debug. I don't know what RUclips is doing lately, but the like button is hidden on the page, so just imagine I clicked it anyway. I'll have to check if one of the Chromium-based browsers is suffering this same indignity or if it's just more of RUclips's anti-competitive actions against Firefox.
Replace "developers" with "excecutives", and you'd be correct. Most AAA developers are horribly overworked and laid off by the executives for very petty and minor reasons.
@@Mrhellslayerz i have seen indie developers releasing excellent games. atomic heat was good the team is AA studio also its their 1st big game Steller blades was good also small team and their 1st big game black myth was good as well, none of them is from europe or America. but the media is attacking them calming they are bad games.
If you're interested, here's where you can wishlist Isadora's Edge on Steam! store.steampowered.com/app/3125320/Isadoras_Edge/
And you can follow the Kickstarter here: www.kickstarter.com/projects/inboundshovel/isadoras-edge
Thank you!
a comment 9 days before upload hmmmmm XD
good luck with the kickstarter (sadly im not in a position to give as i wanna focus on my own situation first)
Just wishlisted it!
Have you considered putting it on GOG as well?
Will this game be coming to the Switch?
Now i know why you did get problems having slopes in you games! You are using godot!
6:28 Projects -> project settings -> rendering - texture - default texture set to nearest should fix the sprites
You're a lifesaver
Man I was stressing about my Godot 4.1 project after the recent 4.3 release.
Glad to see you've been able to make something so awesome on a version as old as 3.2 - that's reassuring.
Rule of thumb for version numbering:
1. First number (x.0.0) stands for major changes. Expect things to break.
2. Second number (0.y.0) is minor changes. Like tile map working little differently.
3. Third number (0.0.z) is patches. Like new tile map layer node being more reliable.
In your case it should be easy to update, since it is the same major version. I only updated very small projects and had to only deal with tile maps, so I don't knock for sure.
Good luck!
Oh man, I feel your pain. I ported my project over from 3.5 to 4.2 a few months ago, and that was almost a month long process. The biggest thing that got me was that I had apostrophes in some of my filepaths of my assets, and it changed all of those to underscores. It took me ages to figure that one out. That, and I had tweens EVERYWHERE.
Edit: Oh, i forgot too that it reset the centering of every single label that I had. They all defaulted to top left again from center. It was rough.
Yeah totally with you, I'm so glad I didn't have anything other than super rough placeholder UI heh
12:00 “I don’t know what it’s doing here, I don’t like it and I would like it to get out.” Was so funny 😂 🤣
A brute force way to get around the shader compile framedrops: make a scene that play all effects that contains shaders at the start, and put a black screen over it. Forces the engine to have all shaders compiled.
That would impact memory in a bad way. He should implement an async compilation system if godot does not have one. Also there are problems related to the engine that would be harder to fix.
I love how much detail you go into the WHY of everything!
Thanks mate, not a lot of people talk that in detail about their game development journey and problems they encounter along the way.
Glad the leaf wacker and the ded battery didn't stop you from recording this video becuase it's super informative and gave some many good tips!
Thank you for making this!!
No problem, Lyra, glad it's helpful! :D
Isadora's edge 😊
Isadora's edge 💀
It's kind of weird that they convert your game for Godot 4 but can't simply convert your exports easily
it's also not really easy to convert to godot 4
Think of the game conversion as JSON object manipulations: to convert object X from version 1 to 2 you just run through all objects (scenes) in the game and for each object you look into each field to see if it should change to something different. If it should, then you change that key to the "new format" and adjust its value accordingly. It sounds like a tiresome job, but it's actually rather easy writing a script that does this.
Converting GDScript exports is on another level of difficulty: you would need to cover a bunch of ways that you can type in an export variable, and it would be really easy to mess this up. At the bare minimum you'd need some statical analysis process (similar to what LSPs and some compilers use) to run on each script and that's not the easiest thing to implement
@@brunomello7499 I see!
