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You said our game SUCKED, we agree | Devlog
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5,686 Views • Dec 1, 2023 • Click to toggle off description
GET THE PLAYTEST HERE: store.steampowered.com/app/2581260/Songs_of_Everja…

Last month we released our first devlog for our next game, Songs of Everjade, a Chinese mythology roguelite. You all had some very valid arguments for why our game idea wasn't good, and we've ended up pivoting. We've also started looking into getting some more art done, and in this video, we just talk about the other progress in general.

Thank you to our Patrons:
Lucas H. da Silva
Jacob Rutter
Bart Mamzer
Lolicide
Kyle Gilliam
panD3MONium Games
Jonathan E.S.P.
Dj S
Team 5 Steps
Game Dev With Michael
Florian Alushaj
gageperrygames
NeatWare Grzegorz Kiernozek

Do you want even more content regarding making your own studio and getting an in-depth look at how we run BiteMe Games? Or maybe even get some dedicated coaching? Check out our Patreon:
www.patreon.com/bitemegames

Timestamps:
00:00 We're making a game
00:21 Steam Playtest
00:54 Setting
03:08 Art
06:13 The Patreon
06:42 New character
07:13 Mechanics
07:35 Next up

---
Get our game now on Steam: store.steampowered.com/app/2152810/Forge_Industry/

Join our Discord: discord.gg/WSus22f8aM

In need of some Unity Assets? Use our affiliate link to support us, it's free, and we get a small kickback: prf.hn/l/wzGa15G

Want to reach out to us? Send us an email at hello@bitemegames.com
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Views : 5,686
Genre: Howto & Style
Date of upload: Dec 1, 2023 ^^


Rating : 4.938 (5/319 LTDR)
RYD date created : 2024-05-15T09:08:54.395986Z
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YouTube Comments - 71 Comments

Top Comments of this video!! :3

@tkg__

5 months ago

The gameplay is just not there. Incredibly floaty, with no new good ideas, nor strong bones. The lore, story and art won't matter if the game is just not there.

13 |

@AuleileiMMA

5 months ago

I like that you are doing Chinese mythology. European historical fantasy is everywhere.

24 |

@rawdarkness6292

5 months ago

As a fellow game dev i think you guys should juice this up and stop thinking so much about lore friendliness. No player will salute you for it. Add shit tons of particles, cool lighting, camera shakes, great sound effects etc. That's what makes a large part of Hades great. Im not really the right person to judge a 2d pixel art game as that is far from my cup of tea, but the character animations could be a loot better. A game where the core gameplay loop is action based combat should finetune that to a point where it feels satisfying even in a video just watching it. I know you guys are very focused on mechanics (or that is what you have said yourselves). If that is your strength you should make something mechanically unique that makes the game stand out. Maybe have 3 different stances to switch between with completely different abilities and strengths/weaknesses. One could be rapidly dashing all over the place but break your weapons quickly, forcing you to only use it sparingly. Another could make you slow but increase regen a lot. Just examples from the top of my head obviously but it would force the player to make decisions while playing and allow for multiple playstyles while not being another hack n slash soulslike 2d game. Like someone else mentioned, find the fun! That is the primary objective, than capitalize on it. Then worry about lore, setting, stuff like that.

11 |

@LTGD

5 months ago

Big fan of "sometimes you guys are mean but it's really valuable". Take it on the chin, you're doing great.

9 |

@teledevgames

5 months ago

As a game designer, I feel like you've let the FUN out of sight out of mind. It's cool that you have this story and setting and it's nicely thought out, but is it going to be fun for the player? What contributes to that? What will the player be doing for the biggest part of the game? Does that feel satisfying/rewarding? I believe in you guys!

23 |

@StarContract

5 months ago

+ Chinese mythology + Grim environment + Cute main character - Animations are ugly - Environmental assets look flat - Movement have inertia - Actions lack weight, impact, punch - Particle effects are ugly - Frame by frame animations usually implies limited or no visual progression or customization

5 |

@InsertValue

5 months ago

Only played this for 5 minutes, but my initial impressions are that I'd focus on the core gameplay mechanics. Personally I felt the combat feels very floaty, hitting the air vs. hitting an enemy didn't feel different. I think the enemies should react to the attacks, e.g. make them get pushed back more or add some sound effect. Everytime I died I was suprised by it, which is not a good sign in terms of giving player feedback that health is low (you are not looking at the health bar on top left, it should be more obvious). If you compare it to Hades, almost every enemy fight there feels significant. You time your dodge, you land your strikes, it all feels meaningful. You have clear tells when you need to dodge or what area to avoid, every micro choice matters. This currently feels like hitting the air until you are game over.

