Communicating developer intention without also ruining/spoiling the experience for the player is very hard I find. Nice solition! (Sand worm fight part)
What the hell??? Should I google this myself,or are you willing to ptovide context/an explanation? This is the first time I heard og Green Cumulun,& I have no idea how it connects to Oneyplays...
This is cool! I would suggest avoiding adding features if you find them boring. I feel that if you lack an affection or admiration for a feature like in the case of horde mode, you will inevitably just make a bland game type that even horde mode players don't enjoy. Instead, why not build a bonus mode based around more unique mechanics in your game? The spore plants that knock the player in the air for instance; you could create a mode where you simply try to use the spores to climb an infinitely tall tower, while fighting lots of enemies at every checkpoint or something like that. The higher you get the better your "score" or loot reward or whatever. Just a thought. Love watching your progress!
I love how you actually spent the time and energy to check the negative reviews for flaws to fix. It's sad that such a thing is so uncommon these days that we actually have to praise it for being rare!
It's tough for indie devs since they're probably sick of playtesting the game on their own or are super burnt out by the development. All props to the dev
@@TheArtkaw It can also be hard because people are rarely civil in their criticisms. My first game I released, I read a couple of the negative Steam reviews and they were just really nasty. It felt terrible, I wasn't eager to read more. I practically begged people to test my game for me before I released it for input on fun factor and bugs and so on and never got any interest, so I had to do what I could on my own essentially in a vacuum. I couldn't rely on friends and family to help because they are well-intentioned but lie and just say "it's good." To then get a bunch of nasty comments after launch really killed my spirits after doing everything I could with no help.
@@SkeleTonHammer I'm really sorry to hear that. It really is unfortunate. The only thing I can think of is to try to hire someone for a short time to play test the game before release. You might not be able to pay them alot, but you maybe could find someone who would love to game some play testing experience on their resume for a lower wage. It's awesome you released a game though!
@@SkeleTonHammer If it's difficult to get people to playtest your game beforehand, I would assume there was something major they didn't like about it. Something that most people might assume was obvious? Either that, or your game is too niche to the point people don't really understand how they're supposed to play it.
@@tiacool7978 Or maybe it's becuase play testing is not like normal playing. When play testing someone has to basically try their hardest time and time again to break the game in diffrent ways to make sure it wouldn't actually break. This is pretty repetitive and gets old quick, so a lot of people are just not intrested if they aren't paid, which is fair.
Now that you have those spore plants that send you flying, you should add in hidden areas accessible only by timing perfect jumps with them encouraging more exploration.
As a fellow horde mode enjoyer (I really fuckin' love ULTRAKILL horde mode) I would like to say things that may improve it (from where I see it of course. First, I think what makes horde mode unique is if you make huge emphasis on unique designs of your game. Like, in ULTRAKILL, the thing in this game is that you have to be hyperagressive and be almost if not point-blank to your enemies and so most of the areas in ULTRAKILL's horde mode are close range. Second of all, horde mode is also used to test out some abilities (of course if we're speaking about an optional mode from campaign), so I think it would be cool if you had a set ammount of "points" each round for the player to purchase organs and prepare their "builds". And every round or every five, the player could be given an additional ammount of points as a cool progress system which would reset after death. Last of all, I think there should be at least some form of difference between rounds. Maybe add some behaviours to special enemies (another example from ULTRAKILL: there's an enemy there called Mind-Flyer which is a bitch to fight and it's code works in a way that if you just had an encounter with one of them, you have a guarantee that it won't appear in the next one, if you fought two it is guaranteed that they won't appear in the next two and so on). Also there should be some obvious stuff like Leaderboards and, for example, a little bit of progression to throw in the mix, like, if you beat 20 waves you can begin a new "run" quickstarting from 10th and so on. Also, do not forget about at least some of difference. Maybe the areas can change between waves, like, rocks coming out of the ground, forest trees growing and it's big branches sticking out for player to jump around. I am not sure about how hard it is from the development standpoint but, I mean, I am just giving the ideas here, that's all. I hope my humble movement-shooter fan thoughts and advices will be actually useful. I am really looking forward to mastering this game's combat as it looks pretty interesting. Wanted to try it on the day of the release but a lot of negative reviews threw me off a little, but now I am more sure than ever to try it out.
I agree 100%. Horde modes are boring when they just repeat, especially in one area. My favorite type of game for a mode like this is risk of rain 2. Different areas give different enemies and loot, the timer represents how hard the game will get overtime, abilities that can be purchased by killing loads of enemies to constantly make your character stronger as the timed progression makes enemies stronger. A good way to make enemies feel more unique without making a wide variety of new models or new enemies in general could be to give some enemies abilities too. Some can heal their allies, some with fire or electric abilities that hurt you overtime, or some that can grab you or throw you into enemies line of fire. All this talk of ror2 has me withdrawing.
It's cool to see all the fixes. Fortunately 3.5 fixes the shader compiler issue so no more requirements to add everything into 1 big temporary blob. And i'm going to use the visibility node, thought enemies were disabled in the cull but i guess not. Otherwise, congratulations on your success.
