*This post is a work in progress because I am at work all day
Download and Play Here: https://neatgames.itch.io/yestersol
- This is a metroidvania, so you must explore the open world for upgrades and bosses~
- Would love any feedback or suggestions.
- I really like to watch YouTube blind Lets-Plays of the game (I learn so much by watching those).
- I think it's about 1~3 hours of game-play.
- In 1 or 2 years I will release this game on Steam! (It is my 2nd game on Steam)
This was a great Devtober! And this is how it went and my reflections on it:
- Actually I started this game in last year's 2022 Devtober, so I have been working on it for 1 year now!
- I worked on it hard over 1 year. However, I took many breaks during the summer (it was crazy hot in Korea and I went to Japan), so It was nice to get back into game development with a very consistent and diligent pace for October.
- This year I decided not to post on social media everyday, and just work on the game everyday. I found it WAY more productive.
- Social media is annoying and distracting for me haha
- I worked on my game everyday after work for a few hours, and on the weekends I worked on it for 4 hours or more.
- After doing it for a few days straight it became a habit and I just kept at it!
- Thanks to working everyday, I added a ton of brand new things + generally art/animation improvements.
- Also, a lot of the fixes and tweaks I did were from feedback I got in "Feedback Quest" game jam, and I really hope to get so play test feed back here as well :D
Some fixes from feedback:
- Less insta-kill hazards (Great suggestion from jam feedback and after watching my students play)
- Improved death system. (Insta-kill reset you to check points quickly and does not reset enemies, reaching 0 health puts you back at the last door you used and resets enemies.) I think I'll do save points eventually...
- Lightning effect added to make the fighting arenas damaging borders more clear. (added to first boss to give a hint as well) Also, replaced a lot of spikes with it. And the camera locks in on battle zones now
- Started making tile-maps and backgrounds more distinct in different zones.
This is the new stuff I was able to do this Devtober:
- Simple Opening Cut-scene (New Main Menu layout too)
- Simple dialog system started (NPCs and various Signs/POIs)
- 2 Major NPCs added (Just give lore and story atm)
- I think these 3 really make it start to feel like an actually game/world!
- 1 NPC changes location as you beat boss :D
- Grew the world even more~ (Show full map)
- Secret zones, that reveal when you walk into them!
- Breakable walls (that save) and open up shortcuts. (Trying to make backtracking as interesting and rewarding as possible)
- Enemies that ping pong off the walls, and one that patrols around platforms. Also a new Drill Hazard!
- brain stormed a whole list of ideas for new enemies and hazards as well.
- 1st and 2nd boss art upgrade. More details on 1st, and totally re-did 2nd.
- Weapon damage Upgrade version 1 (Changes the spear tip too)