I saw the video and was confused if they again did the huge changes for the latest minor Godot update, didn't recognize you were still on 3.x ^^
Looking forward to your collision video!
This is so cathartic to listen to, I’ve been in 3.5 for years now, knowing I inevitably have to upgrade 😭
I’m glad I’m not the only one that pulls my player out of the scene before I change out the scene. I happen to do that with my camera as well in our game that way, I always have an accurate reference to the player and the camera from the start of the game, its nice
As someone who got into Godot 3 because they're computer wasn't powerful enough to run Godot 4, this video speaks deeply to me from just the title alone.
Luckily, my project hasn't gotten too big yet. But the concept of converting it once I do finally upgrade to a strong enough computer still worries me.
Looking forward to finish watching the video to see if I can pick up any tips to save for the future.
Looking forward to the release. I have started making a game of my own in unity. Your videos have thought me a lot.
Just wishlished. I'd love to back the kickstarter, but funds are not great atm. Either way, love your video's and can't wait to play the full game
love all the good work you're doing and i love the way the game looks, and I'm also working as an artist for an indie game and i wanna learn from fer's art and would just like to know what media he uploads on. Lots of thanks
Fer is @OfTetris on Twitter, which is mostly where he uploads art!
@@InboundShovel thank you so much
as someone who still get confused with using Github and fiddle with like commits, push, etcetc. I really would appreciate a Version Control video as Everyone building something would be saved to have backups in place. Appreciate the content and love the whole insight over the upgrade to a higher version of Godot!
never heard any of the sounds you were worried about. good job on the upgrade :)
Actually the second person ive seen talking about shader compiling issues in godot lol
Same, my first one is that guy making the n64 style speed running game
I'm not as fluent with godot.. Is it an issue with Vulkan?
@@srsherman7 Not sure since i dont use godot, but from what ive seen that seems to be it
hello, looking forward to your game! that's all i wanted to say ❤
Glad I stumbled upon a Godot dev channel!
Your game art is amazing!
Something you could have done, is play every shader, animation and interaction before gameplay in the background,when starting the game.
oh yeah, i remember when i had to do this type of convertion, i am glad i did it fairly early on, like i didnt even have a ui yet, not even a placeholder, gosh.
in regards to other things, in my current game, the way i do frame times and hitboxes is that i just have the ability to spawn a projectile with any hitbox size, a timer that makes it despawn when it runs out, and the ability to spawn it invisible, and i just use that projectile code as any damage hitbox for an attack, even melee ones.
Oh man... I'm glad I have vim macros to refactor my export variables to the new format hahaha
Don't worry about things so much while recording
^>^ You don't even notice until they are pointed out.
If we hear a garbage truck its fine :) it also makes the
video seem less 'studio made'
Yes please do a version control video or short
I've also had this debate for sooo long, but I finally decided to get out of my comfort zone and port my game to 4.3. And I'm gade I did honestly.
Tokei is a great line counting tool that handles comments, blank lines, etc.
Looking forward to your frame data video. I'm actually on the same boat myself. I've been thinking about how to go about working with hitboxes and combos. I have a game where I also have a swordie, except it's top-down like classic Zeldas, and it'll either go the Batman Arkham route where you combo between enemy waves, or the Dark Souls route where you'll do more 1-on-1 fights. Either way, it'll need support for different types of hitboxes and frame data.
Smashing the "leave comment button"!
👊👊👊👊👊
Godot has find/replace and it works for all files at one time... Example: find = export var, replace @export... Might save some time nextime on some things... 😊
Isadora is edging
i love godot 4.3
Please read about the signal to noise ratio in communication. I suggest that you lower your noise level e.g. if we can hear the garbage truck or not because your microphone doesn't say it picks it up but you can hear it or that there is a weed whacker and you are wondering if you should take a break and after the break you tell us that there was a weed whacker you took a break or where the editor will place the thumbnail of the linked video or that you don't have time to record but do it anyways or that you checked that your battery woul be full. It's not only that but also the constant repetition of the same thing. The 200 errors when launching the game you showed us. You keep referencing that you showed us them. Videos are a format with pictures and sound. This means you don't have to explain everything you see but rather can show them us. In film making exist the rule "show don't tell".
