DD55 Dead Sector Commentary
17:22
2 ай бұрын
DD55 Poke  ALL Toads Commentary
19:05
DD55 Cult of Damaskus Commentary
9:02
DD55 Shanghai Gold Commentary
21:27
DD55 Plunderground Commentary
16:58
DD55 BATTY VAMPS Commentary
4:32
2 ай бұрын
DD55 Ninja Game Commentary
15:52
2 ай бұрын
DD55 Project Arcane Commentary
13:24
DD55 (a)woken Commentary
9:41
2 ай бұрын
DD55 Valoria Commentary
5:40
2 ай бұрын
DD55 Fur&Fang Commentary
14:33
2 ай бұрын
DD53 Poke ALL Toads Commentary
17:22
DD53 Ninja Game Commentary
10:03
6 ай бұрын
DD53 Cosmic Call Commentary
18:45
6 ай бұрын
DD53 Youreonerepmax Commentary
13:21
DD53 Balls Upon Felt Commentary
7:50
DD53 Healed To Death Commentary
9:44
DD53 Lightstrafe Commentary
18:52
6 ай бұрын
DD53 Demonium Commentary
6:09
6 ай бұрын
DD52 CIRCLE Commentary
5:44
8 ай бұрын
DD52 Shitty Sonic Game Commentary
3:50
DD52 Shrimp BOWL Commentary
11:24
8 ай бұрын
Пікірлер
@horbror
@horbror Күн бұрын
King is back
@Federx8
@Federx8 2 күн бұрын
woah, tutorial skip any% strat.
@jaykay8426
@jaykay8426 14 күн бұрын
I got a new fairy idea: Calming Fairy. Whenever a frog is near her, after being poked, they go back to their default mode and forget about attacking
@omargonzales5882
@omargonzales5882 Ай бұрын
Promo SM 👍
@lafafafaDEV
@lafafafaDEV 2 ай бұрын
Watched it all, thanks for playing! A few notes: First off you managed to cheese like 3 different levels. The way you beat "Big enough" was incredible, I didn't even thought about that solution, the intended solution is much more boring, so Im heaavily modifying this level for the future. In "Fugitive" you also got an unintended solution, which I already have patched out. In "Division" you got the right idea, but made it harder on yourself by not activating the red wall. I will try a way to hint that the red wall is needed and make beating the level without it impossible. As always thank you very much for the video and for doing such a fantastic work testing all demos.
@megaclpb2623
@megaclpb2623 2 ай бұрын
pretty sure you can beat the bonus level by poking the top frog, freeing the strong fairy, breaking the ice on the button, breaking the ice on the right, pressing the button with the strong fairy, poking the bottom frog, unpressing the button, moving to the flag and then pressing the button. then the top frog can't get to you because of the wall and the bottom frog because of the ice
@Slugcat770
@Slugcat770 2 ай бұрын
Lol, already knew that if you poke it too many times, it eats you
@backdoornight
@backdoornight 2 ай бұрын
2:40 blue toad and stronk fairy flirting
@half-asian8992
@half-asian8992 2 ай бұрын
Thanks so much for playing!
@tsveeblemett9068
@tsveeblemett9068 2 ай бұрын
Thanks for the video! The waypoints are bugged right now, they are supposed to be unlocked and be a permanent two way street. Im not sure how to convey it ingame, but you are able to drop potions on the follower portraits to heal them, which also revives them. Anyway, thanks again, always good to see actual footage of people playing!
@01100100110010011001
@01100100110010011001 2 ай бұрын
I thought you found the debug speedup button for a second lol. Thanks for recording this
@horbror
@horbror 2 ай бұрын
The legend returns, funny of youtube to tag this as Terraria.
@user-dt9bl5ku8s
@user-dt9bl5ku8s 4 ай бұрын
It’s cool to see some new hidden content from this game!