@@GMOTP5738 How did you comment on this before the comment was even commented. For me it says the original comment was posted 27 minutes ago and yours was 32 minutes ago.
Another way to add some "easy" content would be to create unlockable challenge maps, that test a player's skill at different aspects of the game. -A "rocket jump" course where you need to hop around using the exploding balloons. -A dune-sliding obstacle course -A race to find and consume a certain number of bodies scattered around an area, while infested with a non-removable parasitic organ that slowly kills you -A horde challenge mode where your character dies in one hit
Oh shit I just realized that cruelty squad and wrought flesh are on the same engine. Such a dope look your game has, it's not similar to cruelty squad but you know what I mean, the polygonal look is so rad. I really have been meaning to play wrought flesh.
Its true that the game is short but it's still totally worth it. Maybe not through the lens of AAA economy-of-scale titles, but if you think of these kind of indie games as more akin to buying a movie ticket, it was still worth it even with the initial release content let alone with additional content.
This game single-handedly inspired me to make my own TTRPG, and right now we're enjoying an awesome post-apocalyptic campaign. Thank you for making awesome stuff, and I can't wait to see how your future projects turn out :]
I’m learning an absolute shit ton of cool things for game development. As someone with language learning disability, I have a horrible time doing coding-it’s different from understanding the concepts of what to do, it’s just hard working with a computer language when it took me longer mastering just English itself. But getting to see under the hood really helps my understanding grow, so thank you so much for this great dev log! I’m gonna go back and see the start of it after this!
imagine a wrought flesh open world like stalker, you pick your faction and roam the wasteland taking quests and finding new gear with your created character. companion ai and more factions and enemies and locations, it just has that vibe that stalker gave me
Of course, exceptional job on the game, as usual, followed the entire process and bought it first day. Thank you for such an inspiration! What I would like to say as a fellow writer, illustrator, and sometimes programmer: This world (nameless world, might I add. It most definitely should have a cool name, like Lelek or Barhan or whatever, I usually just pick hungarian words as they already sound alien) feels a bit, in the galactic scale, unnoticed. No ships pass in the sky, no aerodynes. I understand that it's a barely liveable border world, but not even a strange robot spy-bird or the Rajarshi Militants in the sky? The idea with the mushroom tourists is quite innovative and interesting, but maybe we could just have more humanoids to talk to? Maybe a Rajarshi defector whom you can bring to the village and chat with about galactic news, or maybe some sort of computer being (Some "Great Algorithms" were mentioned in the game, maybe one of those guys that watch over the planet?), although as this takes inspiration from Dune, maybe some Butlerian Jihad occured or something. Third and last, I think the story could maybe have some deviations? What if you don't kill Lenhe, but join it, to overthrow the cult, or turn into a warlord of this planet, taking settlements under your control and stand off your claims in whatever Galactic Court. These are all just ideas and hopes, Miziziz, I really enjoy your game and appreciate your work that continued through years! And one last question: Does anyone have a clue what the levers in the first desert village are for?
Damn dude, seems dope. No need to harsh on any of this- you're successfully doing what so many want to- yet unlike you they haven't an iota of the capacity you have. You're clearly killing it, and I need to invest some time in your stuff. 10/10.
Good on you for actually looking at people's negative comnents and improving the game around them,commendable considering a lot of big game companies don't bother to do the same
I just finished this game, I loved the desert area the most. The second area is great but I personally think that the desert area has a lot of worldbuilding potential, not just for a shooter game. I really liked the leaf chairs and the black merchants in the second area
I discovered this channel in a similar time I discovered Godot. I'm really impressed with your work ethic, and I hope to emulate it in my Godot projects.
This is how every game dev should approach negative reviews and criticism! Thank you so much for your work - I loved seeing the peek behind the curtain on this update! Love the update too - I hope the game gets more content in the future!
This is honestly phenomenal, I’d like to see more but honestly I wouldn’t complain about where it is at now maybe in a few years or a couple more for another game but this is like peak game design and I wouldn’t want to impede on the creative design by pushing for more content, your an amazing dev and I love all that you do
Love watching your game dev series - one part tutorial, one part behind-the-scenes look at all the interesting ideas that can come from a very small team. The ideas may not always work out in practice, but it’s the kind of thing that never makes it to the audience for big, mainstream titles designed by committee. I’d like to see more on and for Wrought Flesh but also totally understand if you get sick of it and want to move on to other projects
Your content, both games and videos, are absolutely inspiring. You take harsh feedback and negativity with grace. Your creativity and attitude is refreshing, and has encouraged me to take up game dev as a hobby. Thank you very much for your insightful content.
Nice work, love hearing how you worked on the negative feedback and the changes you made, seems like they've definitely empowered the game! Looking forward to seeing what's next
It’s great to see you add content to the game since it seemed like you were so driven about its development in the dev blogs, that and the fact that it’s an extremely unique setting with very intriguing ideas is why I bought the game in the first place.
