Creating NPCs For My Roguelike Game - Devlog 5
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- Опубликовано: 4 май 2024
- Adding an overworld to my game, with NPCs and meta progression that unlocks guns and new characters for the roguelike video game that I'm developing. In this devlog I show how I create my game's overworld. And how I create the pixel art sprites with Kenney's creature mixer, and tweak them in Aseprite. I spend time creating characters that I think would be interesting in my game, before moving on to other topics for the next devlog.
Steam page:
store.steampowered.com/app/26...
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💖Patreon: / helperwesley
Links To Where I Hang Out:
linktr.ee/helperwesley
Links To My Set Up:
linktr.ee/helperwesleysetup
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Time Stamps:
00:00 Playable Characters
02:37 New Weapons
04:22 NPCs
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Devlog Playlists:
✅Sci-fi Mobile Game Devlog Series:
• Remaking The First Gam...
✅GMTK Game Jam 2022 series:
• Top 10 In Popularity -...
✅Binding Of Issac-like Devlog Series:
• Devlog 1: Making A Bin...
✅Ludum Dare 50 Game Jam Series:
• Making A Game In Under...
✅Vimlark Hosted Game Jam Series:
• Kicking Butt In A Game...
✅Village Clicker Mobile Game Devlog Series:
• Village Clicker: A New...
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#Devlog #Gamedev #Gdevelop #indiegamedev #games #videogames #indiedev #gamedesign #Pixelart #GameDeveloper #GameDevelopment - Игры
I personally love having destructible objects in room, that have an explosion of particles, and maybe even drop some stuff from time to time
this is a common effect but would love to see the enemies flash white when you hit them
The robot pong idle animation is just fab. Great vid, not sure what would make the game pop but looking forward to seeing how it progresses.
Thanks! And yeah, I love the robot animation. I had a dumb grin on my face the whole time I was making it. lol. 😅
I don’t really care for sound effects, but I really like the new characters. Giving them idol animations makes them feel alive. 10/10 game so far
Honestly sound design can make or break a game, even if you don’t notice it…
@@Just_Poncho So true!
You can add fast zoom effect when player dashes, it makes you feel quick and makes the game experience a lot better
First I really like the vignette and lighting, second I think ur game would benefit from color swaps. Like in the fist zelda all the dungeons use the same sprites but with different colors to make wich dungeon a bit more unique. U could do it so it changes after a boss fight
I was thinking about that, and want to do it, but the randomization would maybe need an overhaul for that. 😅
I do want to do it, since it would add a lot to the game and give you a sense of progression. But.... We'll see. 🤔
Definitely more decorations for rooms, could make it procedurally generate into the rooms for example (lists/arrays containing different types of decorations, floor decorations - blood, rusty sword, etc, wall decorations - shield and swords, banners. then just make a spawner in the rooms to procedurally decorate using one of the lists to spawn from) this way you don't have to manually decorate and take hours of your day! :) love the game definitely keep us updated!
Yeah, some more room decorations are a must. 👀
I highly enjoy the sound effects for the game ultrakill, it makes weapons sound 100x more impactful
I really like Team Fortress’s death particles ( the limbs ), and how it points to your limbs and in a sense mocks you for dying. But in a goofy manor. I also love bassy but a little scratchy ambience, like really creaky doors, dusty ceilings with cracking and crumbling rocks. It really makes the environment feel present and active in the experience. I also really like this dev log so far, 10/10.
One sound effect I love is the sound effect when you shoot enemies in the NES megaman games. Since your going for a pixel style, I think something like that would fit.
Love the pong idle animation for the robot character! Great update to the game.
- A darker environment and light around the fire could be great (but gameplay and visibility first of course)
- A dash animation (for example celeste has a really good one)
- An animation for the big door, I would love a really low-pitched sound
- Maybe an spawn/death animation for the enemies
- You can stop time for a short time after killing an enemy to make his death more satisfying
-Maybe add variation to the ground tiles to make rooms look different (or add obstacles, boxes, shapes, ... anything to make rooms more unique)
- Add a lot of little sounds : fire/wood sound, sound when an enemy sees you, when it takes damage, when it dies, same for the player.
(NPCs could maybe react when you hit them ?)
- It could be great if you have epic musics for the dungeon and the bosses and a more relaxing music for the hub (I don't know if it's already the case)
- NPCs could make custom comments based on your skin
Your Game seems awesome, can't wait to see it finished !