5 |

@gamedevgaming

5 months ago

Lol as 3 ppl team focus 100% on combat, I wouldn't care about lore if the gameplay is "just ok". Lore is luxury not necessity

3 |

@DarrylCross

5 months ago

A few things that come to mind after a quick test of the game: 1. I don't know if it is on the roadmap, but this feels like the kind of game that would greatly benefit from Controller support. 2. It wasn't very clear that I had to hit Esc to open a menu to get the Infiltration mission; it was only after I ran around the whole HQ, smashed/intereacted with all the objects, and talked to the old man that I started hitting a few buttons to try to get somewhere else. Perhaps some sort of gate or portal that allows the player to go to another area would be more intuitive. 3. When fighting with the big Tortoise creature, it pushed me out of bounds of the map and I was basically stuck outside the play area until I quit the mission to return to HQ. Otherwise I did like what I saw so far; it'll be interesting to see how things progress from here. :)

1 |

@faraguay3d

5 months ago

I don't know anything about game design as I'm just starting out, but I totally agree with some of the comments about finding the FUN in the game... I would go even further and ask you: what is the strongest point of the game for you guys? Why make this game? I mean, why would people want to play this game? What does set it apart from the myriad of other games of the genre? If it's just the "Lore", I would consider using that knowledge and research work on a different kind of game as it can be applied to any game (or film, or book, for that matter). From what I've seen so far, the game doesn't seem to offer anything new and spending so many resources already on a vague prototype sounds like a risky move, in all honesty. Again, I feel like I shouldn't even be allowed to comment on these things, but if I were you, I would probably reconsider if this game is REALLY worth doing and investing all that time and resources into. I think it's very important to ask yourselves these critical questions as soon as possible. Just the two cents of an avid follower. I'm really rooting for you guys. I truly believe in you as you seem like really capable and talented individuals. Best wishes.

2 |

@thatonedudelive7260

5 months ago

I honestly just dont see a lot of appeal for the game. The fact its chinese mythology makes it stand out a little. Im not seeing anything that is jumping out for this game that giving me the NEED to play it. It honestly looks like something I would just scroll past on steam. Feel like it really needs some more depth or action scenes or hordes of bad guys coming after you to spice it up.

6 |

@Lentor-Dev

5 months ago

That turtle looking boss looks pretty cool for what it's worth. I definitely think you should invest in your main character more. I know you said that you still need to get a good character artist, but I'm just re-affirming the importance of this. If you can get your characters looking and feeling good to play you will definitely have a nice game working. I wish you guys luck! :)

2 |

@ZenTrickz

5 months ago

Your energy is contagious Marnix. I'm envious of Thomas having a business partner like you. I personally love Chinese mythology. Though, I don't think you should steer away from putting in pretty Chinese girls in your game. If anything is going to sell, it's a girl worth fighting for.

2 |

@plExEFile

5 months ago

I think you have some more gameplay issues to figure out. When you switch to Hades the screen becomes exciting and it’s not because of the art but because of the motion. Your game seems very indie because of that. Your character has very stiff animations and all action is rooting him in place. The ugly art is just the nail in the coffin. And I say all this to be helpful because sometimes a fan base will just praise everything.

4 |

@UseCondomsKid

5 months ago

This is all nice and all, but I truly believe you should get the game to a point where it feels good without the art. Make the character feel good to control and use, get the enemies and the main mechanics of the game to a solid point. And then you can focus on art and getting artists. Mechanics should be the main focus of every game in it's early stages of development, because even if the game looks incredible, with flimsy mechanics it's not going to sell.

4 |

@Draekdude

5 months ago

I’m not sure which I like more. The content, or the hilarious “bye!” at the end!

2 |

@morgan0

5 months ago

something i recommend to make the art fit together better is to have everything composited at a lower resolution and then upscaled as needed

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@threeqs2424

5 months ago

Thanks for the devlog and look forward to seeing this progress

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@Spamster3212

5 months ago

I haven't played Hades, although I am interested in picking it up. From what I've seen though, it reminds me slightly of Hyper Light Drifter. Obviously, anybody correct me if that's completely wrong, but in any case, what made that game really good to me, was the feel of the combat. Every sword swing felt powerful, the special moves you unlock all feel amazing to use. The sound design in particular when it comes to combat really stands out. Make sure the combat noises sound potent, and I think it will go a long way toward making players enjoy the game. Perhaps include more options for mobility, in and out of combat. In the case of HLD, that would be the dash, or as an example, the dodge roll in Enter the Gungeon, note with the latter how it interacts with tables, allowing you to sllide across them. Methods of movement that allow you to feel the rush of the fight, and also interact with the environment are good. Hopefully something in there is useful, but I don't know exactly what you're going for, so if none of this really applies, then ignore it :)

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@jessie_the_fish

5 months ago

Seeing things like "This one looks good, but the artist was a pain to work with." in the background of the video feels unprofessional to me. You don't need to justify why you do or don't work with each artist to the viewers. It's your game you know the vibe and feel you're going for. Similar with the assassin you didn't like I don't think that section added much and made it sound like you were making up excuses. Finding an artist who can match the style you want is hard but no need to poke at the ones you didn't like. At least that's how I feel.

2 |

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