This game looks so fucking cool. Definitely gonna buy it to support you as soon as I can. Also can't wait to get my hands on it and play it!!! I watched someone play for about 20 minutes. Such a unique idea! It looks so fun
This game will go far, for one reason - the dev has passion. Not many games these days are built with that passion. It's been atleast 2 or 3 years since a single good video game has been brought out.
bought this game today after having it on my wish list for ages, thought it hadn’t been updated as I deleted tiktok a year ago so never kept up to date on the devlogs, but my god have you worked hard on this game, it’s amazing!
I just want to say I adore you and this game. The way it looks, the way it plays. The shere creativity of the features, it's awesome and inspiring. You make me want to make a game with this retro art style, it reminds me of my youth. The age where gameplay was more important than how good it looked. Just wanted to let you know. This is awesome!
Randomly got this video in my feed, and super happy about it. This game looks pretty badass. It feels like a game that would've come from someone in the 90s who loved industrial music fan that played quake and was like, "what if quake was more in tune with Skinny Puppy and Ministy than it's NIN soundtrack"
I’d love to see more of wrought flesh. I think I’d be cool to see the council that sent you on the mission to kill lenhe. Mabey we could be sent on more missions to kill others. Even if you don’t continue the story, I love this game. Thanks for making it, playing wrought flesh is a blast
I watched the original video showing off the beginnings of this game, I'm glad to see you're still working on it. It's really cool seeing the progress made so far and I hope you can stay motivated to keep adding on.
God damn that's a huge amount of content added I bought it at full price and honestly the price is very fair - thought the base game was good and gonna really enjoy playing the update Cheers for all your hard work and looking forward to all your future endeavours
I'd love to see even more, honestly. It's just a really interesting premise. It reminds me a lot of kenshi in some ways and I get a starkly similar vibe while playing. Another game made by a single developer that leaves me wanting so much more.
I always loved your style and I was dying to play Wrought Flesh (really liked the original name, Thoust Thee). Ironically your video about becoming a good game developer in a year really inspired me in other areas of my life. I began to take bite-sized, iterative approaches to my passions and have become more successful in all areas of life because of that. An unintended consequence is that I no longer play video games. Thanks for helping me to get better, and if I ever have time, I will definitely buy this game.
I remember seeing the devlogs and thinking "wow can't wait to play this in a year or so when it's finished' then it released a few weeks later lol. glad you've been able to get the game to a state you're more proud of.
After being slightly turned off by the negative reviews on steam I went with my gut and bought it. I'm about an hour in and its absolutely fantastic! It's really awesome to see the negative criticism being addressed and fixed in patches. Really nice to see a developer fix things that need fixing instead of ignoring them like most do.
Love those improvement in the story and radiation damage with the player. Difficulty of the game might be harder on default, imho. Love your work, waiting for the next updates 💚💚💚
Awesome progress! This is a very informative vid especially what happens after release. Really like how you tried to fix all the problems when reported by the players. Keep it up! :)
Maaan I love your game, this gave me so much inspiration to take my ideas and put it into a game. I love your work and this game in general. It goes my way and it shows mee that it is possible to do this. Thank you.
Finally got a chance to play the game, and I love it, the first area looked so cool and the skybox made me feel truly small on an alien planet. Found one bug in the process, take the organ out the body and instead of putting it in the ground box, drag the mouse all the way to the right of the screen and drop it there, the mouse will still act if it was picked up and you can spam click organs onto the ground.
I recommend making the acid trails and spills the dogs leave glow slightly and steam green gas so new players can understand a little more that its lethal. I also recommend, for the forest area, to add falling leaves as a nice little detail.
Miz~ Early Access might have at least heightened peoples expectations of running into bugs, but I get it you were just ready to get it out there and move on and I respect that. I'm glad it was financially successful for you as I really enjoyed even the original release even with its flaws. I gave it a nice thumbs up on Steam review as I thought it deserved it and I had a good inkling you would be back to fix. Look forward to replaying now with the changes. Cheers!
At the risk of sounding like a fan boy I was in love with the game from release, but I'm excited to see the improvements that are being made! I'm ready for another play through
Json is real annoying but I have been spending this week writing a text document parser that can read tags, read the content after a tag, and generate jsons on the fly from that. So really all I have to do is write a regular text document with some tags for the script and bam, it'll compile into a json. I'm also going to be making an in-engine editor for it so I can take away the most work possible, that being actually adding the tags. Gonna make a tool that automatically adds tags to a text document so all I need to do is fill in the data for each tag and skip writing the tags. Then press compile and boom, all the work gone. It'll be really useful for -any- game I make in the future, so getting the headache out of the way now is worth it to me.