Those are all really good suggestions. 👍
I was going to leave the dash as it is, but it really could look a lot better with a little squash and stretch at the beginning and end of the dash. 🤔
And a big slow door opening animation would look pretty awesome. 👀
I need to lay off the coffee before recording. 😅
Be sure to comment with something you think I could do to improve the game's look/feel/appeal. 😉
Blasphemy, coffee is delicious
@@asimplethievingbat5978 It is!
I think something neat that could be added is a pet that you can unlock permanently by finding it in the dungeon at a certain level (RNG spawning) that maybe fires a projectile infrequently (they don't help much but look cute/cool). Like you said you don't want to increase power/progression the more you play more (too much) but this one thing wouldn't make a world of difference :D
Always good to see your videos Wes! :D So well edited, such great quality. Great job
Decorations for the rooms add life to it all but I suggest the idea of simply putting a colored filter filling every room. I'm not sure if I am explaining myself xd but the idea is to give each room a different ambient light, so the main hub area could be maybe more orange or red because of the bonfire, but the rooms inside the dungeon could be darker, gloomier, more blueish for example. It is definitively way easier than adding individual sprites for decorations and adds variety and life to the game.
I would also recommend to add sounds for EVERYTHING! Seriously, sounds makes something nice become AMAZING.
Nothing else to say, I love to see you progress
i think the game would really benefit from the bosses getting more atacks, for example the ghost boss could dissapear for a moment and create a big fire pit by re-appearing somewhere else or something like that, cause the whole appeal of bosses is that they are more complex than the regular enemies.
great video btw, love your channel :D!
Great work man ❤
The robot is perfect I love the Characters you made and their ideas behind them! An effect 🤔, this one is pretty difficult but every game needs some sort of explosion I also think a sound for the monsters would be nice since the people get one too.
I love the robot. 😅
Do you mean a death noise for the enemies? They have attack noises and all of that, but they don't have any unique death noises. 🤔
@@HelperWesley Yeah, their own sound is kinda what I mean it doesn't matter what part it's at or what triggers it imo
Five Pebbles from rainworld: They are my favorite npc because they have a personality that fits them. They are a huge robot with a puppet connected to them with a arm that allows them to experience things other animals can. They act and have dialogue like a robot aswell inherits the personality like using words you wouldn’t normally see.
I've binged essentially every devlog on your channel. Just wanted to say hello and that I enjoy your content.
Hi, glad you're enjoying them. 👋
You watched the older stuff too? Some of those videos were really bad, but I can't bring myself to remove them because they're a part of "the journey", you know?😅
I know this isn't an ambient effect or whatever, but i think having a couple more bosses and creatures would be cool. For example, a boss that, instead of shooting out bullets, brought them towards it. Or one that simply teleports around the room. Or one that makes clones of itself, making you need to figure out which one is the real one. Or something that has extra high health, but only attacks every, say, 5 times you attack it.
I REALLY feel like the enemies need death animations. It looks kinda gritty just having them vanish once they have been defeated.
I like when characters are laughing the letters start moving like in Super Paper Mario
I have no idea how would I would that, but that is a really nice effect. And it would give the characters a little more.... character. 😅
Just a mini suggestion, when you get close to the fire 🔥 while picking characters, you hear a subtle crackling of the flames. That way it makes it cozy and more alive.
Ooooh, that would be nice. 👀
This is looking really good! If there was something I could suggest, it would be a vignette but with a red-ish hue that fades in when on low health, and gets more "apparent" if you have one hit-point remaining. I think this just helps people realise if they are on low health without having their eyes drawn away from the action. Another thing that can make this more apparent would be to add a small heartbeat sound that progressively gets louder the lower the HP you are on
Games that have a special place in my heart usually do so as a combination of world building and ambience / soundtrack. I enjoy just sitting in the City of Tears in Hollow Knight doing nothing, its so cozy and you just want to spend time there :) maybe make the selection screen with the campfire cool or cozy in such a way that hanging out on that screen feels good, you know, between the rounds in downtime
I feel the same way about Revita, it has this chill music and feel and is a nice break between runs.
I could probably add some crackling fire sounds and low playing music to help with that. And maybe some new shadows and a few decorations with animations so the space it a little more interesting to look at. 🤔
Man, you are so creative and motivated. Keep It up!
Well, the comments section helps. 😅
A lot of awesome people with ideas and thoughts about game development. 👍
I like when games leave a path of footsteps behind the player to show where they traveled. I feel like that would feel nice in this game.
