Feedbacking games that are already pretty great is hard but I like the challenge, haha. Hope some of what I said makes sense at least. Enjoy!
@theothetorch80164 ай бұрын
It definitely makes sense.
@TheHive954 ай бұрын
Dude, you put so much effort and consideration into this. Great job.
@LevyMorFit4 ай бұрын
I feel like these types of videos would be better done on small games made by 1 developer, not on games made by a whole team
@IdunInteractive4 ай бұрын
Thank you for those kind words @JonasTyroller. Love the video btw and great feedback! I will do some tests to see if I can implement your suggestion, or at least find some other solution to address the issue you brought up.
@patrickvad53103 ай бұрын
Hey Jonas! How did you make the water in Thronefall??? Could you make a guide at some point? :O
@ksunoma4 ай бұрын
Heeey, Blessed Burden level designer here 👋 Thanks a lot for your feedback, it inspires us to keep going and make our game better! We`ll take into account all your comments, everything you`ve said makes sence 🖤
@bibanez1354 ай бұрын
Be honest... Ultrakill was an inspiration right? It's a hell of an inspiration though, I loved it!
@theConcernedWyvern4 ай бұрын
Your game looks amazing! I'm so excited to see what you do with it!
@clay1124 ай бұрын
As a speedrunner the game looks very cool, i think if the movement was more varied that would be awesome
@NolenGYT4 ай бұрын
Where are all your subs!?? Lemme fix that. Love the game.
@malibaturhan3 ай бұрын
I do not think we need explore. I really miss linear action
@smallbag1234 ай бұрын
It's nice of you, as a professional game dev, to help smaller ones with feedback. Thank you :)
@JonasTyroller4 ай бұрын
I try. :D
@axolotlstarvaders4 ай бұрын
Hey Jonas!! Im the lead designer for StarVaders Thanks so much for taking a look at our game haha, i didnt expect it! Glad you really enjoyed it! Your feedback is totally real. My god are you correct with how hard it is to make a trailer for it lmao, it took us like multiple weeks of back and forth with our trailer editor to really nail it down. We're kinda hoping that word of mouth will help us long term for marketing haha, just focusing on making the game as good as possible, get the demo in as many hands as possible. But yeah, I think we're gonna be working on some invaders and bosses with more visual flair too for the future! thanks again, cheers!
@CJ-mr8dn4 ай бұрын
should've used the power of the dark side
@joshhorner23924 ай бұрын
I can tell you that when I first saw the game online somewhere. I immediately went to steam and downloaded the demo because it just looked like a game with interesting decisions. I didn't even consider the size of the board 😜
@contentatogames4 ай бұрын
I can empathize. I was in the same boat - game seemingly fun to play, but not very much pizazz you could stick up on a trailer. Yours looks pretty great though! Cheers :D
@_skorme4 ай бұрын
Game looks great and I hope your strategie works out. Maybe a big KZbinr/Streamer will play it and will spread the word. Are you planing to release this game on the Switch? Looks like a perfect game for the Handheld/Nintendo market.
@Dakta964 ай бұрын
Why not have a giant boss on one side either spawning ennemies, making some of the tiles dangerous etc. If you make it visually distinct it could look stunning in a trailer!
@warrenhenning80644 ай бұрын
This is a very good example of how to give good constructive criticism. It provides actionable feedback on how to actually make the games better while acknowledging the things they do well.
@soviut3034 ай бұрын
In the 2nd game (IDUN) a possible counter to clumping would be an overheating mechanic. The objectives and the turrets could produces different amounts of heat in a radius. Clumping them too closely around each other causes them to overheat more quickly. This could also be worked into the enemy behaviour with them seeking out the hottest points (the objectives) and only sometimes attacking turrets if they're too clumped.
@IdunInteractive4 ай бұрын
Love this idea. Thank you @soviut303. The game already has a temperature system, where enemies run faster but are weaker when hot. So the pathfinding actually already prefers warm areas. It would be interesting to also make this temperature simulation affect turrets.
