Jees dude this looks absolutely clean. I really enjoy the aesthetic of this game, but the animation too is top tier. From character animation to grass blowing in the wind. This is amazing !
It's a lot of extra work, but it would be really cool to be able to physically upgrade the hub. It could start as a camp, and you can find/purchase upgrades. Also, pause at 3:24 , "Ascension" could be hard to read for some people due to a mix of both the lighting and the colour of the platform. It may be worth adding a border to the text or a background so it's more legible. Love the hub though! I'd much prefer an interactable zone to a basic menu.
I actually thought of this at first, but felt it would be too "metaprogression-y" and would detract from the strategic aspect of the game, but maybe for a future game :) Regarding the ascension thing, yep I noticed that, I'm not completely done with polishing up everything yet, but that will be taken care of :) Glad you like the look of the update!
The game looks amazing! I think adding some hand-made jobs you could do first would allow you to have more control over the experience of trying out new playstyles by composing some builds you already know work great. After the pool of pre made jobs, you can have random ones as well.
Needle is officially my favourite character. Watching a one-handed giga chad monk say "It's Needlin' time!" and Needle all over those bad guys is the most hype moment of all time.
This is the first time I've seen your channel, the game looks sick. Great work 💯, art style and gameplay seems fun and stylistic. Once it's on PlayStation I can promise you a purchase. Keep it up!! 🎉 Bout to go watch your other Dev Logs now.
Hub is a great addition. Might want to add weapon and trinket models to the two stalls near the globe to make it more obvious which is which. I would love to see job modifiers besides just a difficulty increase. Only gain money from melee kills, Slow giant enemies, Half damage but double projectile amounts, etc. These sorts of things are pretty common in other games like this. If the goal is to show off other play styles, modifiers can help to lead the player to use the new style or see why it is good. They also just shake up the game play a bit and offer a new challenge. Maybe add some minor modifiers to the different maps to make them feel even more different from each other? (probably to much work) Also not sure if you want jobs and journeys as the names. Its minor but having them both start with the same letter could lead to minor confusion about which is which.
Glad you like it, and I like the idea of the weapon and trinket models, will add! Also have thought of the modifiers and ill add something similar in a future update, this one was just so big already that I didn't want to take on more than I could chew all at once! And good point with the naming, ill think about some alternatives!
HECK YEAHH 😎 What if I told you that this is only about half of the stuff I've worked on and I have a devlog planned for in 2 weeks for when this actually launches 👀
@@Conradical yeah for sure. That and it makes the paper mario art style. Without the outline, there’s a lack of distinction between the characters and the background imo. The white outline is almost a “hero light” and I think it’s better with
Jees dude this looks absolutely clean. I really enjoy the aesthetic of this game, but the animation too is top tier. From character animation to grass blowing in the wind. This is amazing !
Thank you so much! Tim put tons of effort into the animations and I put in a lot of work into the environment so I'm glad its noticeable:)
The amount of work you get done in a short amount of time is insane. Love the transition from the main menu to the hub too, that was seamless
Haha thank you so much, and glad you liked that! Made sure to make the 3D-ness very accentuated ;)
It's a lot of extra work, but it would be really cool to be able to physically upgrade the hub. It could start as a camp, and you can find/purchase upgrades.
Also, pause at 3:24 , "Ascension" could be hard to read for some people due to a mix of both the lighting and the colour of the platform. It may be worth adding a border to the text or a background so it's more legible.
Love the hub though! I'd much prefer an interactable zone to a basic menu.
I actually thought of this at first, but felt it would be too "metaprogression-y" and would detract from the strategic aspect of the game, but maybe for a future game :)
Regarding the ascension thing, yep I noticed that, I'm not completely done with polishing up everything yet, but that will be taken care of :)
Glad you like the look of the update!
The game looks amazing!
I think adding some hand-made jobs you could do first would allow you to have more control over the experience of trying out new playstyles by composing some builds you already know work great. After the pool of pre made jobs, you can have random ones as well.
Needle is officially my favourite character. Watching a one-handed giga chad monk say "It's Needlin' time!" and Needle all over those bad guys is the most hype moment of all time.
If Needle is so good, how come there isn't a Needle 2?
Ooooh very cool, loving the sneak peek at the hub!
This is the first time I've seen your channel, the game looks sick. Great work 💯, art style and gameplay seems fun and stylistic. Once it's on PlayStation I can promise you a purchase. Keep it up!! 🎉
Bout to go watch your other Dev Logs now.
Hub is a great addition.
Might want to add weapon and trinket models to the two stalls near the globe to make it more obvious which is which.
I would love to see job modifiers besides just a difficulty increase. Only gain money from melee kills, Slow giant enemies, Half damage but double projectile amounts, etc. These sorts of things are pretty common in other games like this. If the goal is to show off other play styles, modifiers can help to lead the player to use the new style or see why it is good. They also just shake up the game play a bit and offer a new challenge.
Maybe add some minor modifiers to the different maps to make them feel even more different from each other? (probably to much work)
Also not sure if you want jobs and journeys as the names. Its minor but having them both start with the same letter could lead to minor confusion about which is which.
Glad you like it, and I like the idea of the weapon and trinket models, will add!
Also have thought of the modifiers and ill add something similar in a future update, this one was just so big already that I didn't want to take on more than I could chew all at once!
And good point with the naming, ill think about some alternatives!
The environment of act 3 is so epic :o
Eyyy that was the hope so I'm glad to hear that 😎
SWITCH LETS GOOOOO. Also, that's a super impressive update. Almost like going from a 1.X to 2.0 - *and* the new environments. Crazy.
HECK YEAHH 😎 What if I told you that this is only about half of the stuff I've worked on and I have a devlog planned for in 2 weeks for when this actually launches 👀
@@Conradical Smooth marketing segue my friend!
Looks stunning, good visuals bro! And awesome features!
Thank you so much! :)
Stunning! I was just wondering what font do you use in your awesome game?
Thank you! It's Mochiy Pop One, can get it on Google fonts :)
Amazing work mate, keep it up
Thank you so much :)
Are you making the art as well? Looks stunning, both characters and environment, I mean, wow!
he outsource the art
I mention Tim in the video, he's the one that does the art :)
Aha, I missed that part :) Thanks for the answer@@Conradical
Niice, looks great!
Thanks :D
plz make a tutorial or talk about beautiful environment and lighting
I'm open to it! What kind of things would you like to see in it?
+1
@@Conradicalturn a scene beautiful with textures , materials, lighting and post processing
Cool game, would love to contribute some sound effects.
Thank you! We already have a sound team but I appreciate the interest :)
@Conradical to bad, this looks fun. Have a good day 💕
Cool !
Thanks :)
I’d stick with white outline, I think it looks so much better
Thanks for the suggestion! What exactly do you feel makes it better? Is it that the characters pop out more?
@@Conradical yeah for sure. That and it makes the paper mario art style. Without the outline, there’s a lack of distinction between the characters and the background imo. The white outline is almost a “hero light” and I think it’s better with
Which engine you using? Game looks great 💯
Thank you :) Its Unity!
Is It made with Unity?
Yep!
This looks sick, keep up the great work man
Thanks :D Got tons in store ;)