@adamlutton_gamedev
@adamlutton_gamedev 6 ай бұрын
Thanks for playing. Pretty much everyone that's played it has complained about having to go slow, and that's my fault for haphazardly putting together a couple of levels. The gravity being weird when you go off the track is caused by how I handle the gravity, where it's relative to the player and tries to match the surface that they're on. I'm thinking about removing the player's control of their speed and have them go down the track while being able to move left/right only. Kinda like an endless runner.
@lafafafaDEV
@lafafafaDEV 6 ай бұрын
Thanks for playing and the nice feedback! I solved the double-load bug, it triggers sometimes when speeding up transition screens by pressing Z. These levels have a different approach, but the general consensus has been that they could be harder. As always I really appreciate the work you put on every DD for all games in your channel. Keep up the good work!
@Math429
@Math429 6 ай бұрын
What's that "tenmu" game you mentioned? Can't find anything on google.
@devonbreak7937
@devonbreak7937 6 ай бұрын
Woops, it's actually Tenchu. Sorry about that.
@horbror
@horbror 6 ай бұрын
The lord hath giveth uth another batch of videoths.
@fiercekitty4982
@fiercekitty4982 6 ай бұрын
Devil's Little Dungeon dev here: thanks for playing and yeah, sorry for the barebones experience. -The whole idea is to create a system where the player doesn't get to see numbers, just descriptions of their status -enemy was missing damage sprites -talking might be needed to advance some fights I'll do my best to deliver on next DD
@Zanthous_
@Zanthous_ 6 ай бұрын
(Sklime) Thanks for playing, I'm still trying to iron out the start area a bit, you get a second arm shortly after which has some more direct guiding. I need to make it so the first area is a bit smoother to go through
@Ianvian44
@Ianvian44 6 ай бұрын
Thanks for doing that, the amount of feedback is insane. It's great to have a fresh pair of eyes on it. Sorry for the second case. There was a witness at your desk and it probably shouldn't be possible to start interrogation without his testimony, will fix that. The annoying little lad does what he's supposed to, he lies about what he's doing and without introducing him to evidence, he won't budge. I don't think Evidence panel is clear enough but you can slide to footage that proves he was actually there, once you connect him to that and murder weapon it's done. Still I know it because I wrote it, it's so poorly communicated to the player I'm pretty sure anybody would get stuck. As for the first one, to obtain confession you just ask him to confess on record, still it should be in hints and help, my bad. Again, thanks for doing that, got a lot to work with.
@devonbreak7937
@devonbreak7937 6 ай бұрын
Don't sweat it, I pride myself on being the worse case scenario in regards to hard headed players. Not to mention it was 4 am when I played. A couple notes: Witness at the desk screen: Oh that makes sense I guess, I sort of assumed it also referred to the interrogation too since those tend to have desks. That, and the desk I thought was reserved for note taking and evidence. Need to present evidence to suspect: Yeah I think I was aware of that, but then I went down the wrong path(most of which is due to thinking he was the witness) by trying to get something regardless, since even if he was lying he should say something like at home or eating dinner to cope. Though I suppose that's not really the point of a tutorial exactly, he did what was straightforward but I misconstrued it as non functioning. Then of course I got fed up and stopped. After playing I felt like the game would be easier to understand if it used some key words like in old school text adventures so it didn't have issues understanding, but that kind of defeats the purpose of using a language model to interpret text. I imagine that with enough data you could have a large enough vocab to understand most ways of asking a question, so it's more of a short term problem. Might give it another go later, but we'll see. Either way, good luck with it.
@Ianvian44
@Ianvian44 6 ай бұрын
​@@devonbreak7937 You honestly did a great job, the game is extremely counterintuitive, but I only see how much of a problem it is now. Generally speaking things need to be explained much clearer, desk confusion is a good proof of that As for evidence, this guy is supposed to be only a presentation of a mechanic, problem is that mechanic is so poorly introduced the player is not going to be able to crack him. You're right with keywords, the game shouldn't change to lowest common denominator but expand to meet different ways that players approach the problem, current solution is capable of doing that provided good amount of data. Thanks and I will make sure that next demo is far better than this one
@Ianvian44
@Ianvian44 6 ай бұрын
Ah and speech to text option was already implemented, it's possible to enable it from main menu - STT, it can be a bit spotty but generally works fine, didn't enable it by default, but will do so from now on.