Furthermore, I may add that if you are uncertain about things, you can look them up. You can configure your line counter to not count empty lines or closing brackets. This way you don't need to tell us that you speculated that it counts empty lines. You would know that.
I have been enjoying your tops a lot and just wanted to say thank you for the shorts and dev vlogs. I recently decided to get back into game development after not using my degree in it for 13 years. I wanted to start with 2D so the past month I have been making a game in GameMaker Studio. I plan to see it to its conclusion as I am using it as a game to learn as much as I can with. That being said, I have been thinking about switching over to GODOT for the next project which will be much bigger in scope and was wondering why you chose to use GODOT?
I feel you bro 😅
Very informative video, thank you for making it. This does beg the question, did you go back to the Godot 3.2 branch of the game and try doing the tile map fix you stated or no? As I (and probably others) am curious if it would fix your issue there as well.
Oh yeah, great question! The tilemap issue was introduced by doing the conversion, so it wasn't the culprit back in 3.2, haha!
@@InboundShovel Interesting... thanks for sharing.
I was thinking what the H is a tween (I have tweenagers in my house...) and then you explained very nicely and I was thinking, oh he'll just replace that with the animation player node (which afaik works nicely to do the same sort of stuff in godot 4). But you have a code way of doing it which sounds cool... but I might stick with animation player anyway.
Did you upgrade straight from 3.2 to 4.2?
That's daring, the only program I know that can update resources properly like that is Blender that made it's file format to be backwards and forward compatible. And even there they partially abandoned this feature when they went to version 4.0, you need to download the latest 3.x version and update the scenes before opening it in 4.x.
Anyway, my point is. I would have tried updating to 3.5.3 first, then updated to 4.2 (well, 4.3 now). Not certain it'd help in this instance, or with Godot in general, but it would hopefully have been able to update collision shapes, and the import settings properly that way. And if it still lost something big I'd revert and try updating a smaller step, so from 3.5.3 to 4.0.x.
Unity updates just fine.
@@fabioxperuggia Well of course, you need to first have changes and updates before it can have a chance to fail to update a project.
@@Sylfa changing sintax without marking as deprecated (but make it still works) is stupid. Otherwise you should implement a script that fixes the change in sintax. Horrible way of updating things.
I feel my maps have a bit more going on with them since they are 3d, I may be wrong. But I instance the entire map and hide and terminate processes on the ones not being used.
Keeping them on the tree but consuming no process time. This method while memory intense creates no spike in idle time. Granted there is also a scene transition between rooms, but this is for flavor not really needed. I could instead have just done a camera transition to the next rooms camera. But it is nice to give me some wiggle room to do things like properly position the player in the new room.
173 errors 💀💀
That's not that much. Anyone who worked with porting old C++ projects saw 400 to 900 errors xD
@@igorthelight 48936 Segmentation fault (core dumped) 💀
@@commandprompt7171 Oh shit! xD
my first reaction: why is your game having more lines than my custom game engine?
Hey
I just subscribed to ur channel like 4 lr 5 days ago and i just started learning game dev on godot to work on 2d games etc
Can u tell me how i can learn gdscript and godot in general if u have some tips or some courses to study i would appreciate it
And i love the way u explain things in ur shorts and videos keep it up ❤
Oh god the horror
Added to wishlist! One thing I've noticed in your videos is that main character has no personality. There are many platform games where main character is completly forgettable and you just grind enemies from start to end - Rochard, The Fall, Outland, Stealth Inc. But they all failed to make a brand. Unlike neurotic Crash Bandicoot, clumsy Abe, posh Zoya / faint-hearted Amadeus / jovial Pontus from Trine, etc. I have a feeling this game will really pop if you focus on main character once you are done with combat mechanics. Idle animations here and there. Maybe break 4th wall sometimes, like surprise player with pissed off Isadora cutscene when he failed 3rd boss attempt. All those little stuff. I think lore is even less important than likeable character that you can identify with.
dw Isadora has edge that's for sure!
rippp mister clean with motion blur 😅😅
In my case, I am converting my godot project restating a new project and just reusing the assets, then I just create each scene and each script slowly to fix each possible errors more accurately and also develop new script logics using the new features from godot 4, but I don't think this is the fastest way to convert a project, I just found it less annoying than seeing a debugger getting bigger than the screen.