@daylinroper52863 ай бұрын
@@IdunInteractive expanding on this idea, perhaps the overheat/heat level could affect turret/mining speeds instead, encouraging but not forcing players to spread out turrets? It could also lead to some interesting "challenge" levels/maps designed to intentionally cause issues like that. It sounds like a good way to potentially increase the skill ceiling for experienced players, and also keep the skill floor low for new players. Regardless of where you take it, you should be proud of the gem you've made. Well done
@skylark.kraken2 ай бұрын
Eh, you'll still just clump them just more spaced. It doesn't change how you play, just the density
@Spacemarine6584 ай бұрын
I think for IDUN what would help would be turrets flying up and over to their next location so it takes time and maybe turrets take a second or two to start firing again it would make moving them more costly
@Atropos1484 ай бұрын
yeah, that is how turrets work in Creeper World 4 and it makes it a much bigger choice when you are moving them. Instant teleport should be a very limited resource, so you only use it as last resort.
@belgarathlesorcier83854 ай бұрын
Yeah I would personally make the turrets slow to move, but maybe give the heroes a jetpack to be able to jump rapidly from one place to the other, to compensate the slow turret movement. So I think the developer should turn around the balance: numerous but slow turrets, and few but very fast heroes
@josephplayspickleball4 ай бұрын
Great detailed feedback on these games is not just helpful to the creators, but Jonas finds a way to teach all of us so well with principles that can be applied to all of us viewers. Thank you Jonas for the great content you put out.
@estrico62984 ай бұрын
For IDUN, the terrain could have glowing crystal rock formation acting as both elevation, mining ressource and turret booster. Said crystal should be required to build turrets and individual turrets could be placed on chunks of them to improve their fire power. This would insentivise more strategic planings and as the game progress the player could be thrown into a conundrum of either mining the crystal the turrets currently use or risk their life mining further across the map.
@BernhardVoogenberger-tl5ox4 ай бұрын
I like the floating text tutorial!
@JonasTyroller4 ай бұрын
Fair enough.
@BernhardVoogenberger-tl5ox4 ай бұрын
I also like (love) your feedback videos!
@curtreyes004 ай бұрын
The skill floor is not necessarily where beginners are. The skill floor is the minimum skill required to play the game to a functional level. A game could have a really high skill floor meaning it is very hard for new players to get to that level. In this case the skill floor would be above the beginners skill level.
@collin45554 ай бұрын
Couldn't agree more about treating audio the same way you treat lighting. A lot of ways to run with that. With acoustic spaces, you could have different locations playing the same sound make it sound different, reflecting the way it should sound in that place, which is normally a realism thing, but also adds variety. There's some development towards acoustic path tracing, which is like an auditory equivalent of raytracing, where materials have properties for how they reflect sound, that are then used to build acoustic spaces, but I don't know if that's ready for games yet; I just think it's very neat
@kevinscales4 ай бұрын
Similar ideas can be implemented in more or less sophisticated ways, from literally just changing which sound files play depending where you are standing to calculating distances (and maybe angles) of different materials around the player to adjust the effects applied to sounds, to doing a full on physical simulation of sound propagation (and probably baking in the results of that into a grid in the level so it is just a lookup table with smoothing of the results over time as you move). Obviously if you want the path from the origin of the sound (that dynamically moves around the level) to the player to properly effect the sound realistically, you will have to do some real-time calculations, but that is maybe a little more sophisticated than necessary to add audio variety to a cheap indie game that isn't going for ultra realism and probably doesn't have much in the way of sophisticated enemy combat that requires players to figure out where something is based on sound. The simplest solution that does what you need is always the correct answer. StarCitizen did a cool video on how they make the environment around the player effect sounds.
@advrakshachaudhari36993 ай бұрын
Wow, as a beginner game dev, i got to learn so many things about game design and overall thinking. Thank you so much for this video.
@Squidmoto34 ай бұрын
For the second game I think the better solution is having turrets like/dislike being near eachother. Like Turret A does 10% more damage for every Turret B near it, but Turret B does 10% less damage for every Turret C near it. It makes placing them like a puzzle. And then also some places you can put them they should just be safe - like on top of a rock where the enemies can't reach, or only flying ones can. I feel like Bloons TD6 is a great place to look for inspiration from one of the best TD games ever made too.