I'm a big fan of metallic sounds conveying some kind of action, like a wavy metal sheet to show that the character is dizzy/stunned. Or how like a fair hit is made by dropping it on concrete.
what makes a good npc is good character development, if someone really wants too, they can help out the npcs and learn a little bit more into their life. Like maybe the gatekeeper is really a big softie on the inside and his parents forced him to join the guards
Definitely! I was actually thinking about expanding the number of things they'll say, and maybe even make it so they'll say different things to different characters. Making it so you can learn move about them by playing as different characters and interacting with them. 🤔
This is an awesome video! Really am liking the progress of your game. The character models looks super kool and their idle animation is spot on especially the robot one playing pong. The game looks super fun and the small details add up to the theme. At the moment one feature I can think of is adding some bats flying around. Maybe not in every place but at least in the starting stage where you can do the character selection. But other than that this game looks awesome. Keep it up! :)
Just particles for a muzzle flash and bullet hitting can really help the feel of the game IMO.
I'm a big fan of permanent remains that are left after combat. Things like corpses, blood, armour fragments. They serve to really ground the gameplay within the world, and are really satisfying. Cluttering up a previously perfect room is one of my favourite effects.
Some giblets and signs of the fight would be a great addition to the fights. 🤔
Okay... sound effects... I personally really absolutely love the sounds produced by Melting (from Nuclear Throne) when they get hit, die, or cause a corpse explosion. Just some really juicy & squishy sounds unique to each player and enemy would be a nice goal to work towards, ideally at least.
Great video! I think screenshake when you shoot and dash would look really good
Since this is so similar, I think you might as well add tables to flip that will block attack until breaking
more decorations would be great!! i also would love to see classes for enemies, such as stronger enemies, faster ones, maybe even ones with elemental powers!
Make stats for how much of each enemy you defeated, it could be pretty cool to see how many slime you slayed.
End of run recap. That would be cool. 👀
Mate, your channel is really good, it's a good content and I lean a lot from
Thank you! I'm really happy that people seem to like this game. 👍
The Robot Idle Animation is absolutely brilliant.
I am too late for my favorite NPC, but still share anyways. I really liked the NPCs from Hades (Roguelike aswell). While in Battle, every NPC - God grants you other abilities, and therefore you could build your character differently. On the other hand the NPCs on the overworked grant you permanent upgrades if you gift them things you acquired while fighting in the dungeons.
I don't think that your game lacks anything specifically. I just would love for you to implement an unique selling point, which differentiates you from all the other rogue likes. It can be whatever you want it to be.
I haven't actually played Hades, but I made a small game based off of it for a gamejam(way over scoped and it's kind of a mess lol) so I know a little about it. Every character seems really well fleshed out. 🤔
Ya, for sure, as of right now I've basically been aiming to make "competent roguelike", which isn't very exciting. I'll definitely have to come up with somethings that might make it feel different to play. Not sure what that is yet though, I'm hoping it'll just come to me as the game continues with development. 👀
@@HelperWesley Definetely give it a try. There a many fun mechanics to implement.
I might just throw an idea in the room. (German phrase, hopefully it makes any sense in English).
Since you incorporated many different characters from various themes, you could build upon this idea.
The main character doesn't know where he is, he is just a little bit confused as why are there so many different things which aren't normal in the world where he came from. (Like he is from a Stone Age game and has never seen a robot.) There was an event which draw characters from every dimension, and as you progress more and more into the game the story unfold with every run you'll do. The different dimension also could be alternative dimension to where the main character stems from. For example the robot boss tells you a bit of lore before the fight, about why he recognizes you, because you did this and that in the robot dimension.
I don't play games anymore, I just watch this videos to get inspirited for my creative work, therefore I guess the amount of time it takes to implement everything is much greater than I would have expected.
I always begin with the main character. I can share you my creative process on character building and maybe you come up with something unique, that would be manageable, scalable and implementable.
Would be cool to make the start screen playable
While I can understand not wanting the player to increase in power to keep stuff balanced, you should still give the player growth in other ways beyond some cosmetics. Having new abilities or types of equipment, the further you progress, keeps things fun and engaging, even if the player doesn't really get more powerful. You should look into some horizontal-progression design models, and use them to determine a way to implement such a feature into your game without changing the overall balancing, especially for the new character unlocks.
Assuming they'll use the same resource as cost that you could be using with the oither NPCs for things that actually help you, the majority of players will have little incentive to save the resource for some 'pointless' skins instead of just using it on the other NPCs, unless they bring something new to the table. It could even be something as simple as giving one character 10% more damage, but another one 10% faster rate of fire (essentially keeping them even, assuming you adjust for animation or reload speed discrepancies). It gives the player options and mechanical incentive to unlock alternate characters, over using the resource for something else, without really have much effect at all on the balance.
