A game which I believe delivers perfectly on both world-building and mechanics is Rain World. The setting itself singlehandedly got me interested in brutalism architecture and the dystopian world mixes perfectly with the gameplay. It fully delivers and I have absolutely nothing negative to say about the game. Also I love the the topic in general. I feel topics like these are a great mix with you showing off what you've developed thus far. Keep it up!
Hi, really nice progress! (Also cleaning up old code is always good) The world looks great, but I feel like there is a small disconnect between what you build and where you build it. There could be things that connect the two, like building a certain building changes something outside the build zone, or animals (birds, crabs, rats...) come and sit or interact with buildings you placed.
Love the world you have build here. I was a bit skeptical after the last devlog, but it has really come together well. On "the dream", something you kinda touched on was that the game's promotional material must be able to communicate the dream. Starfield and Star Citizen are great at this in part because the audience already has many applicable sci-fi fantasies constructed from other media, making their job a lot easier. An abstract, mechanical game like Balatro can communicate a dream well by showing the depth and variety of gameplay and the many exciting and half-broken builds the player will be able to create.
"Aspects of recognizable animals"... insert truck 😂 Also procedurally generated leg movement sounds like a recipe for chaos. Unpacking sounded like a cute little minigame but it has the best diegetic story telling I have ever seen.
I found your fundamental philosophy about fantasy, promise, and fulfillment to be a great way to look at a game's success. It's often hard to pinpoint why a game fails or succeeds, but your viewpoint is a good way to look at it. There are more aspects to it, but it's still a good foundation. - In Kainga, I still have runs where the technical difficulties with pathfinding and AI regarding building frustrate me to the extent that I have to put down the game for a while. But still, if asked, I would recommend the game for its unique playstyle and extensive content.
this was a really good video, every thought process and decision was well explained and helped me learn more about what makes a game better or worse. incredible job!
Now this is my kind of thing. I dont want to play the ideas guy, but what if parts of the area where you build the shanty are populated with random large, abandoned buildings and ancient infrastructure? Shanties are usually built in layers around existing buildings, so seeing how someone can adapt to the landscape around them might make things more dynamic
I gotta know what that background music at 1:00 is. It goes pretty hard. Also, you got yourself another wishlist! I dig the vibe of the game. It looks like you can get get pretty detailed with the building, at least compared to most city builder type games, so that's a big draw for me!
Against the Storm was a game I really wanted to like but it just never sold the fantasy/dream to me personally. Someone described it as Warcraft 3 + Sim City and on paper that’s true, but I just couldn’t get into it. Weirdly, Minecraft Dungeons didn’t try to sell me a fantasy but I was hooked by it and played hundreds of hours. As a game dev, getting that dream right is so important but I never had it codified like how you presented. Thanks for that!
@@alangregoryvitek Interesting! I think setting player expectations is underrated. When I launched Kainga I marketed it as a city-builder and players looking for resource management games were disappointed. I changed it to roguelite village-builder and got a lot more positive feedback!
@@kaingagame4351 That's fascinating! I think my game suffers from the same thing -- limited categories on the App Store so it's marked as "Action" but that's super broad. Really loved this video, looking forward to your next one :)
For me the game airborne kingdom was a little bit of a disappointment when I started playing it. Really had that dream of building a cool flying city with a lot of little steam punk elements but the game just lacked good looking graphics and the gameplay got boring after a little while...
I got lost, but i made my way back to this amazing channel❤
A game which I believe delivers perfectly on both world-building and mechanics is Rain World. The setting itself singlehandedly got me interested in brutalism architecture and the dystopian world mixes perfectly with the gameplay. It fully delivers and I have absolutely nothing negative to say about the game.
Also I love the the topic in general. I feel topics like these are a great mix with you showing off what you've developed thus far. Keep it up!
Hi, really nice progress! (Also cleaning up old code is always good)
The world looks great, but I feel like there is a small disconnect between what you build and where you build it. There could be things that connect the two, like building a certain building changes something outside the build zone, or animals (birds, crabs, rats...) come and sit or interact with buildings you placed.