@solindiegames19994 ай бұрын
I love this series. So helpful for devs even if their game isn't featured...there are still so many great tips to be had! Thanks so much Jonas 🥰
@DesignFrameCaseStudies4 ай бұрын
It's very cool that you do this for your community! I'm starting to dabble in game design consulting myself (currently in early days as I revamp the current website, including free resources!), but I just love helping indie games, and I love how a series like this actually gets good views! 😄
@Baekstrom4 ай бұрын
IDUN looks great. It's the kind of game you consider playing just because of the looks of it. If it plays half as well as it looks, it deserves to become a hit.
@galvinvoltag4 ай бұрын
For the second game: Maybe they could add a bit of delay to the Orbital Minigun to make the player think the next few seconds rather than only the present? They also can add some electrical based turrets? Maybe it is more effective towards closely based enemies cuz it chains between close ones? Oh oh, imagine an enemy type that has gasoline blood! You could set it in fire to create temporary barriers!! Just some ideas I had while watching the trailer, had to write it down. The game looks amazing btw, fr fr!
@IdunInteractive4 ай бұрын
Thank you @galvinvoltag, those are some sweet ideas! The reason the SkyGun is so fast is so the player can feel the power at their fingertips. I already have electric tower / weapons in the my backlog, will probably be added post launch. Spreading fires and oil too, but that is for the next game. : )
@MiloticMaster4 ай бұрын
This series is soo cool, game dev on one side and amazing indies on the other. As much as I wish you could do this as a full-time series, I understand you've got your own game to work on as well!
@babylumberjack4 ай бұрын
I'm loving these design feedback videos, Jonas! It's fascinating to see that even polished, great-looking games can find areas for improvement. The feedback is excellent and will really help the devs. Thanks for taking the time out of your busy schedule to help us small indie devs!
@skibbl_dev4 ай бұрын
pointing out way more positives isn't really a bad thing... Its still really helpful to think about things I would like to do in my games.
@nick-brooking4 ай бұрын
Once again thanks for an amazing video! I really appreciate how much effort you go to demonstrating your suggestions and ideas, not just talking about them.
@karatturmenko14 ай бұрын
thank you for such detailed feedback about Blessed Burden!
@manskracht4 ай бұрын
This is reeally good feedback. I hope the devs take it to heart. Also very fun and educational to watch as an aspiring indie dev. I hope you do more of these!
@drewstillwell4 ай бұрын
Really liking this series and the obvious time and attention you're putting into your feedback, thank you!
@OxAA004 ай бұрын
I really love this format. It's actually so cool that you take the time to do color correction and really think about game feel and possible improvements! I bet this takes a boatload of time to prepare. Thanks for making cool videos. Beste gruesse von einem fellow GameDev aus Berlin :)
@PaulPlay4 ай бұрын
I love that you are making more of these videos🙌 My fav series on the channel
@mortalvoidstudios4 ай бұрын
Bravo with this Jonas! One of our fave series for game developers! You have some good points and hope the devs think about those things going forward. The last two do not need much adjustments to be successful. If they follow your advice and pay attention to just a few more smaller details they have a chance of really becoming hits! Excited for their team/s.
@okay_cam4 ай бұрын
Really enjoyed the video! I think the things you pointed out for Blessed Burden were very interesting, especially about complementing the visual variety with acoustic variety - thats not something I had thought about much before. Excited to see more of your content!
@bramjanssen20564 ай бұрын
These videos are great, it's nice to see how different games require very different feedback. Very educational :)
@PhoenixRemastered184 ай бұрын
JONAS IS BACK LET"S GOOOOOOOOOO!!!!!!
@arnauadell48244 ай бұрын
A thick german accent saying "I don't think this is the final solution" was really what I needed to start my day on the right track (loved the video)
@Betruet4 ай бұрын
Great Video Jonas, kind of you to give input to these nice looking games!
