How I polished my indie magnet puzzle game (Developing 12)

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Game Maker's Toolkit

Game Maker's Toolkit

Күн бұрын

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@AsherStone-wd3rb
@AsherStone-wd3rb Жыл бұрын
If you scrapped any puzzles that you really liked just because they were too difficult, you might want to use them for optional "bonus puzzles" that are harder but that aren't necessary for progression. It's a tactic employed by wonderful puzzle games like Patrick's Parabox, Baba is You, and A Monster's Expedition, among many others
@damonlam9145
@damonlam9145 Жыл бұрын
I was thinking of that too, personally I would call it Cut Content world but yours also works fine.
@treehann
@treehann Жыл бұрын
Yes, that’s a core method of puzzle game design, one i have also used as well. Stumpers are the ends of optional paths.
@Doktario_Mystario
@Doktario_Mystario Жыл бұрын
yeah there are plenty of scrapped pieces of content in games that still had potential to be used elsewhere (like Bionis Shoulder from Xenoblade Chronicles)
@MrWhygodwhy
@MrWhygodwhy Жыл бұрын
@@treehann I like the idea of the optional paths ending in the most 'extravagant' puzzles with the hardest being second to last. Makes it feel more like a reward, also it can get frustrating when you've beaten 9 levels but just the last one is impossible. When it's the second to last, you feel like the challenge ramps up more but that you are managing it anyway, and then when you reach the last one and solve it relatively easily (despite it looking complex) it feels super gratifying.
@thrownstair
@thrownstair Жыл бұрын
Mind Over Magnet: The Lost Levels
@kevingriffith6011
@kevingriffith6011 Жыл бұрын
The problem with the "stumper puzzle" I think, was that the space where you're meant to stow the magnet is too easy for the brain to subconsciously file away as "symmetry for artistic purposes, not part of the puzzle". You had the right idea with the "add some visual interest over there" plan, but you fumbled it by making the side with the button symmetrical to it, looping us back around to "symmetry for artistic purposes" issue. It's the same principle as that experiment with the people dribbling basketballs and the guy in the gorilla suit. You've given the brain something to focus on that blinds it to things it labels "not important".
@yowza9638
@yowza9638 Жыл бұрын
This is an interesting take; I'd love to hear more viewers' interpretations. Visual design does carry a lot of weight when it comes to interpretation. On a similar line, my interpretation was actually that it's unclear that the button can be pressed a second time; it's not obviously a toggle. (In fact, when I paused the video to try to figure out the puzzle myself, I guessed that there was another mechanic that Mark hadn't yet disclosed. And when I saw the footage at 3:07 of the playester falling back down and hitting the button a second time, I figured it out instantly.) I suspect that, had the button been an on/off switch, players would have figured it out almost immediately-again, an instance of a subconscious visual cue.
@kevingriffith6011
@kevingriffith6011 Жыл бұрын
@@yowza9638 I feel like in your case there really isn't a problem: The first thing a player will do when they get stumped is just fumble around with the obvious puzzly-bits and see what happens, I think 99% of players will press the button again before they give up. That's really more of a flaw of searching for a solution based on a still screenshot of a puzzle rather than having your hands on it yourself, though.
@pitta3114
@pitta3114 Жыл бұрын
That was immediately what I thought as well! I would 100% write the other side off as just a symmetrical part of the level.
@jsss5060
@jsss5060 Жыл бұрын
Yeah absolutely, that part needed to be asymmetrical, the edge to place the magnet smaller with a little pedestal and id go as far as putting a magnet shape in the background to clearly signal what you're supposed to do, if it was meant to teach
@rahulr1305
@rahulr1305 Жыл бұрын
Yeah, if it was a ditch instead of a bump, it would've been easier to figure out
@noudont7364
@noudont7364 Жыл бұрын
This series has inspired me to continue learning game development and pursuing my dream. You are amazing!
@louigovi
@louigovi Жыл бұрын
I know these videos don't get as many views because of nane recognition but this is my favourite KZbin series. So inspiring and informative in real time.