I always liked being able to use a bomb on a wall in the binding of isaac to open up a secret room or jumping into a hole in stardew valley to go down a bunch of levels, maybe a version of that could be cool.
Big up zote the mighty 💪💪💪💪
For the "pop," I really think adding/altering shadows on the pixel art would really help. 3 examples right off the bat:
* The crates in the room don't have a drop shadow, they look pretty flat. I think having a drop shadow would really provide them some depth
* The door and ground don't seem to have any shading; give the door some love ~ it takes up a lot of space in the middle. Playing around with adding a floor tile would be really great too ❤ - perhaps a really light grey brick motif
* The current drop shadows on the npcs seem a bit too solid. For depth, play around with their transparency
👌 (in terms of file size, this will require a bit more space, but it's pixel art 🤷♂ these files are super tiny anyways lol)
Hope that helped! It looks really good so far. Love the inclusion of character customization
I Know I'm way late to the party. But if you are worried about different characters affecting leaderboards. Make individual leaderboards for all the characters, as well as a global leaderboard that includes the highest scores regardless of character. Its more work but will enable you to give more variety(abilities and stats and unique weapons) between the different characters, this should help with player retention.
I love the gambler npc...
You could add a training room to train against some enemies that can't damage you (maybe some enemies that have been stripped of their weapons?)
Ooooh, that's a good idea. 👀
This suggestion isn't really anything like particle effects or anything, but I think it could be cool to have some decorations in the dungeon that could be used as cover and/or could be broken for item drops. Maybe even something like water that could be use kinda like spikes, but you can't walk over it at all. I think it could be cool maybe.
Either way, this game is looking very nice so far, can't wait to play it when it comes out!
I think some more punch to enemies like hit animations would be great
That is so good! I can't believe you're not a pixel artist! (I am!) this looks stunning!
I look forward to playing it when it's released.
Keep up the good work!
(liked and subbed)
Not An Artist(TM) 😅
Thank you. 👍
Hey Wes, the devlog series is very nice and I like to see how game evolves. I think you should implement more feedback on killing enemies. At the moment they only disapear. Thats a little boring 😉. Maybe some particles and sounds get the player much more feedback. keep going making videos and videogames 😊
i don't have something about a sound or effect there will be in game but something cool could the game have is more types of rooms, for example puzzle rooms or that some rooms could have a trap that only turn off when you clear the room
The scroll that the board keeper has looks more like a ghost in my opinion. I was a bit intrigued by it at first honestly.
Huh. 🤔
That would definitely make that character more interesting. 👀
The other playable characters don't have to increase in power, maybe gain debuffs too. This way new characters encourage different playstyles but do not necessarily only benefit the player
That's definitely crossed my mind, each perk they give might be counter balanced with a debuff, so it's a different "style" of play.
i really like the stats screen in minecraft where it shows how many enemies you killed. maybe something like that in the overworld would be nice. or a run counter
Ooooh. That would be neat. 🤔
I think some secret easter eggs hidden around the dungeon would be really cool
Side note, in terms of a good effect to add a crt filter is always nice for retro looking games like this
Hmmm. 🤔
Maybe some kind of filter that goes over the screen. I'm not a huge fan of the CRT filter specifically, because I find it distracting. 😅
@@HelperWesley fair
Could look nice to add a little bloom sparingly to give it a more active lighting feel
Particle effects when enemies are hit to give more satisfying feedback
Sounds when changing to a new room
Satisfying sounds paired with visual feedback when room is cleared from enemies or level is finally cleared
Oooh, a "room cleared" sound. Or or or.... because a few other comments mentioned this and I might have to do it, a sound effect for beating a boss and moving to a new "biome". 🤔
Finally 🔥
Yeah.... out a couple of days late because I had a sore throat and couldn't really record.
I really like releasing as close to the same time as possible, because it keeps me moving and on track. But some things can't be helped. 😅
Id probably go for some more impact on the shots, maybe bigger bullets or some particles when shooting
I think that the game neeeds a little story . This way it’ll make you identify as the character in the game. I know that story is not really what a roguelike/lite has , but maybe it could use some
You really should add more stages,Or boss themed areas,It would make the game feel A LOT more replayable,Maybe some stages can only appear after a set amount of runs to make everything feel fresh and new without having to add a lot of things
Biomes/stages would require a tiny overhaul of the room randomization, so I've been holding off on it, but it is definitely the next big thing that would make the game better. 🤔
I think the game would benefit from screenshake when you shot your gun or got hit or somthing that happens during bosses
Great video, really like how the game is going so far! This might be a bit much, but you could add some decorations or parallax in the foreground to try to enhance the scene.