@horbror
@horbror 6 ай бұрын
Martha is so back.
@BrannoDev
@BrannoDev 6 ай бұрын
thanks for playing
@0ia
@0ia 6 ай бұрын
Love it, good clip
@horbror
@horbror 8 ай бұрын
I totally agree that darkrun is barebones at the moment, it will become more substantial in time.
@horbror
@horbror 8 ай бұрын
Oh, and if the final boss was easy, maybe hatred actually works as it should, I need to test this a lot more. Concerning the symbolism of the Jackalope: another spoiler: ......................................................... you were of course right, Billy is the shadow and its about to grow a lot bigger now that he has not got Sarah left in his life. Act 3 will be both Sarah in city/college and really getting to know who she became and Billy, drowning in misery back home.
@devonbreak7937
@devonbreak7937 8 ай бұрын
Yeah it's a little hard to say about the hatred scaling, I wasn't paying too much attention to it. Regardless, it's still a more powerful weapon compared to the previous.
@horbror
@horbror 8 ай бұрын
Crackerlacker does between 4-5 attacks, adding traitor and inspired should bring this up to seven as the highest possible amount.
@horbror
@horbror 8 ай бұрын
Sorry about the transferbug, people were complaining it was too hard to activate the transfer but I raised it too much. You are a genius for figuring out a solution.
@horbror
@horbror 8 ай бұрын
Also inspired SHOULD stack additional attacks. Hatredscaling does not work like its supposed to but darkrun will be best for speedrunning and kind of easier in the future.
@devonbreak7937
@devonbreak7937 8 ай бұрын
Just to be clear, I only assumed additional attacks didn't stack, there wasn't a bug or anything.
@horbror
@horbror 8 ай бұрын
Also: I think I mentioned this but darkrun is not finished yet, you mentioned several instances which should have given you hatred. Must have not ticked a box. I seriously need to put something in the shooting range, it is open because that was my intention, I just haven't finished the target secret boss yet.
@horbror
@horbror 8 ай бұрын
This is a big one O_O. Guess I have my evening sorted then.
@dickbenis220
@dickbenis220 8 ай бұрын
hey! I'm the dev on this thank you so much for playing my game!
@horbror
@horbror 8 ай бұрын
I like the writing quite a bit, gives off a sense of mystery to accompany the gameplay.
@horbror
@horbror 8 ай бұрын
If you ever consider doing a vid on Dreams of Joy, please play the updated version. Fixed a lot of problems and added some shit people asked for.
@user-oh8my7ms8z
@user-oh8my7ms8z 8 ай бұрын
geam
@fiercekitty4982
@fiercekitty4982 8 ай бұрын
Thanks for playing!
@whitetoothgames
@whitetoothgames 8 ай бұрын
Hey, thanks for playing! Yeah the difficulty is definitely the biggest thing I have to address, I’m working on adding more of a buffer so you don’t fall into the water , adding a pause window so bikes aren’t flying around as quick and you can tell when they’re turning and what direction they’re turning. I also think I’m going to move that last level to happen later, add some simpler levels to help people get a rhythm lol. Really good feedback.
@horbror
@horbror 8 ай бұрын
The amount of bongos is staggering.
@devonbreak7937
@devonbreak7937 8 ай бұрын
It really is, going through editing it was starting to get to me a little.
@horbror
@horbror 8 ай бұрын
Great demo.
@diabolodev
@diabolodev 8 ай бұрын
thanks for playing!