@TannerJ07
@TannerJ07 Жыл бұрын
It has inspired me to watch his videos
@jsss5060
@jsss5060 Жыл бұрын
Same to all of these comments, this video series actually got me out of tutorial hell and into actually doing stuff. Really helps that he shows all his mistakes so we can avoid doing the same
@harrison298
@harrison298 Жыл бұрын
10:35 I was 99% sure that this was leading up to a sponsor slot. Then when it wasn't one, I gained so much more respect for this channel
@ChesuMori
@ChesuMori Жыл бұрын
I was actually commissioned to do art for a game with a similar concept, a puzzle-platformer featuring a magnetic robot... It never went anywhere, because somehow they thought that since I could make tilesets for their rooms, I would also be making the rooms themselves.... i.e. designing the entire game... Yep, doing freelance for amateur devs is always a fun time 😂
@Onaterdem
@Onaterdem Жыл бұрын
Oof. That's an _amateur_ dev to not know the difference between an artist and a level designer.
@zynth_music
@zynth_music Жыл бұрын
i was in a similar situation before. was only going to really make music for a game, but then they wanted me to learn unity and design levels and do ai pathfinding stuff and whatever else.. i get it was a small team with only really one main dev but im not a game dev i just make music lmho
@Jake28
@Jake28 Жыл бұрын
Yikes
@Jake28
@Jake28 Жыл бұрын
Just in advance, making sure everyone who sees @@anon_y_mousse's reply realizes it's bait, they just want to stir up conflict with people by pretending they didn't hear Mark explicitly say he was going to pay people for music.
@hugofontes5708
@hugofontes5708 Жыл бұрын
​@@anon_y_mousse at 13:56 he literally says "this is a paid gig"
@BackfallGenius
@BackfallGenius Жыл бұрын
So cool! The speech bubbles add so much personality and flair to the magnets. One more cool idea with them: if you have a puzzle where the player usually tries an obvious/common solution that won’t actually work for that puzzle, you could have Magnus do little emotes to acknowledge the action or toss out little quips. Would be a fun way to build out the magnet characters even more.
@microdavid7098
@microdavid7098 Жыл бұрын
it sounds like a good idea until it ruins experimentation, which puzzle games are all about
@waffling0
@waffling0 Жыл бұрын
​@microdavid7098 I think you're misreading their comment. At least how I read it, the magnet would say something *after* you experiment, to acknowledge what you did. This (at least to me) would encourage experimentation, not discourage it. Unless I'm misunderstanding something
@damonlam9145
@damonlam9145 Жыл бұрын
though like mark said it would still make sense to uses them sparingly so it wouldn't become obnoxious or too helpful
@kantpredict
@kantpredict Жыл бұрын
only if you spend x amount of time trying a solution that won't work, or maybe y number of attempts?
@Coffeenaut
@Coffeenaut Жыл бұрын
It’d be fun if there were reactions to unintended solutions!
@AlexAegisOfficial
@AlexAegisOfficial Жыл бұрын
Love that your small levels follow the same philosophy as Braid did, minimalist, focused levels focusing on only 1 or 2 puzzles
@bertramjensen188
@bertramjensen188 Жыл бұрын
3:37 Having paused the video to figure it out, I too can't believe I didn't figure that out
@paul3v767
@paul3v767 Жыл бұрын
I find all your videos to be easy to follow and pleasant to watch & listen: the topics are also always interesting, but you have fantastic presentation and exposition. Good luck for your game!
@GMTK
@GMTK Жыл бұрын
Thank you!
@avivrotem3829
@avivrotem3829 Жыл бұрын
great video! Just a small idea, maybe the magnet should only look at the player character when they get into a certain distance from him. that way it would make him even more lively and more reactive to the player
@faland0069
@faland0069 Жыл бұрын
i agree, and probably add some more facial expressions in general. like, the magnet could react in some way when falling from a great height, or when it is attracted to another magnet... maybe, as time went on, the magnet would get more used to being tossed around, and react accordingly, like at first it was scared, and over time starts getting more excited about it... it feels like you could just continue adding stuff like that forever and just make the game so much more alive. but i don't know how hard it would be to implement, especially for such a small thing
@CodeMonkeyUnity
@CodeMonkeyUnity Жыл бұрын
Very impressive progress! Polish truly is a magical step that takes games from great to awesome! I can also confirm that, as someone who sucks at puzzle games, I had no idea how that one was solved.