You should add more into it! I imagine the Gajeshian cult spawning from a 400 years war of Orion Imperial Commonwealth against the planet's Original Colonists. Fighting for independence and what not. And plus the planet is a secondary outpost for the cult that is vital for strategic advance into the inner Commonwealth when the cult expanded into new Expanded Gajeshian Coalition of Independent Planets. And making this planet a strategic outpost to conquer for OIC to acquire new resources and to destabilize the Gajeshian Cult, because the planet is one of the primary source of new recruits to supply the Planetary Independency propaganda of the cult. Plus add a new cult that's exact opposite of the Gajeshian, like fanatics of the marriage of human brain and cybernetic body, I will call them Ultarian, and name their home planet Ultara. And the history of the Ultarian cult is that their home planet is rich of metals and exotic alloys that make it possible to construct sturdy and long lasting metals that they make as their body, but the process involves of altering the mind to accommodate the metal body, sort of like a rebirth. And then they reached their own singularity, giving birth to an A.I that the ultimate goal ia to consolidate every brain into a big matrioshka brain with billions of brain to harvest computing power. God's Mind, they call it, and it covers a whole star as its power source. You have a good concept of a game, I wanna see you expand this and make it longer. Add some political tensions between the rebels and outsiders. Well, just a thought.
Bro i saw a video about your game years ago and until today i catch myself thinking about it and how good it is the idea of having modular organic organs. This video here now is a great surprise for me
I need the intro music in it's own right now. Also great to see you still working on the game! I was thinking about buying it, but after reading some of the reviews, it threw me back a little. Might get it sooner rather than later!
I’ve been waiting for this type of video to come out for awhile, I posted this idea list on a review by captain magni back when the game first came out which is a review I highly recommend but I feel like the comment would be better here on this video I feel like if miz were to employ a secret level mechanic similar to nuclear throne where you do specific actions or equip certain organs to unlock new/secret areas and biomes would certainly “flesh” out this game and it’s story further I can’t help but think how interesting an aquatic level would be for the theming and organ gameplay mechanics of the core game, two examples would be say you get an organ in the desert that allows better jump height so you could get to a normally inaccessible pathway along the cliff side that takes you to a more aerial sky combat biome where there are flying enemies that offer new and maybe some useless organs to spice up gameplay and give further player choice and customization and possibly in the forest biome if you go through the quest line you get an organ that grants “better oxygen” which would confuse the player at first cause why would they need better oxygen? But when you have that organ and beat the spinecat you get a new level door/portal that’s a puddle that leads to a hidden aquatic biome that is fully in water that same as the purposed sky biome would offer different organs that help better survive the watery biome but you as the player have to make the choice as to wether you take the aquatic organs to help survive this bonus stage or you take the aquatic enemies damage and health organs to survive later levels, I understand why the game is short but given the rich lore Miz created within his game it would be interesting to see a further expansion upon these mechanics and story which given the game is released could possibly be easier for him to further update upon his original concepts. Amazing video btw your presentation and delivery is nice and to the point but also entertaining to watch, thank you for making this cause this video is partly what sparked the ideas for this comment
This man is the polar opposite of yandere Dev and I'm here for it.
the polar opposite of yan dev is just a good game developer and theres a few of them on youtube these days.
a dev who actually finishes the game?! impossible!
Tbf I think most normal people are the opposite of yandev
@@not_herobrine3752 that and someone who can actually take criticism
good on you for looking through the negative reviews and improving on the bad things on the game after launch, not many devs do that 👍
didn’t ask
@@iamtheoracle ok?
@@iamtheoracle I asked
@@iamtheoracle I asked
Some indie devs just don't make enough to either retain a team or hire new members for testing or create new content sadly
Communicating developer intention without also ruining/spoiling the experience for the player is very hard I find. Nice solition! (Sand worm fight part)
its to bad the games a buggy mess that is impossible to 100%
Oneyplays keeps coming into my life in the best way. Zach's Green Cumulun conspiracy is the stuff of legends.
It's basic science, tomar
What the hell???
Should I google this myself,or are you willing to ptovide context/an explanation?
This is the first time I heard og Green Cumulun,& I have no idea how it connects to Oneyplays...
@@chee.rah.monurB it's just a dumb joke they made when playing god of war, and sometimes they reference it
This is cool! I would suggest avoiding adding features if you find them boring. I feel that if you lack an affection or admiration for a feature like in the case of horde mode, you will inevitably just make a bland game type that even horde mode players don't enjoy.
Instead, why not build a bonus mode based around more unique mechanics in your game? The spore plants that knock the player in the air for instance; you could create a mode where you simply try to use the spores to climb an infinitely tall tower, while fighting lots of enemies at every checkpoint or something like that. The higher you get the better your "score" or loot reward or whatever.
Just a thought. Love watching your progress!
Fantastic idea! 👍
Oooooo I hope he sees this!!
This is so trueeee!!!
Props to you for taking the criticism and making this game better also happy to see more content from your channel
Thanks for bringing back the devlogs! RUclips hasn't been the same without your regular upload schedule
I love how you actually spent the time and energy to check the negative reviews for flaws to fix.
It's sad that such a thing is so uncommon these days that we actually have to praise it for being rare!
It's tough for indie devs since they're probably sick of playtesting the game on their own or are super burnt out by the development. All props to the dev
@@TheArtkaw It can also be hard because people are rarely civil in their criticisms. My first game I released, I read a couple of the negative Steam reviews and they were just really nasty. It felt terrible, I wasn't eager to read more.