@lafafafaDEV
@lafafafaDEV 10 ай бұрын
Thanks for playing! That throw bug is bizarre, I will see if something can be done about it.
@oneguywon9816
@oneguywon9816 9 ай бұрын
Hey bud, nice game. 👍😁👍
@gameplaysupremacy1327
@gameplaysupremacy1327 10 ай бұрын
First off I wanna thank you for playing the prototype with full attention and patience. It was an enjoyable playthrough to watch. All the feedback was valid and will be addressed in the future. It was really helpful that you gave your minute-to-minute thought process of how you solve each slot. It gives me some idea of what to expect from players. I don't know if you're a generally careful player or just especially like puzzle games, but good work.
@WizardGameDev-xy4sh
@WizardGameDev-xy4sh 10 ай бұрын
Thanks for playing the tech demo! - I'll try to re-enable the OS cursor when you're on the title bar (and start the game in fullscreen, for that matter!) - The Red is technically 'heat', so more like fire at the moment. Definitely needs a graphical upgrade to make it more clear to the player! And some tweaks to make it more realistic. - Yeah, the cursor really needs to be clearer. I'm planning to enlarge it and make it always contrast the background it's on. - Creeper world was an inspiration, yeah :) I aim to have some more directed gameplay by next demo day!
@rodbot
@rodbot 10 ай бұрын
Hey, thanks for playing! Sorry that the game's so confusing right now, I really have to work on a tutorial.
@685eric685
@685eric685 11 ай бұрын
0:34 I like how the sleepy toads provoked into eating the fairy take their time fully engulfing her before lazily swallowing her whole.
@IcelyPuzzles
@IcelyPuzzles 11 ай бұрын
Poke ALL Toads
@Sevrgpro
@Sevrgpro 10 ай бұрын
You have such a way with words.
@IcelyPuzzles
@IcelyPuzzles 10 ай бұрын
@@Sevrgpro thank yu
@jv9ufxcy
@jv9ufxcy 11 ай бұрын
Thank you so much for playing through this so many times. I've gotten a lot of feedback on the visual hiccups and have been fixing through most of them. Appreciate you adding more and I'm glad you think it's fun.
@Zeredek
@Zeredek Жыл бұрын
Ahhhh noooo not the cutscene breaking! I was looking forward to seeing the boss fight! Sorry about the UI breaking too, this happens every time I rework the party menu and I always make the same mistake. The reason pausing swapped characters was because there's an alternate keybind for "Previous/Next Character" on Caps Lock/Tab, so that's why your caps lock pause swapped characters. The Melkiri do have a general disdain for mages, and Fiera does kinda get ostracized even by her own faction, which is why her tent is further away. They tolerate her presence because she's still a Melkirian, but they are openly hostile towards other mages. Levels are shared between characters, yeah. So you can swap as much as you want. I do need to make Penelope's first fight a bit easier, since the patterns are kinda bs with how fast they are. Out of combat ressing would be nice, but then I'd have to come up with a system for detecting out of combat and all the bugs associated with that, so it's not very high on the priority list. I wanted each rift to have it's own enemy type, so they felt different. Also they're actually wisps, not slimes. Thanks for playing!
@BrannoDev
@BrannoDev Жыл бұрын
Appreciate the feedback as always
@me4tw
@me4tw Жыл бұрын
I like this game
@ithirosumi3093
@ithirosumi3093 Жыл бұрын
yoo, thanks for playing! sorry about how early and prototype-y the game is, I just wanted more feedback on the combat, but there's much more to come.
@sammilburn3017
@sammilburn3017 Жыл бұрын
Looks great! I can see the influence of Mount & Blade on the combat system, and it would be cool if there were further animations with the combat. For example: When you hit a blocking sword, your sword bounces off or locks in place. Four ordinal directions for combat (challenge: Eight), so swinging from above, left/right, and from below is a stab or uppercut. Also the jump acrobatics are just a little high for the speed of combat itself, which has the pacing of a turn-based system. Good luck!