@timdemoss
@timdemoss Жыл бұрын
What a treasure this series has been...started watching the Unity-tutorial-not-tutorial and did the Flappy Bird clone, but it's just been so helpful to see someone follow through on something they care about. I'd recommend this to people who are trying to finish writing a book or literally anything at all. Thanks for documenting this process for us!
@zyaicob
@zyaicob Жыл бұрын
"Leaving the level behind is a mechanic" is one of those concepts that just wrinkles my brain. It has that undesirable puzzle effect where it's so obvious and simple that in hindsight you don't just feel like it was obvious but you actually feel stupid for not having gotten it. It opened up a whole new game design need that clearly neither the players or you anticipated.
@northrain0462
@northrain0462 Жыл бұрын
Never thought about the "record the video of your gameplay and swap sound effects in the video editor until it sound right", so simple yet so effective idea!
@jorg3023
@jorg3023 Жыл бұрын
I'm going to wait for the episode of "I deleted the game" already knowing the twist of the miracle back up on a friend's house.
@Dylan_Archer
@Dylan_Archer Жыл бұрын
Multiplicative vs additive polish is some really solid advice for indie devs!
@SonicSanctuary
@SonicSanctuary 11 ай бұрын
so proud of you, you talked the talk, now you walked the walk until you ended up straight up RUNNING.
@Ghost_Pig
@Ghost_Pig Жыл бұрын
Visually, some rust spots on chains and hooks as well as algae, damage, falling drops and puddles on floor and walls would go a long way. The sewers still have a very clean and tech flair.
@torgranael
@torgranael Жыл бұрын
A shadow of a rat in the background running past every 90 seconds would be interesting.
@patricktalksalot427
@patricktalksalot427 Жыл бұрын
These devlogs are simply fantastic , especially when it comes to learning the meta progression of game dev. Other devlogs might focus on mechanical implementation and such, but this devlog series is really a masterclass in how to make and organize any kind of game, including the difficulties you will find along the way! Simply fantastic!
@ShadowthePast
@ShadowthePast Жыл бұрын
One thing I hope to see from whatever composer you go with, is to have the music be adaptive to whether the magnets are turned on. Have it be more digitized/synthesized/whatever while on, then go back to normal when it's off. I think that would really crank up the "immersion" to an 11.
@ItsJoeyG
@ItsJoeyG Жыл бұрын
Really glad you're incorporating accessibility features into your game from the beginning. Excited for the games' release! :D
@AmphibiansAreCool
@AmphibiansAreCool Жыл бұрын
I love the use of rule tiles for the wall background elements. In my own game i ended up using the "Better Rule Tiles for Unity" plug-in. It gave me way more options and a lot of fun interactions between different tiles. I don't know if it's still being developed on but i just wanted to mention it if others wanted more diversity in their tiles. Otherwise great video
@ICountFrom0
@ICountFrom0 Жыл бұрын
The story given is a good example of a skill that you wanted to teach, that you didn't KNOW you wanted to teach it.
@samuelglover1434
@samuelglover1434 Жыл бұрын
It's been so satisfying seeing this project come together over the past few installments of your video log. The polished World 1 looks brilliant - well done Mark!
@Alphasoldier
@Alphasoldier Жыл бұрын
Here's an alternative solution to the level's solution talked about in the beginning of the video. All you had to do, was put the spawn place of the magnet on the other side. The player would've hit the button, turned the field on, grabbed the magnet from the right, and immediately got to the exit instead of the key. Then all they had to do was connect that "accidental" part with intention.
@GMTK
@GMTK Жыл бұрын
That's not bad! I'll experiment with that
@Pontypants
@Pontypants Жыл бұрын
Heads up: Keep in mind that Epidemic's stuff is copyrighted and if you use any of their stuff and then let's say a youtuber plays your game but don't have an Epidemic subscription, that KZbinr can get claimed by Epidemic becuase their sounds are in your game. Not sure if they ding you when it comes to sound effects (I would love to know the answer here as I'm doing sound design for my game right now as well) but definitely stay clear of using their music.
@GMTK
@GMTK Жыл бұрын
Good tip - thanks!
@myrmatta1
@myrmatta1 Жыл бұрын
I like the textboxes during gameplay idea! Although I recommend replacing the simple things like "ouch" with just a facial expression on the magnet.