@miachristensen54443 ай бұрын
Dude Star vaders is such a nice looking/feeling game, its so Northernlion-core that i can only imagine it being VERY useful in the marketing compartment
@FawnFiona4324 ай бұрын
Love your videos. I like watching your feedback on other games, it can also help with the process of making my own game
@stellanovaluna4 ай бұрын
YAY NEW JONAS VIDEO
@lejocarry4 ай бұрын
Wow so much work too help devs and really interesting feedbacks ! ♥
@NKCubed4 ай бұрын
gotta be my fav series you're doing!
@snorlaxhd46774 ай бұрын
These were some amazing games and you still had so much feedback, I literally have no shot😭Time for a backup plan💀
@JonasTyroller4 ай бұрын
A backup plan is definitely great to have but don't give up so easily. The more games you make the easier it gets.
@snorlaxhd46774 ай бұрын
@@JonasTyroller Jonas you are so kind and amazing, and even though I joke that I have no shot, you actually inspire everyone to not only make great games, but to create things that are special, keep doing what you are doing, and thank you.
@adnanebadi37984 ай бұрын
This is gold for both those whose game got picked... and for the others too!
@pabloferro28724 ай бұрын
Amazing video. Great advices, I would never have thought of it.
@AoiEgg4 ай бұрын
I can see you really enjoy this episode!!
@barbagrossa4 ай бұрын
This is a great video and feedback was amazing! I loved this type od video, pleqse make more
@ThinkWithGames4 ай бұрын
Just so you know, it appears the chapters are not recognized when there are other lines separating them (like the steam and twitter links). Keep the feedback videos coming!
@buzzmandev40174 ай бұрын
The chapters are showing for me
@soviut3034 ай бұрын
For the first game (Blessed Burden) I think having a "crouch slide" mechanic that builds momentum would be a great way to raise the skill ceiling. By jumping into crouch in a rhythm you could effectively "skate", like some of the faster characters in Quake Champions.
@tiagotiagot4 ай бұрын
That first game looks exactly like the type of game where you would have things like those crazy mouse swing jumping momentum tricks like from Quake and other games derived from that engine (like the Half-Life and Portal series for example); and things like those surfing glitches by doing arcs on inclines like those Counter Strike surfing maps, and stuff like that.
i played a demo of starvaders a year or two ago and rly liked it! glad you agreed :D
@Agshsdbfn-uv7lg4 ай бұрын
Wow you realy put in time to give extremly helpful tips.
@btriadev4 ай бұрын
IDUN seems like a good treatment for my There are Billions itch.
@LavroseRovender4 ай бұрын
I’m not a gamedev and don’t wanna be but I love watching this !! ♥️
@FrostDriveАй бұрын
8:53 "and I added a lil bit o fuck in the distance"😂
@Vulpixon7324 ай бұрын
For IDUN game, making different enemies that have different targeting priororities (Turrets/Objective) is a good suggestion as such small change already gives variety in enemies, not making them feel the same. Regarding the strategy of placing all turrets around objective, there is a solution for that, that would increase enemy variety as well: AoE damaging enemies These should be in small amounts during waves but packing enough of a punch to be able to counter that strategy, while at the same time promoting more strategic placement and proactive gameplay. Good example of enemy variety for this type of game is Dungeon of the Endlees in my opinion, even though most enemies work the same, the variety in their attacks and single unique enemies with unique action sets cause the enemies to feel not repetetive and force adapting the player to the situation.
@jeremiahrosa13292 ай бұрын
Idk what you mean, that star vaders games seems very fun to me from what you’ve shown (and the trailer)
@ekzac4 ай бұрын
16:46 and before, you are basically describing MarZ, I see every decision in that game. And I must say I liked it very much. There are some negative reviews and the overall design did not call my attention at first, but it is a good.
@theothetorch80164 ай бұрын
Watching this video made me think several times: He's making a point here!
@ivyjuicegames4 ай бұрын
I really like your feedback videos! :D
@Some_Dev_Guy4 ай бұрын
video: gives feedback on some games me, who hasn't even gotten to the game making part of the game making: "Interesting"
@nischalthapa24604 ай бұрын
omg I remember playing and writing reviews for starvaders from gameround
@Salted_Potato4 ай бұрын
Never miss a Jonas video. 100% excellent rate
@vvvorlds4 ай бұрын
About Idun, for me it feels visually overwhelming. Particularly the rocks at first look like a swarm of something. Second, everything is over saturated. It’s a question of taste but beadability is important. It’s also a try and error process. I think Gmtk have an episode on this. In your case it could be the question of just tuning the color and reworking a couple of assets/textures. All games are really great by the way. @Star Vaders, for the marketing.. Maybe some animated cut scenes in the trailer? Like in Brawl Stars marketing, or Advance Wars trailer.