I practically begged people to test my game for me before I released it for input on fun factor and bugs and so on and never got any interest, so I had to do what I could on my own essentially in a vacuum. I couldn't rely on friends and family to help because they are well-intentioned but lie and just say "it's good."
To then get a bunch of nasty comments after launch really killed my spirits after doing everything I could with no help.
@@SkeleTonHammer I'm really sorry to hear that. It really is unfortunate. The only thing I can think of is to try to hire someone for a short time to play test the game before release. You might not be able to pay them alot, but you maybe could find someone who would love to game some play testing experience on their resume for a lower wage. It's awesome you released a game though!
@@SkeleTonHammer If it's difficult to get people to playtest your game beforehand, I would assume there was something major they didn't like about it. Something that most people might assume was obvious? Either that, or your game is too niche to the point people don't really understand how they're supposed to play it.
@@tiacool7978 Or maybe it's becuase play testing is not like normal playing. When play testing someone has to basically try their hardest time and time again to break the game in diffrent ways to make sure it wouldn't actually break. This is pretty repetitive and gets old quick, so a lot of people are just not intrested if they aren't paid, which is fair.
In the spirit of QA: The label in the menu for aim assist has a typo, it is "Aim Asist" when it should be "Aim Assist". You can see it at 4:54 mark.
Now that you have those spore plants that send you flying, you should add in hidden areas accessible only by timing perfect jumps with them encouraging more exploration.
Ok ya crazy rocket jumper
As a fellow horde mode enjoyer (I really fuckin' love ULTRAKILL horde mode) I would like to say things that may improve it (from where I see it of course.
First, I think what makes horde mode unique is if you make huge emphasis on unique designs of your game. Like, in ULTRAKILL, the thing in this game is that you have to be hyperagressive and be almost if not point-blank to your enemies and so most of the areas in ULTRAKILL's horde mode are close range.
Second of all, horde mode is also used to test out some abilities (of course if we're speaking about an optional mode from campaign), so I think it would be cool if you had a set ammount of "points" each round for the player to purchase organs and prepare their "builds". And every round or every five, the player could be given an additional ammount of points as a cool progress system which would reset after death.
Last of all, I think there should be at least some form of difference between rounds. Maybe add some behaviours to special enemies (another example from ULTRAKILL: there's an enemy there called Mind-Flyer which is a bitch to fight and it's code works in a way that if you just had an encounter with one of them, you have a guarantee that it won't appear in the next one, if you fought two it is guaranteed that they won't appear in the next two and so on).
Also there should be some obvious stuff like Leaderboards and, for example, a little bit of progression to throw in the mix, like, if you beat 20 waves you can begin a new "run" quickstarting from 10th and so on. Also, do not forget about at least some of difference. Maybe the areas can change between waves, like, rocks coming out of the ground, forest trees growing and it's big branches sticking out for player to jump around. I am not sure about how hard it is from the development standpoint but, I mean, I am just giving the ideas here, that's all.
I hope my humble movement-shooter fan thoughts and advices will be actually useful. I am really looking forward to mastering this game's combat as it looks pretty interesting. Wanted to try it on the day of the release but a lot of negative reviews threw me off a little, but now I am more sure than ever to try it out.
I agree 100%. Horde modes are boring when they just repeat, especially in one area. My favorite type of game for a mode like this is risk of rain 2. Different areas give different enemies and loot, the timer represents how hard the game will get overtime, abilities that can be purchased by killing loads of enemies to constantly make your character stronger as the timed progression makes enemies stronger. A good way to make enemies feel more unique without making a wide variety of new models or new enemies in general could be to give some enemies abilities too. Some can heal their allies, some with fire or electric abilities that hurt you overtime, or some that can grab you or throw you into enemies line of fire. All this talk of ror2 has me withdrawing.
It's cool to see all the fixes. Fortunately 3.5 fixes the shader compiler issue so no more requirements to add everything into 1 big temporary blob. And i'm going to use the visibility node, thought enemies were disabled in the cull but i guess not.
Otherwise, congratulations on your success.
I love to see how this masterpiece evolving every day since release from first video concept demo
Masterpiece? Ok calm down 🤣🤣🤣
@@GMOTP5738 How did you comment on this before the comment was even commented. For me it says the original comment was posted 27 minutes ago and yours was 32 minutes ago.
@@katkazam5246 yeah it says that for me to HAHA
wtf?
@@katkazam5246 55 and 56 for me... the fuck
@@GMOTP5738 yea it not a masterpiece but it has great potential though
Another way to add some "easy" content would be to create unlockable challenge maps, that test a player's skill at different aspects of the game.
-A "rocket jump" course where you need to hop around using the exploding balloons.
-A dune-sliding obstacle course
-A race to find and consume a certain number of bodies scattered around an area, while infested with a non-removable parasitic organ that slowly kills you
-A horde challenge mode where your character dies in one hit
Oh shit I just realized that cruelty squad and wrought flesh are on the same engine. Such a dope look your game has, it's not similar to cruelty squad but you know what I mean, the polygonal look is so rad. I really have been meaning to play wrought flesh.