@supersmily5811
@supersmily5811 Жыл бұрын
Looking good! The high contrast between background and foreground is a classic trick that you've done really well!
@Ziboo30
@Ziboo30 Жыл бұрын
Figure out the first puzzle trick right away ^^. It's awesome to see how different brains work and a nightmare for developers ^^
@AshleyAux
@AshleyAux Жыл бұрын
A shame to see the composer contact form close so fast, but I'm guessing there were a lot of submissions. Nice video, best of luck with the game!
@GMTK
@GMTK Жыл бұрын
Apologies - hit the upload limit on Google Drive! Back now: forms.gle/EUssSFKDb113bUDy7
@AshleyAux
@AshleyAux Жыл бұрын
Ah, no worries! Thank you sincerely for letting me know! @@GMTK
@LethalAxis
@LethalAxis Жыл бұрын
congrats. cant believe i could not see the solution to that puzzle. I think its just because experienced players zero in on all the interactive elements in the level and only think using those and the floor on the right side of the screen is not an interactive element, looks like null space, a place that just exists because it makes the level symmetrical. Would be cute if you had the magnet WANT to go there for some reason cause he saw something he liked and that way you force the player to go there and thus it makes that room "exist" in the players mind. I think actually thats a more creative solution than what you did but the important thing is that you solved the problem.
@oriolz3720
@oriolz3720 10 ай бұрын
Magnus eyes could be used as a hint, looking at the thing you have to interact with
@gelis07
@gelis07 Жыл бұрын
9:15 that was pure genius. I loved that!
@Olivman7
@Olivman7 Жыл бұрын
2:50 After spending 30s thinking about it, I guessed: "You turn the field off, drop the magne on the right, turn the field back on, ride the magnet up".
@barsabe
@barsabe Жыл бұрын
Tbh, this is a gamey game in an extreme way, where the gameplay is on the front and everything else is either in the dumpster or somewhere in the background. So I don't think it looks gorgeous by any means, it's rather more practical than that, which is perfectly alright.
@dailydelphox
@dailydelphox Жыл бұрын
Something I find fascinating is your approach of "Make the game first, art direction comes later." Largely because I'm making a game too- but I've been putting a bigger effort into trying to weave things like art direction, story, and game mechanics together into one. So while your process of "make all the puzzles, then make the art direction" works for this kind of game, I have to wonder if there are different games/projects you could work on that might change that? Or that's just me lol
@melian5018
@melian5018 Жыл бұрын
Newbie game dev here. I guess a general direction is needed - like whether the game should make the player feel smart, frustrated or relaxing. This will affect both the mechanics and the art style of the game. Other than that, mechanics should come first as the game should be first and foremost fun. That's my two pence, though.
@dailydelphox
@dailydelphox Жыл бұрын
@@melian5018 Yeah I know, but what if you want something like, a story element or a feeling you want to convey, to be something gameplay at some point centers around? If you don't figure out that first, then how do you make the gameplay first? You can do some of it sure but, as your vision changes and as you progress and figure things out, you might find yourself going back to things and making changes. Let's say you want to make a swamp area in a platformer. You might find ways to incorporate swamp elements into the platforming- toxic water, lots of trees in the environment... You can't always make the platforming elements first and then just reskin it to look like a swamp after- sometimes you need to think about other things first. Depending on what you're making, I can imagine there possibly being more back and forth in this regard unless you can somehow figure EVERYTHING out really early on- which can be hard because creativity isn't something you can always rush. Which is why I find GMT's video here interesting. His development process very much fits the kind of game he's making, but I have to wonder what it would be like for him to work on a game with a different direction?
@drurywalker
@drurywalker Жыл бұрын
This feels like a classic case of bottom-up vs top-down design to me. Bottom-up being the GMTK approach of focusing on the fundamentals of gameplay, the mechanics, level design, etc... before adding in the aesthetic elements like art or story. Top-down is of course the opposite wherein a strong design element dictates the rest of the game like a story you want to tell or a visual style that everything is meant to be a reflection of. It sounds like you are heading towards a more middle road, with perhaps a bias for top-down. The benefit of either approach is it provides strong core pillars to design around that is immensely helpful in creating a cohesive synergistic experience, but different games call for different approaches. I almost exclusively prefer top-down for visual novels for instance. Most games in my experience benefit from a bottom-up approach because that's putting first the element that is unique to the medium. If you want to tell a story, it doesn't *have* to be through a game, but if you want an experience where people can create unique builds through skill point allocation, that's kinda hard to make into a song or a novella. I find most people intuitively fall into either a mixed approach or a top-down approach, but I would highly recommend experimenting with some bottom-up design and seeing where it leads.