@cyberninjazero5659
@cyberninjazero5659 11 ай бұрын
Yoo it's the dev! I saw you talk about making a sequel on RPGCodex. How's the magic gonna work in this one? Will there be Regen or do you regain it by sleeping (I can't imagine you'd keep the find potions requirement for an Open World game) I noticed the Morrowind music and the enemy dodge, is it going to be stats based attack roll or is there a dodge action?
@ithirosumi3093
@ithirosumi3093 11 ай бұрын
​@@cyberninjazero5659 Magic is gonna be entirely Spell-making based, so you'll "program" your own spells based on a plethora of different effects. There will be no regen of any resource other than Stamina. You'll need to eat/drink what you find in the world in order to restore HP and MP. There's no "chance to hit", only a Dodge action that currently enemies have a chance to perform when attacked. Stats are gonna make a huge difference on everything, though!
@cyberninjazero5659
@cyberninjazero5659 11 ай бұрын
@@ithirosumi3093 Interesting, will there be an inventory system to store health and mana items or is it 'take them when you get them'?
@ithirosumi3093
@ithirosumi3093 11 ай бұрын
@@cyberninjazero5659 Expect a fully fledged RPG system including an inventory, equipment, and all the good stuff. Alchemy is also in so you can brew potions for more significant effects than just eating bread.
@tintoconcasera5906
@tintoconcasera5906 Жыл бұрын
Hey! I'm the dev of Paco's Quest. Many thanks for trying out the demo! I appreciate how you took your time with it, checking up most of things. Also, quite useful feedback since you are experienced with roguelikes. A few notes: * Numpad controls are on the way! That's why you can't use those to assign skills. * Skill management... that's an area I should put some more work into, since it could use some QoL fixes. * I'm nerfing the Shield Block skill, since it's too easy to abuse it and makes 1v1 combat easy and boring. * Goblins throwing rocks through walls is a bug. Sorry about that! ^^u * You missed the kick! It's useful to let you get a moment to breathe and restore AP, but you can also stun your enemies if you push them into a wall. * Don't know if you noticed, but some skills like the "Strong Atk" take a turn to charge. The idea is that you guess where you'll enemy will be at the next turn and cast the strong atk there. Overall I think I should make the combat a bit more dynamic, maybe having enemies have more skills or a more complex AI, since it's too easy to drive them to a choke point and take them one by one abusing the shield block skill. So yeah, thanks again! This video will provide valuable feedback that will help me improving the game.
@devonbreak7937
@devonbreak7937 Жыл бұрын
Thanks for the comment, always nice to see what people get out of my videos. Oh you're nerfing the one way I was able to survive the onslaught? You really are a roguelike dev! Probably for the better I'd say, as it stands shielding can be a bit OP at a chokepoint. Yeah I really should have used the kick, I have a bad habit of ignoring martial arts in roguelikes. I noticed the "-1 turn to cast" for using a strong attack, though I thought it was the other way around. Instead of ending a turn before the attack, I thought it was attacking then ending my turn. Basically, I thought it was a cooldown after the swing instead of a windup to swing. Dunno if it would take up too much screen real estate, but an easy clarification would be to have the text say "-1 turn before casting." At least that seems better to me, but I admit that it's on my end for misinterpreting. If you don't like the choke point method, you could test the waters by making all the room entrances seal up when a fight starts. Though I think you'll have trouble balancing that. I don't think I've played a roguelike where open combat is very viable(skill issue, probably). Of course that makes the stealth mechanic kind of moot once in combat, so maybe instead have a lot more room connections, and enemies try to flank you if you go in a corridor? It would also help if the AI doesn't block itself unnecessarily. For example I could hold a diagonal on a corridor with an open tile straight out of it, and the enemies wouldn't walk through to surround me. An example of a game that does this is Dungeon Crawl Stone Soup. Oh wait I'm starting to ramble. Anyways, hope you have a nice day.