Yes make it a bit more procedual
The environment looks super neat!
I’m a really big fan of the direction you’re taking this game. Keep up the great work
Love the world you have build here. I was a bit skeptical after the last devlog, but it has really come together well.
On "the dream", something you kinda touched on was that the game's promotional material must be able to communicate the dream. Starfield and Star Citizen are great at this in part because the audience already has many applicable sci-fi fantasies constructed from other media, making their job a lot easier. An abstract, mechanical game like Balatro can communicate a dream well by showing the depth and variety of gameplay and the many exciting and half-broken builds the player will be able to create.
"Aspects of recognizable animals"... insert truck 😂
Also procedurally generated leg movement sounds like a recipe for chaos.
Unpacking sounded like a cute little minigame but it has the best diegetic story telling I have ever seen.
Love the devlogs and how the games shaping up! :)
I found your fundamental philosophy about fantasy, promise, and fulfillment to be a great way to look at a game's success. It's often hard to pinpoint why a game fails or succeeds, but your viewpoint is a good way to look at it. There are more aspects to it, but it's still a good foundation. - In Kainga, I still have runs where the technical difficulties with pathfinding and AI regarding building frustrate me to the extent that I have to put down the game for a while. But still, if asked, I would recommend the game for its unique playstyle and extensive content.
seeing the more advanced world here makes me wish there was a futuristic version of kainga
@@moojie_ what if was the same world...
@@kaingagame4351 omg kainga multiverse, that just makes me more excited for the future of shanty town 😍
this was a really good video, every thought process and decision was well explained and helped me learn more about what makes a game better or worse. incredible job!
Confirmed Sake is made of people in this world. - I love your style! Keep it up!
love you and I support you, I wish that you don't get stuck in the project kainga , it has a very cool potency.❤❤❤
this is incredible. love the vehicles
Now this is my kind of thing. I dont want to play the ideas guy, but what if parts of the area where you build the shanty are populated with random large, abandoned buildings and ancient infrastructure? Shanties are usually built in layers around existing buildings, so seeing how someone can adapt to the landscape around them might make things more dynamic
Looking nice I could imagine this game to be similar like Kenshi but more focus on city building.
I gotta know what that background music at 1:00 is. It goes pretty hard.
Also, you got yourself another wishlist! I dig the vibe of the game. It looks like you can get get pretty detailed with the building, at least compared to most city builder type games, so that's a big draw for me!
@@G7ue all the music in the devlogs is from the Kainga soundtrack so far. They're great songs!
Amazing progress! keep it up ✨
Against the Storm was a game I really wanted to like but it just never sold the fantasy/dream to me personally. Someone described it as Warcraft 3 + Sim City and on paper that’s true, but I just couldn’t get into it.
Weirdly, Minecraft Dungeons didn’t try to sell me a fantasy but I was hooked by it and played hundreds of hours.
As a game dev, getting that dream right is so important but I never had it codified like how you presented. Thanks for that!
@@alangregoryvitek Interesting! I think setting player expectations is underrated. When I launched Kainga I marketed it as a city-builder and players looking for resource management games were disappointed. I changed it to roguelite village-builder and got a lot more positive feedback!
@@kaingagame4351 That's fascinating! I think my game suffers from the same thing -- limited categories on the App Store so it's marked as "Action" but that's super broad. Really loved this video, looking forward to your next one :)
Came for the devlog, stayed for the memes.
nice vid
do u have any plans for mobile version?
I love the world! It reminds me of half life 2
2:41
I thought they were based on hermitcrabs........
Hey! This looks awesome! Do you need music for this? I am an audio engineer and composer.
For me the game airborne kingdom was a little bit of a disappointment when I started playing it. Really had that dream of building a cool flying city with a lot of little steam punk elements but the game just lacked good looking graphics and the gameplay got boring after a little while...