@maromania7
@maromania7 Жыл бұрын
It's one of the classic approaches. A lot of mainline Nintendo games are purposely made with minimal visuals at first, like just moving boxes and basic shapes and such, to make sure the gameplay is fun on its own. Even Splatoon, a game that seems like it'd be 90% visual and seems to have the mechanics and visuals joined at the hip, was first just gray boxes moving through empty backgrounds to make sure that movement and shooting were fun on its own.
@Jhakaro
@Jhakaro Жыл бұрын
I feel like whatever works, works but generally even if you have a strong narrative concept or mood you wish to convey, unless you know your mechanics and how they'll work to some extent first, you'll have a hell of a time generally and not in the good way. Depends though on the type of game. If you were doing something like Journey, sure start with concept art and getting the atmosphere you have in mind done out but even then, you should still start gameplay in a blank space with the bare minimum of what you need, greybox and just pad it out as you go.
@DJWoozie
@DJWoozie Жыл бұрын
The Premier to test the sound idea was genius
@kristy5577
@kristy5577 Жыл бұрын
Watching this after all the other hardships reminds me of blasting through the last level of Celeste
@d_mickey
@d_mickey Жыл бұрын
So happy for you Mark! Can't wait to play
@SalKhayer
@SalKhayer Жыл бұрын
Some of the concepts around multiplicative polish have been really helpful for me to apply to other SaaS products my startup is building. Thank you so much for this series, amazing to see your passion shine through and incredibly useful for good UI tricks to make a platform engaging in general
@philippthecat9098
@philippthecat9098 Жыл бұрын
I really respect that you chose to make the music comission paid, rather than using your reach to get someone to do it for free
@CreepysOcean
@CreepysOcean Жыл бұрын
finally a video on how to localize your game into the polish language
@scientificthesis
@scientificthesis Жыл бұрын
I like how these videos feel more genuine and personal to match how this devlog is a personal journey of yours.
@hisshame
@hisshame Жыл бұрын
I can't believe I didn't figure out the solution at 3:30. That is such a practical example of a puzzle that seems obvious to the dev and not the player.
@Tahmis_Googboi
@Tahmis_Googboi Жыл бұрын
Even if I miss what I considered this series’ main theme at the start of every episode, the change in the intro music really makes you feel the positive drive and energy to reach the finish line… you’ve got this, Mark!
@andygeers
@andygeers Жыл бұрын
Love the little addition of Companion Cubes at 9:35 - nice little tribute to your inspirations :-)
@CurtisJensenGames
@CurtisJensenGames Жыл бұрын
Man it’s so great when you have those moments in game developing where you think “Wow, that just worked, easily, and wasn’t painful!” :D
@ValentinGalea
@ValentinGalea Жыл бұрын
I mean we can all agree the guy is very talented but it’s that glorious hair that really makes you believe in this project’s creator!
@gameover40567
@gameover40567 Жыл бұрын
Congrats Mark!! It has seriously been fun to watch your game dev journey along side my own! I'm excited for when this game releases next year!
@Suoly_
@Suoly_ Жыл бұрын
What a great video! As someone who has been using unity for 6 years, but without many playtesters or much time spent reworking my process, this video was actually really insightful. The understanding the reason for difference in the puzzles people did/didn't understand could have been its own video. Seeing how you maximize efficiency was also fascinating. Thanks so much!
@dam_ly
@dam_ly Жыл бұрын
The shadow and sound effects tips are worth watching the video alone!
@Jean-dd1sl
@Jean-dd1sl Жыл бұрын
this channel and a couple other devs i follow on youtube inspired me to quit grad school and commit myself to making games and doing what i love. i'll definitely be referring back to these videos as i get started. it's not my first time making a game, but it's the first time i'm making something i actually plan anybody outside of my classroom to see. good luck and good work on magnet game!
@koukaakiva
@koukaakiva Жыл бұрын
The fall down move works.