@LogicStudios_14 ай бұрын
Great video as always Jonas. Just wondering, are you working on a new game yet?
@shpleemcgert4 ай бұрын
Good video. Good feedback. Well done!!
@jack5590Ай бұрын
These are really good.
@DartWizard86013 ай бұрын
Will there be videos on your old channel again at some point? I really liked the German Game Maker videos (unfortunately there aren't that many German Game Maker tutorials)
@typothetical4 ай бұрын
I feel like the first game would do very well with wallrunning or at least some shady knight level movement
@BucketmanAnimations4 ай бұрын
This is SO AWESOME!
@maxentityita4 ай бұрын
2:11 why did this game gave ame a shiver
@bigfin204 ай бұрын
these vids are always great
@r.g.thesecond4 ай бұрын
8:52 No PLEASE No more bloom! I'd personally recommend a little emission variation instead. (similar to real-life flow of lava) Bloom is overdone, and without HDR it looks bad.
@_GhostMiner4 ай бұрын
*5:30** but what meme is this a template for?* 🤔
@acalebm4 ай бұрын
The legend has returned
@an9l1c1sm64 ай бұрын
YESSSSSSSSSSS! ANOTHER VIDEO!!!!!!!!!!!!!!!
@AF-lt2fr4 ай бұрын
Good feedback. Game 1 - it's crying out for a bhop mechanic. Routes that are wide and slow (but reachable via normal sprint and jump) vs trickier paths that can only be achieved via optimal movement. CS gives you extra distance from crouch jumping, or doom with strafing etc. There's definitely ways to make it better and more epic without having to rely on ramps for momentum. The criticism of the sound was fair - I don't necessarily think silence is right - sometimes noise and fear of the unknown / ominous sounds can have an impact too. Limiting sounds to zones / areas and a bigger variety matching the surfaces is important. Game 2. This game looked a bit too chaotic - one criticism from the proposed change is I think that would result in the same clustering which was the main criticisim. One way to improve this would be to have some cost to move turrets. Or some 'bonus' for killing at distances away from the objective. There seemed to be little skill in the turret placement - perhaps less enemies, or more tanky ones that spawn at intervals. Game 3. This game looked ok - the player grid seemed quite small and it wasn't obvious what the movement vs attack cost was. Also enemies advancing didn't look like they were predicable - but I didn't play ultra close attention to this. I'm not the biggest rogue like / deck building fan - but it looked unique enough.
@tiagotiagot4 ай бұрын
Perhaps the gameplay trailer for the Star Vaders could ditch the fixed camera and zoom in and frame on where things are being done and swing to the consequences, chasing the cursor as the player makes decisions and stuff like that; taking just a bit of artistic liberty without straying too far from honest gameplay footage, and perhaps have some oldschool Batman "POW" style text popping over less relevant areas naming what's the cool thing that's happening at the moment in the highlighted areas?
@TheVisualDigitalArts4 ай бұрын
Why am I not subscribed ?well o I’m subbed now.
@ThatMagicalGuy14 ай бұрын
Hey jonas, Ive always wanted to be a game developer, and I’ve always looked up to you, and now, i’m ready to make my game, but before that, I would like an answer to one question. Where do I start? I started watching your will you snail videos in 2022, so i don’t know the full story, but sense will you snail has inspired me so much, It was an awesome game, so, I have the full idea for my game, I just don’t really know where to start, so I would like to have feedback from a real game dev. Thank you :D
@skylark.kraken2 ай бұрын
For a parkour game it feels like ground and air control should be the same, not even just a decreasing effectiveness; for more realistic games, sure, decrease it
@marcboss4 ай бұрын
You should do it more often
@AxoTheGamer2 ай бұрын
Is will you snail getting any updates or no
@Graviti8094 ай бұрын
i wanna buy star vaders!