Its true that the game is short but it's still totally worth it. Maybe not through the lens of AAA economy-of-scale titles, but if you think of these kind of indie games as more akin to buying a movie ticket, it was still worth it even with the initial release content let alone with additional content.
and both are biopunk
This game single-handedly inspired me to make my own TTRPG, and right now we're enjoying an awesome post-apocalyptic campaign. Thank you for making awesome stuff, and I can't wait to see how your future projects turn out :]
It's amazing how far you got with this. I still remember first devlogs, it was great to see the game growing.
I’m learning an absolute shit ton of cool things for game development. As someone with language learning disability, I have a horrible time doing coding-it’s different from understanding the concepts of what to do, it’s just hard working with a computer language when it took me longer mastering just English itself.
But getting to see under the hood really helps my understanding grow, so thank you so much for this great dev log! I’m gonna go back and see the start of it after this!
imagine a wrought flesh open world like stalker, you pick your faction and roam the wasteland taking quests and finding new gear with your created character. companion ai and more factions and enemies and locations, it just has that vibe that stalker gave me
Of course, exceptional job on the game, as usual, followed the entire process and bought it first day. Thank you for such an inspiration!
What I would like to say as a fellow writer, illustrator, and sometimes programmer:
This world (nameless world, might I add. It most definitely should have a cool name, like Lelek or Barhan or whatever, I usually just pick hungarian words as they already sound alien) feels a bit, in the galactic scale, unnoticed. No ships pass in the sky, no aerodynes. I understand that it's a barely liveable border world, but not even a strange robot spy-bird or the Rajarshi Militants in the sky?
The idea with the mushroom tourists is quite innovative and interesting, but maybe we could just have more humanoids to talk to? Maybe a Rajarshi defector whom you can bring to the village and chat with about galactic news, or maybe some sort of computer being (Some "Great Algorithms" were mentioned in the game, maybe one of those guys that watch over the planet?), although as this takes inspiration from Dune, maybe some Butlerian Jihad occured or something.
Third and last, I think the story could maybe have some deviations? What if you don't kill Lenhe, but join it, to overthrow the cult, or turn into a warlord of this planet, taking settlements under your control and stand off your claims in whatever Galactic Court.
These are all just ideas and hopes, Miziziz, I really enjoy your game and appreciate your work that continued through years! And one last question:
Does anyone have a clue what the levers in the first desert village are for?
Thank you for not giving up on this game, you are an inspiration for how devs should be!
Damn dude, seems dope. No need to harsh on any of this- you're successfully doing what so many want to- yet unlike you they haven't an iota of the capacity you have. You're clearly killing it, and I need to invest some time in your stuff. 10/10.
The green cumulon strikes again!
Mr Obama I beg you to declassify The Fappening 2!
Good on you for actually looking at people's negative comnents and improving the game around them,commendable considering a lot of big game companies don't bother to do the same
the green cumulon strikes back...
Green Cumulon. It's basic anatomy, Tomar
I just finished this game, I loved the desert area the most. The second area is great but I personally think that the desert area has a lot of worldbuilding potential, not just for a shooter game. I really liked the leaf chairs and the black merchants in the second area
LOVE THE UPDATE
one if the best youtube gamedevs :)
I played it when it came out and bought copies for my friends. I loved it even in the janky ass begining, so I'm definitely gonna do a replay now.
I discovered this channel in a similar time I discovered Godot. I'm really impressed with your work ethic, and I hope to emulate it in my Godot projects.
This is how every game dev should approach negative reviews and criticism!
Thank you so much for your work - I loved seeing the peek behind the curtain on this update!
Love the update too - I hope the game gets more content in the future!
Really cool to see the more technical aspect of the game, was curious about how some of this stuff was done.
This is honestly phenomenal, I’d like to see more but honestly I wouldn’t complain about where it is at now maybe in a few years or a couple more for another game but this is like peak game design and I wouldn’t want to impede on the creative design by pushing for more content, your an amazing dev and I love all that you do
A+ work Miziziziz, I knew it would be in a good spot eventually. Your courses and devlogs are big inspirations.
Love watching your game dev series - one part tutorial, one part behind-the-scenes look at all the interesting ideas that can come from a very small team. The ideas may not always work out in practice, but it’s the kind of thing that never makes it to the audience for big, mainstream titles designed by committee. I’d like to see more on and for Wrought Flesh but also totally understand if you get sick of it and want to move on to other projects
Your content, both games and videos, are absolutely inspiring. You take harsh feedback and negativity with grace. Your creativity and attitude is refreshing, and has encouraged me to take up game dev as a hobby. Thank you very much for your insightful content.
Just commenting for the algo + applauding your work (love these vids)
Its the return if the grren cumulon
Nice work, love hearing how you worked on the negative feedback and the changes you made, seems like they've definitely empowered the game!
Looking forward to seeing what's next
A things for make your enemy more visible could be to scale them a lot more. Not for all of them but for most it could be a good idear :)
It’s great to see you add content to the game since it seemed like you were so driven about its development in the dev blogs, that and the fact that it’s an extremely unique setting with very intriguing ideas is why I bought the game in the first place.
i accidentally lost track of this game mid-development. galad to see you finished it!