@cannot-handle-handles
@cannot-handle-handles Жыл бұрын
Agreed! That was a great ending, indeed. I had to clip it: kzbin.infoUgkxR-MCUnp6U1QsUYEV2qwg4PdcsMhl1hgR?si=tCqSmCV-s2o9r9nT
@SolaireIntensifies
@SolaireIntensifies Жыл бұрын
When I first saw this game years back when you started this project I said to myself "this looks cute but I'll probably give it a pass, puzzle games aren't really my thing" but as I watch more and more of these videos I actually start to get really excited thinking about playing this myself. Specifically that one puzzle a lot of playtesters got stumped on which stumped me too. And now you're outsourcing the music? I honestly can't wait to see who you pick, I have to imagine some actual legendary composers are going to hit you up and I'm excited to play through the game to listen. Keep at it, this is looking really good so far!
@SilverLuna07
@SilverLuna07 Жыл бұрын
My favorite part about this is finding solutions in ways that seem totally illogical. Casting shadows through a hidden layer that only shows when the character model overlaps and editing sound effects per frame in a video editing program and then exporting the sound layer. It's so creative and out-of-the-box, it gets me all giddied up.
@wings3Dstudio
@wings3Dstudio Жыл бұрын
The highlights to help the player solve the puzzle just gave me an idea for my game, thanks mark. Love your videos I always learn something everytime. Will play this on release for sure.
@lucidmoses
@lucidmoses Жыл бұрын
Thought on your Hints. Your hinting the noun. I would thing people would have more trouble with the action. Example; I remember having trouble knowing what to do with a jug on a table and when I finally gave up and took the hint it said. "There is a jug on the table". Anyway, Like I said. Just a thought.
@akowalz
@akowalz Жыл бұрын
This whole project is seriously so impressive, and inspiring! It’s a joy watching you figure this all out in real time, and get a look at what it takes to build a game. Thank you SO MUCH for this series and sticking with this project - it’s one of the few things on KZbin I always click immediately!
@JeJeuJeux
@JeJeuJeux Жыл бұрын
Thank you for all your videos! Another way to teach the "let the magnet in a far place" could be to put the magnet on the suspicious right position at the start of the level. It has to be playtested of course, but the players might remember that the magnet position was here when they entered and could try to place it again here before using the button.
@pikupixel
@pikupixel Жыл бұрын
9:30 companion cube Lmao, cute!! This is such a cool watch!
@JeffVan604
@JeffVan604 Жыл бұрын
"simple background" is a BRILLIANT add.
@BorrisChan
@BorrisChan Жыл бұрын
I don’t think you’ll ever know how much this series has done for aspiring game devs like me. Incredible work Mark Also, would be cool to have a level set in factory where you have to figure out a way to transport those nuts and bolts on the floor to some machine utilizing a system of magnets and polarities. Timing out when you bring them up to the ceiling and then dropping in a bowl or conveyor belt. Maybe there’s a machine that melts down metal?? Then you could have some crazy mechanics using liquid metal and molds of different things?? SO MANY OPTIONS
@FlumpyTripod
@FlumpyTripod Жыл бұрын
Your videos have legitimately been so incredibly helpful
@794_
@794_ 11 ай бұрын
DAMN. I actually said that out loud a few times as you explained how you used video editing techniques to nail sound effects. That's something a regular game dev wouldn't think of. God damn brilliant.
@TrueHikingViking
@TrueHikingViking Жыл бұрын
Mark, you're an inspiring human being. Someday I'll be as brave as you and just make a game. You just are doing it! That's genuinely incredible and motivating. Thanks for all of this, and please keep doing what compels you.
@naytron210
@naytron210 Жыл бұрын
Man I am so dang excited to see this hit the finish line. Your storytelling through this journey has taught me very much about how to authentically build an audience, and following your learning experiences through it has been an absolute joy. I hope you find as much success with your game as you have with your channel! I'll definitely be buying a copy or three.
@Ikazryu
@Ikazryu Жыл бұрын
Really neat shadow trick! Just implemented it and made it move depending on a light source. Thanks for your awesome videos!
@ezracramer1370
@ezracramer1370 Жыл бұрын
Mark that is so beautiful. I will be honest, this is my favourite part of the process.