@me1ne3 ай бұрын
Servus! Bist du mit der gymnasialen Kunstlehrerin Fr. Tyroller ausm schönen Niederbayern verwandt?
@phoenix-heartentertainment72934 ай бұрын
I totally agree with everyone else! Thank you! Im trying to make one myself action adventure rpg but my programmer walked away and took the combat system. Devastated hoping to find a programmer soon so we can finish. We have most the scripts and mechanics but need to be finished. If you kniw anyone okease let me know. If you can, give your opinion i would appreciate it that as well. Thank you
@stoik-ek5zu3 ай бұрын
bro got the dominic thiem voice
@nerdtime76574 ай бұрын
Nice
@jonnymo_134 ай бұрын
yes!!! nice vid bro
@arbainrahat45784 ай бұрын
IDUN used job system for this performance.
@IdunInteractive4 ай бұрын
Yes I did, but not ECS. It wasn't ready when I started working on the game.
@singularityraptor40224 ай бұрын
You are a chad
@deerymaslo4 ай бұрын
FINALLY NEW VIDEO
@thursday_concerns4 ай бұрын
Comment for engagements sake
@emberchord4 ай бұрын
Wwwwwischurly showing us
@MoraesMusician4 ай бұрын
11:30 instantly don't want to play this lol
@watercat12484 ай бұрын
The last one it rimadnsmy the battle system off megaman battle network
@quelfth44134 ай бұрын
I strongly disagree that [W] -> [Space] is roughly the same as [Space] -> [W]. I'm not saying this is true for everyone, but for me, the most interesting kind of mechanical complexity is when it's less to do with timing and more to do with the ordering of input presses and releases. So it's very fun when these kinds of differences result in wildly different outcomes. Yes it's initially confusing before you understand what's happening, but that's what makes it so rewarding to figure it out.
@knight_lautrec_of_carim4 ай бұрын
ERSTER!
@AlvinAndTheChipmunks44 ай бұрын
You kinda look like Christopher Nolan
@LiamDoubleU4 ай бұрын
IDUN seems to use AI voice acting which im not the biggest fan of
@JonasTyroller4 ай бұрын
I agree. I did not like it that much, either. The reasons I did not mention it in the video: 1) Often times AI voice acting is used as a placeholder so it's easier to imagine the finished product during development. Could be the case here. 2) In case there is not enough budget for real voice actors, from a player perspective I'd still prefer this over no voice acting at all. 3) I don't think story is what people will play this for anyways. Don't really care if the story sucks (it kinda did to be honest / did not catch my attention).
@stuhl19414 ай бұрын
there are more alternatives besides "no sound, AI voice acting, real voice acting" there always could be text sounds like un animal crossing or undertale (a story driven game). TTS also exists. AI is the lazy "solution" to a non-issue, and in worst case its not with permission person behind the voice. and if you have the choice between this or no voice, no voice would be better. Generative AI is the worst that has happend to us as a species in the last years.
@LiamDoubleU4 ай бұрын
@stuhl1941 I agree that many choices can be made for a more stylised approach or even just some mediocre voice acting for the demo. The AI just puts doubt in my mind about the product and the developers, hope they change it and AI isn't used for anything else.
@PhoniexStudio4 ай бұрын
@stuhl1941 imo I think a traditional text (like undertale) would be better suited for it.
@stickguy91094 ай бұрын
@@stuhl1941 I tend to disagree with people who are so openly against AI but lately corporations have been shoehorning it to so many places and they're so in your face that even hearing the word AI makes me feel grossed out. So yeah I agree I would much prefer if it was text only.
@JD2jr.4 ай бұрын
"I could keep nitpicking to extend the video"... these aren't the *only* 3 games you played, are they? Assuming not, you might pick a few not great games (who are still obviously trying and not asset flips) to sprinkle in between the great ones and give one or two bits of constructive criticism, might have to juggle people being disappointed at not getting such in depth advice, but it could give them motivation to improve and resubmit (and if they have decent concepts give viewers more things to comment on, trying to get you to revisit the less polished stuff in the future).