This game looks so fucking cool. Definitely gonna buy it to support you as soon as I can. Also can't wait to get my hands on it and play it!!! I watched someone play for about 20 minutes. Such a unique idea! It looks so fun
1:33 - REAL TALK
Well, tbh, real talk is just how your videos go. Thanks for another interesting devlog vid
Now this is a game I would buy. Been following this game for years and I'm glad you finished it to something your proud of.
This game will go far, for one reason - the dev has passion. Not many games these days are built with that passion.
It's been atleast 2 or 3 years since a single good video game has been brought out.
Great work, the game is already looking much better! can't wait to see more content from you cheers
bought this game today after having it on my wish list for ages, thought it hadn’t been updated as I deleted tiktok a year ago so never kept up to date on the devlogs, but my god have you worked hard on this game, it’s amazing!
I just want to say I adore you and this game. The way it looks, the way it plays. The shere creativity of the features, it's awesome and inspiring. You make me want to make a game with this retro art style, it reminds me of my youth. The age where gameplay was more important than how good it looked. Just wanted to let you know. This is awesome!
Randomly got this video in my feed, and super happy about it. This game looks pretty badass. It feels like a game that would've come from someone in the 90s who loved industrial music fan that played quake and was like, "what if quake was more in tune with Skinny Puppy and Ministy than it's NIN soundtrack"
The Green Cumulon! I love it.
I’d love to see more of wrought flesh. I think I’d be cool to see the council that sent you on the mission to kill lenhe. Mabey we could be sent on more missions to kill others. Even if you don’t continue the story, I love this game. Thanks for making it, playing wrought flesh is a blast
I watched the original video showing off the beginnings of this game, I'm glad to see you're still working on it. It's really cool seeing the progress made so far and I hope you can stay motivated to keep adding on.
God damn that's a huge amount of content added
I bought it at full price and honestly the price is very fair - thought the base game was good and gonna really enjoy playing the update
Cheers for all your hard work and looking forward to all your future endeavours
biopunk is such a fun aesthetic that I wish I saw more of than what was in Cruelty Squad
I'd love to see even more, honestly. It's just a really interesting premise. It reminds me a lot of kenshi in some ways and I get a starkly similar vibe while playing. Another game made by a single developer that leaves me wanting so much more.
Gotta say this is definitely one of the stronger indie game concepts. I hope you stick with this concept and evolve it further
Damn i love the straightforwardness and honesty in these videos
the oasis looks beautiful
thanks for the hard work, very excited
love it, can't wait to see the world expand
I always loved your style and I was dying to play Wrought Flesh (really liked the original name, Thoust Thee).
Ironically your video about becoming a good game developer in a year really inspired me in other areas of my life. I began to take bite-sized, iterative approaches to my passions and have become more successful in all areas of life because of that. An unintended consequence is that I no longer play video games.
Thanks for helping me to get better, and if I ever have time, I will definitely buy this game.
I remember seeing the devlogs and thinking "wow can't wait to play this in a year or so when it's finished' then it released a few weeks later lol.
glad you've been able to get the game to a state you're more proud of.
After being slightly turned off by the negative reviews on steam I went with my gut and bought it. I'm about an hour in and its absolutely fantastic! It's really awesome to see the negative criticism being addressed and fixed in patches. Really nice to see a developer fix things that need fixing instead of ignoring them like most do.
Love those improvement in the story and radiation damage with the player. Difficulty of the game might be harder on default, imho. Love your work, waiting for the next updates 💚💚💚
Awesome progress! This is a very informative vid especially what happens after release. Really like how you tried to fix all the problems when reported by the players. Keep it up! :)
Bought this game It’s great this guys gonna be the game creator for our generation
Maaan I love your game, this gave me so much inspiration to take my ideas and put it into a game. I love your work and this game in general. It goes my way and it shows mee that it is possible to do this. Thank you.
I am in love with the design that you chose for this game, if you continue to work on it it's gonna be beautiful, as much as ultrakill
It shows that with time and passion you can make a good game hope to see what comes next for it
Finally got a chance to play the game, and I love it, the first area looked so cool and the skybox made me feel truly small on an alien planet.
Found one bug in the process, take the organ out the body and instead of putting it in the ground box, drag the mouse all the way to the right of the screen and drop it there, the mouse will still act if it was picked up and you can spam click organs onto the ground.
I recommend making the acid trails and spills the dogs leave glow slightly and steam green gas so new players can understand a little more that its lethal.
I also recommend, for the forest area, to add falling leaves as a nice little detail.
Keeep working on this game ,I love it ,it has alot of potential !
been following development since the start. Finally decided to buy it now after some time for polish has passed. Great work.
You know what you need? An achievement for beating the game Fingergun Only. OADoubleA has actually done it.
Miz~ Early Access might have at least heightened peoples expectations of running into bugs, but I get it you were just ready to get it out there and move on and I respect that. I'm glad it was financially successful for you as I really enjoyed even the original release even with its flaws. I gave it a nice thumbs up on Steam review as I thought it deserved it and I had a good inkling you would be back to fix. Look forward to replaying now with the changes. Cheers!