@Canadas_Very_Own
@Canadas_Very_Own Жыл бұрын
It’s amazing how many little bits and pieces have to come together to get a fun and playable game. Looking forward to your episode on story.
@sspiderandbee
@sspiderandbee Жыл бұрын
As a sound and aspiring game designer, hearing your process on sound effects for video games was VERY fascinating! It's very inspiring to watch your process.
@jackrudd4381
@jackrudd4381 Жыл бұрын
Love this channel can't believe went from watching insightful video game mechanic videos to an actual video game being made so cool
@aCavemanNamedJaR
@aCavemanNamedJaR Жыл бұрын
I have a simple solution for your "stumper" puzzle. Add a second button on the other side. That would make it obvious that you need to turn the field on while on the other side. Though I suppose it does make it a bit easier (I think its more of a quality of life kind of easier though)
@zedekai9456
@zedekai9456 Жыл бұрын
crazy the difference that door opening sound effect makes!
@theoinkinator8566
@theoinkinator8566 Жыл бұрын
This no holds barred the best youtube series I have ever watched. Honest, well produced, fun, and (obviously) not rushed. Huge huge props ❤
@r6scrubs126
@r6scrubs126 Жыл бұрын
This is actually coming along pretty nicely. I'm impressed with how much you've learned
@Glenchx
@Glenchx Жыл бұрын
Mark, it's been a pleasure to see you grow your wings as a game developer. Thanks for taking us on this wonderful flight - turbulence, failures, and successes all!
@davidneligan8186
@davidneligan8186 Жыл бұрын
It's always a good day when Mark uploads - especially this Developing series! I always really look forward to seeing the progress that's been made and I'm definitely gonna have to try the full game.
@anjunakrokus
@anjunakrokus Жыл бұрын
Seeing the clearly badly, on paper, handdrawn menu icons, I low-key would love an optional texture pack where everything is badly handdrawn. Unlocked after finishing the game, just optional. It adds a certain character, a vibe to it. It would probably be too much work, but man it would be funny
@CalebWillden
@CalebWillden Жыл бұрын
"I'm just gonna...fall down...uWuAoUgH!" 😆I would not complain if you go out of frame like that to end a video every time.
@cannot-handle-handles
@cannot-handle-handles Жыл бұрын
That was a great ending, indeed. I had to clip it: kzbin.infoUgkxR-MCUnp6U1QsUYEV2qwg4PdcsMhl1hgR?si=tCqSmCV-s2o9r9nT
@dortuff
@dortuff Жыл бұрын
You delve deep, then come back to explain the journey and things you've learnt. It's just so awesome and inspiring!
@SongoftheLute
@SongoftheLute Жыл бұрын
Don't worry about all the bumps in your ride to game deving. This is how it actually is. Like the time I made all of my 20 characters twice the height so you could see them better and then lost all my art work cos I put it on the wrong external hardrive. Ugh! The point is you've arrived and the end is in sight so congratualtions on lasting the course. One last push and you will have your first finished game, and that will be a huge achievement! 🤩
@doubleante
@doubleante Жыл бұрын
The Foley approach to creating videogame SFX is a striking technique. Love it.
@shahman1449
@shahman1449 Жыл бұрын
Great episode (again)! Thanks for all the inspiration. It's very cool that you are looking for music from the community. Good luck on the rest of the polish :)
@josh8901
@josh8901 Жыл бұрын
I love these little details! The nuts and bolts being magnetic is such a nice touch :O
@Redheadtama1
@Redheadtama1 Жыл бұрын
I just wanna say the track you had playing in this video feels like it would fit the vibe of your game perfectly. I was really digging that groove as the patreon credits rolled!
@Papacarrot
@Papacarrot Жыл бұрын
Just wanted to point out that there is another game on Steam called 'Mind Over Magic', which sounds really similar to this game's name-'Mind Over Magnet'-, and it got me wondering if they were somehow connected. They are not, since the other project is by a completely different developer. And it also pops up first when searching for 'Mind Over Magnet', so I thought it was worth mentioning. Great video, though, love this channel!