Decorations are a must. Foreground parallax from this perspective might be strange. 🤔
Do you have an example of a top down game that does this? I know they do it in a lot of side on games, like hollow knight, but I can't think of any from this top down-ish perspective. 🤔
@@HelperWesley I don't really have any examples of games in mind, but if you want, you can just have another layer for the foreground and forget about the parallax. If I find a game that does something like this, I'll make sure to let you know. 👍
@@HelperWesley I have the same question. I have heard this multiple times now, and may be there is such thing as parallax in top down perspective. The only way I can imagine is to have some objects between camera and ground as a foreground that moves with camera. This can be wooden logs of ceiling, pipes or something. If done properly with shadows will add depth to the game.
But its extra work, and just artistic choice, good to have in a cut scene I guess.
For reference of foreground layer, have a look at pixel architect's Ghibli style bath house video from chef RPG series, in that he has those wooden planks structure attached to ceiling and someone in the comments suggested to do parallax for that layer and many had positive response.
The hair of the last NPC matches her backpack so it might look better if her hair was a different color.
Hmmm, that's a good point. 🤔
I still think with different character abilities would be good but the only difference could be the dash and hp and a passive special move and maybe there's a boxer that has a puch attack when enemies get close.
I honestly have been thinking about giving them abilities.
I sort of don't want to, because then I need to worry about balancing. But while playtesting I found the right mouse button felt awkwardly unused. 😅
I think it would be interesting if some rooms had a dense fog where it's difficult to see the enemy. Maybe you can only see something glowing on them from a distance. And you need to be in a certain range to see them clearly. I imagine not seeing the enemies but their bullets so you have to shoot towards their bullets in hopes of hitting the enemy.
new video woohoo! I suggest you to add a witch enemy that spawns skeleton enemies
Make a rocket launcher with exploding bombs and upgrades for the guns like more damage fire rate and also partical effect that make it feel more alive and moving like camera shake
The floor takes up most of the screen and is all one color. I think the game could benefit a lot from breaking that up a bit.
Since this seems like a 'dungeon' game (yet fast-paced) i thought of a soundtrack that would quite fit the atmosphere in the game.. in the game - Geometry Dash, there is a level called "Acid factory" and it uses the song - "Frantic factory (" By - VGmusicRox, which i'd say almost perfectly fits the actual gameplay ( or at least boss fights) .. give it a listen and see for yourself, idk, you're the game developer after all ;)
Currently I've set it up so the player can pick their music from a selection of music that I've added to the game. I might rip that power away for specific things, like boss fights and the overworld, but for now that's the path I'm taking with it.
As for the music in the game, right now it's a bunch of fast paced music from a musician friend of mine who's RUclips channel is called Lightspeed6. But that might be removed/adjusted/added to based on the rounds of playtesting that'll be done nearer to the release date of the game. 👍
Hollow knight,Undertale and Celeste they all have very very good music so i think having a really good music would make your game fun to play and hard to get bored while playing it
You also need to decorate the dungeon a little so the rooms looks different from the video they all seem the same
And thanks for having my comment in the video 😃 0:14
Thank YOU for commenting. 👀
Currently the music for the game is coming from a friend of mine named Lightspeed6, they're got some of their music here on RUclips if you'd like to check them out. What actually shows up in the final game.... I don't know yet. I'll probably leave that to playtesters to judge the feel and what they enjoyed the most. 🤔
And yeah, most definitely the game will need more decorations and room variety. Right now it' all pretty bare.
Good stuff thanks. If I were to guess on something to add, fog of war might be interesting, although I am not sure it works in your game style.
That probably wouldn't be something I'd use in this game, but I do love fog of war in other games. Adds that extra level of mystery. 🤔
it would be fun if there would be a machine that you can spin to get a reward or downside. like from issac or a bulding mechanic of your house that gives you additional content like:buffs, new floors,secrects like from the games: the longing, souls and swords neverseen or even loop hero.
Yeah, I do like that. That might be something people can unlock once they've got everything already, so they have a way to spend their points late game. 🤔
@@HelperWesley yeah like that.