You've come so far with this game, the stuff you've done post-release is great!
WOO FINALLY i loved the first playthru
caant wait to do another
The green Kumulon strikes again!
Cumulun is very fitting for this game aesthetics. hahaha
At the risk of sounding like a fan boy I was in love with the game from release, but I'm excited to see the improvements that are being made! I'm ready for another play through
early PS2/PS1 graphics are so underrated. There's this errieness about them that is great for a certain odd atmosphere
Lmao the Green Cumulon, OneyPlays joke
Glad to see the updates I really enjoyed my first play through time for a second
Json is real annoying but I have been spending this week writing a text document parser that can read tags, read the content after a tag, and generate jsons on the fly from that. So really all I have to do is write a regular text document with some tags for the script and bam, it'll compile into a json.
I'm also going to be making an in-engine editor for it so I can take away the most work possible, that being actually adding the tags. Gonna make a tool that automatically adds tags to a text document so all I need to do is fill in the data for each tag and skip writing the tags. Then press compile and boom, all the work gone.
It'll be really useful for -any- game I make in the future, so getting the headache out of the way now is worth it to me.
Please continue to add content for this game, i own it and really enjoy all the hard work you've put into this project!
You should add more into it! I imagine the Gajeshian cult spawning from a 400 years war of Orion Imperial Commonwealth against the planet's Original Colonists. Fighting for independence and what not. And plus the planet is a secondary outpost for the cult that is vital for strategic advance into the inner Commonwealth when the cult expanded into new Expanded Gajeshian Coalition of Independent Planets. And making this planet a strategic outpost to conquer for OIC to acquire new resources and to destabilize the Gajeshian Cult, because the planet is one of the primary source of new recruits to supply the Planetary Independency propaganda of the cult. Plus add a new cult that's exact opposite of the Gajeshian, like fanatics of the marriage of human brain and cybernetic body, I will call them Ultarian, and name their home planet Ultara. And the history of the Ultarian cult is that their home planet is rich of metals and exotic alloys that make it possible to construct sturdy and long lasting metals that they make as their body, but the process involves of altering the mind to accommodate the metal body, sort of like a rebirth. And then they reached their own singularity, giving birth to an A.I that the ultimate goal ia to consolidate every brain into a big matrioshka brain with billions of brain to harvest computing power. God's Mind, they call it, and it covers a whole star as its power source. You have a good concept of a game, I wanna see you expand this and make it longer. Add some political tensions between the rebels and outsiders. Well, just a thought.
Been following the logs for a while, keep up the good work!!
How did this beauty fly under my radar for so long. Definitely buying it when I have enough money.
With the name "Cumulun" you're just taking away from whatever definition the internet has to offer, and giving it a new identity.
I hope he continues to make the devlogs, and explain some more of the lore
Good on you for listening to the negative reviews and working towards a better product
Bro i saw a video about your game years ago and until today i catch myself thinking about it and how good it is the idea of having modular organic organs. This video here now is a great surprise for me
I need the intro music in it's own right now. Also great to see you still working on the game! I was thinking about buying it, but after reading some of the reviews, it threw me back a little. Might get it sooner rather than later!
This feels A LOT like Morrowind! That's so very cool!
been watching the whole way, what an awesome response to criticism
I’ve been waiting for this type of video to come out for awhile, I posted this idea list on a review by captain magni back when the game first came out which is a review I highly recommend but I feel like the comment would be better here on this video
I feel like if miz were to employ a secret level mechanic similar to nuclear throne where you do specific actions or equip certain organs to unlock new/secret areas and biomes would certainly “flesh” out this game and it’s story further I can’t help but think how interesting an aquatic level would be for the theming and organ gameplay mechanics of the core game, two examples would be say you get an organ in the desert that allows better jump height so you could get to a normally inaccessible pathway along the cliff side that takes you to a more aerial sky combat biome where there are flying enemies that offer new and maybe some useless organs to spice up gameplay and give further player choice and customization and possibly in the forest biome if you go through the quest line you get an organ that grants “better oxygen” which would confuse the player at first cause why would they need better oxygen? But when you have that organ and beat the spinecat you get a new level door/portal that’s a puddle that leads to a hidden aquatic biome that is fully in water that same as the purposed sky biome would offer different organs that help better survive the watery biome but you as the player have to make the choice as to wether you take the aquatic organs to help survive this bonus stage or you take the aquatic enemies damage and health organs to survive later levels, I understand why the game is short but given the rich lore Miz created within his game it would be interesting to see a further expansion upon these mechanics and story which given the game is released could possibly be easier for him to further update upon his original concepts. Amazing video btw your presentation and delivery is nice and to the point but also entertaining to watch, thank you for making this cause this video is partly what sparked the ideas for this comment
I dont know how you pulled it off, but this is amazing. Keep up the good stuff
big respect for listening to players and moreso for being honest
i love how the gun looks normal
"ah shit i need to reload"
*whips out intestines*
Looked up a video for the forest area to make sure nothing was broken