@TheKayzor
@TheKayzor Жыл бұрын
That's just because "Mind over Matter" is a well known saying, both are plays on that same saying
@Khodexx
@Khodexx Жыл бұрын
Hello Mark, I wanted to tell you that I am the Level Designer who was in charge of the puzzles in Mario+Rabbids Sparks of hope and I found kinda easily the puzzle you showed at the beginning. I'm about to watch the entire video now so maybe you'll say it but I think that this kind of puzzle can be implicitly introduced later on in your game just by teaching things to the player. It's not easy to do (and maybe it's the case in your game) but for example if in a previous level the player needed to go up in the magnetic field thanks to the magnet but with the button on the right side then the solution could come to his mind easily when he will be in front of a similar situation but with the button is on the other side. The player should guess : : "if the button is not on the same side of the magnet, the thing I need to move is the magnet !" Anyway, playtests are the better answer to this. ;) I can't wait to play your game ! Edit : I should have watched the entire video before, sorry ! xD
@cohaagenup
@cohaagenup Жыл бұрын
This series is really amazing. Aaaaaaaand your hair is too, Mark. Almost David Lynch-levels of awesome hair in here. Mind Over Magnet looks incredible and so do you!!!
@noitibmar
@noitibmar Жыл бұрын
I will say I'm always nervous when indie devs try to add a Wheetley or Glados type talking character to their puzzle games. Test the writing a lot. Make sure you give those magnets some real character/personality so they don't feel too annoying or flat. Look to the level of Celeste where you carry Theo around in a Crystal. They did a great job with that. Especially making sure the character doesn't repeat the dialogue if you have to restart the room.
@darcymatheson8410
@darcymatheson8410 Жыл бұрын
"The last 10% is the last 90%" - Derek Yu. Hang in there Mark, this is looking really excellent!
@rotembcohen
@rotembcohen Жыл бұрын
Brilliant video! I feel like polish is often overlooked in tutorials and vlogs like this. Thank you! I have to say that one thing that stands out to me at least is that the characters (especially the magnet) can use some more love (=polish). While the eyes following the player was a nice touch, i feel like the magnet could be more fine tuned, have details and have its expressions and movements more varied
@HaydenTheEeeeeeeeevilEukaryote
@HaydenTheEeeeeeeeevilEukaryote Жыл бұрын
the polish is beautiful so far, looking forward to buying the game
@AppleBottomAsians
@AppleBottomAsians Жыл бұрын
Love your series, it has inspired me a ton. I just want to quickly say that the simply puzzle level that had people stumped, was definitely simple enough as a tutorial. It's a bit tricky, but once someone figures it out, it definitely serves as a baseline on how to think about solving the rest of the puzzles. Or at least, I recall encountering something similar in other puzzle games (where it was a simple solution, but got me stumped for a second), but I felt that that specific puzzle helped cement the way you should be thinking through the remaining puzzles. Maybe this is one of those, "does the user/customer really know best?" There's also a sense of greater gratification in "getting" how the mechanic works in this simple version. But there is some argument to how they somehow understood the mechanic better from other levels instead of this simpler level...
@callummcneill6266
@callummcneill6266 Жыл бұрын
This is a great series that really shows the truth behind game dev
@Twisted_Code
@Twisted_Code 10 ай бұрын
9:10 wow that's a really cool trick, thanks for showing that! I don't know much about how visuals work in games so I think it would've taken me a long time to figure that one out on my own. (Also I thought you were going to say you add a Max, subconsciously predicting the word because Max was on-screen)
@jorava8768
@jorava8768 Жыл бұрын
I like the details you gave about how you improved the game, and definitely agree - saving, loading and options stuff is really boring to do and talk about. The idea to use a video to test the SFX was a good one!
@slushyrh
@slushyrh Жыл бұрын
That shadow with the mask is actually genius! And the hint system too. Don't know why any other puzzle game uses that. Or at least the ones I know.
@RosemaryWilliams49fruits
@RosemaryWilliams49fruits Жыл бұрын
I'm really impressed with how much you've thought about accessibility in your game development and all the progress you've made on the game and learning you've gained in game development through this process.
@JHD42
@JHD42 Жыл бұрын
Fascinating to see how all the bits and pieces are coming together, a how some little tweaks can add so much shine. Can't wait to see how those giraffes you promised will turn out.
@Twiggorized
@Twiggorized Жыл бұрын
I know this series is about puzzle games but I find the visual part really amazing. The Magnet shadow part is really clever!
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