0:14 i quessed that hollow knight npc's were most liked
Watch this go on steam and become the top page
Also them weapons look insane
Maybe. 😅
Oh yeah also for a effect the particles from gd ( geometry dash ) look pretty sick, like for a dah there could be some little particles
I think if you added a bit more screenshake for each shot it would be awesome, also if the vignette more of a hue of red the more damage taken i feel it would be more damagey feeling thing
I'm definitely going to bump up the juice a bit.
Idk about the vignette turning red, because it's basically the "darkness" for the space, but maybe a second layer of it, ooooorr something.... 🤔
Like the progress. Looks really good. Only thing i see that looks off is the campfire pit. It shouldn't be a perfect circle it should be slightly oval if looking at it from a 30 degree angle. With it being perfectly circle it looks like you are steering straight down on top of it or maybe just add some shading to the bottom of the rocks to make it looks like there is depth. Other then that looks great. And you cant go wrong with more particles.
It seems to me a little illogical that the fire was inside the castle, it seems to me better to make a fireplace or draw a street instead of the inside of the castle. I love your videos, looking forward to new ones
That's a good point. 😅
But I do love the aesthetic of deep dark tunnels/catacombs with a team/group of adventurers huddles around it in the darkness. I think darkest dungeon did this to me, it's super illogical, but I like the way that game makes it look. 😅
@@HelperWesley Now understand🤔. Sorry if suddenly something is not written clearly, it's just that English is not my native language and I don't know it very well 😅
For effects, I think the only thing missing is maybe some particles on enemy death, having them just Poof is a little weird looking
noice game . my only advice is to add more variety of rooms
Definitely, there needs to be some more variety. Right now it's just a bunch of different spike formations. There should really be more than just spikes. 😅
Vignette and the lighting were cool though variations are needed for rooms by which i mean the color,s decor and lighting.
I'd also suggest lowering the volume on the pickup sfx
I love your dog too.
- Bouh
Such a good dog. 😅
explaining the basics for .
For the weekly leaderboards, i am sure we could figure out a way to reset it weekly automatically. If you are interested you can send me a DM and I'll find a solution for you 👍
I'll take note of that, cause that would be way easier. 😅
But I'll worry about that closer to the end, thanks for offering, I'll probably hit you up then. 👍
You should add corpses like binding of Isaac :)
I'm definitely going to have to add something for when enemies die. 🤔
light... make the place darker and add a light on the players gun
That lobby mechanically reminds me of Enter the Gungeon
I'm not surprised, I'm taking inspiration from all of those games. 😅
Enter the Gungeon, Nuclear Throne, the binding of Isaac, etc.
Thank you, I really needed to hear tNice tutorials!!
I think you should add grenades
You should change the hit damage number color to red instead of green. Usually the green color means healing
I did end up changing it. The green really was a bad idea. 😅
Light blue for the player attacks and damage numbers, and all of the enemy attacks are red. 👍
-Wesley
@@HelperWesley that's awesome! Btw have you played Neon Abyss? That game has a egg mechanic, where you can pick up eggs that may hatch after clearing a room. If one does hatch a creature pops out which follows around and it provides small bonuses to the player or attacks enemies. They take damage when you take damage as well.
Anyways maybe you can you can get some neat ideas from the game :)
@@dat1ytcomment262 I haven't played it yet, but a few other people have mentioned it, it's on my list to check out. 👍
I feel like if you blow up the gun sprite size (like 600%, nearest neighbor) -- and then rotate it first, before scaling it back down to the rendered resolution -- the rotations should look better.
Personally I would add hidden bids of lore to the game that you can bring to an NPC and they will explain it to you, and then you get an achievement for finishing it but have a stupid ending to the story
People do love their lore. 🤔
Very good video, can you tell me what software you are using to design the characters?
Kenney's creature mixer for the base, and then I finished them in aseprite. 👍
You should make a glitch effect when the robot dies
They should have a way to unlock the robot like if you found a battery item so that you can charge the robot in a room
Shooting animations! More impact to guns that should have it (ex: sniper should make you / the gun recoil a bit back, have a clean shot and keep the gun steady, whilst the rifle should recoil a bit with each shot, have some particles coming off the end of the gun and maybe make it look a bit shaky. the more bullets come out, the less impact, but a bigger mess :> ) those make shooting WAY more fun!
Just more juice! Just watch “das chala’s” devlogs!
Oh wow, their game is definitely juicy. Gives me Nuclear throne vibes. 🤔
I'll definitely add some more juice, maybe not go that far with it, but right now it's a little too static.