❤❤❤🎉
WOW amazing... I THINK IM GONNA FIGHT YOU WITH THAT JUST WAIT FOR ME- YOLO
I have a question for you, and it's related to collisions regardless of whether or not you have slopes (I have watched the slope video).
How many different ways do you end up usually checking collisions? How do you deal with edge cases like landing on corners or dealing with ceilings or strange areas with weird detections?
Sh1t... I cannot really watch today, since it's soon 11pm... ;-;
Update: Don't care about going to bed when there's a new video!!!
So sad that the whole game is just screaming with errors... I hope it's going to release at least... I really damn hope it isn't going to get cancelled... ;-;
Haha, definitely not cancelled, no worries there!
Pain
Where is the video on floor tiles?? I cant find it and the video linked dosent talk about it to my knowledge
74k lines is crazy, I try to keep each script under 200
Just saying if you're doing a metroidvania you HAVE TO add a sewer level
Luh yap sesh
During your game development are there any unique game mechanics that you want to keep as a surprise that you will not show to the public that follows your game's development until its launch?
I use Game Maker Studio 1.4, I'm aware of the benefits of GMS2, but I'm better with 1.4.
Version upgrade pains. 😩 They are not only a thing in coding, but also a lot of other things. I updated a Wikiproject(which in itself was a pain) and suddenly some stylecommands no longer work(Diffrent syntax? Idk) so that's unhelpful. And the entire visuals are broken because automatic table borders and coloring are appearently no longer a thing, needs to be manual. y?
Why 4.x, and not 3.5 (or the just-released 3.6)? I'm fairly sure 3.5/3.6 ameliorates the shader cache issue.
So your character sprite has its own camera, and just exists somewhere else? Is there an advantage to that over just attaching the sprite to the CollisionShape?
Is it possible to just load all the shaders you have in the level and then just turn those On/off that you currently need/ dont need in the sub-level? So you just load all the Shaders in the Loading screen, turn off all shaders that are not in level 1, and when you start to instantiate level 2 you just turn on the already loaded Shaders for level 2. Kinda like Object pooling but with Shaders.
What a pain in the arse
I had no idea you had a face
I dont know why but my steam in broken so is there any way if you can upload this game on another platform
This really makes it sound like using an engine makes certain things harder to do. Makes me glad I'm learning RayLib so when I finally make a game it'll be easier to debug. I don't know what RUclips is doing lately, but the like button is hidden on the page, so just imagine I clicked it anyway. I'll have to check if one of the Chromium-based browsers is suffering this same indignity or if it's just more of RUclips's anti-competitive actions against Firefox.
Hello sir I'm new here
Does ypur game also run on mobile platforms?
Could you please support GoG as well?
oof
Who does your art and are they for hire??
their commission is closed for now sadge
The game is currently very well done, but to be honest, I hate this name 🤣🤣
Americans and European AAA developers take notes, this guy has better skills than most of you
Replace "developers" with "excecutives", and you'd be correct. Most AAA developers are horribly overworked and laid off by the executives for very petty and minor reasons.
@@Mrhellslayerz i have seen indie developers releasing excellent games.
atomic heat was good the team is AA studio also its their 1st big game
Steller blades was good also small team and their 1st big game
black myth was good as well,
none of them is from europe or America. but the media is attacking them calming they are bad games.
Mate, you get distracted too easily
❤❤❤🎉