What did people think of my game demo? (Developing 5)

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Game Maker's Toolkit

Game Maker's Toolkit

Күн бұрын

🧲 Wishlist Mind Over Magnet on Steam! - store.steampowered.com/app/26... 🧲
Developing is an on-going KZbin series, where I share the step-by-step process of making my first video game: Mind Over Magnet!
Last time on Developing, I released a “minimum viable product” to get feedback. What did people think, and where should I take the game next?
=== Chapters ===
00:00 Intro
01:27 - Character Controller
02:58 - Clarity & Consistency
04:57 - Focus on Puzzles
07:59 - Puzzle Design
09:43 - Complexity and Frustration
11:49 - Bug Testing and Fixing
13:44 - Making the Game More Magnet-y
16:42 - Conclusion
=== Credits ===
Music By:
LAKEY INSPIRED @ / lakeyinspired
License for commercial use: Creative Commons Attribution 3.0 Unported "Share Alike" (CC BY-SA 3.0) License.
KZbin Audio Library
Epidemic Sound - www.epidemicsound.com/referra... (Referral Link)
Fan Art courtesy of Balazs and Chira
Video playthroughs by SlamBamActionman, Rarelike, SamFiz, Dot[wo], Video Game Story Time, Oliver Granlund.
=== Subtitles ===
Contribute translated subtitles - amara.org/en-gb/videos/3wleK1...

Пікірлер: 1 200
@wearethebomb42
@wearethebomb42 2 жыл бұрын
In Portal’s developer commentary, they talked about how they wanted to design a level where they had to drag the same weighted cube through the entire level to beat it. However, during play testing, they noticed that players kept leaving the cube behind after each part of the chamber and getting stuck. So to combat this, they stuck a heart on the cube, called it a companion, and gave GLaDOS new dialogue referencing it. Sometimes that’s all you need to get your player to care about an inanimate object.
@ere4t4t4rrrrr4
@ere4t4t4rrrrr4 2 жыл бұрын
Also, the dialogs relating to the companion cube are just hilarious!
@grahamwalker2168
@grahamwalker2168 2 жыл бұрын
that's all I needed to have a friend for the rest of my life
@wearethebomb42
@wearethebomb42 2 жыл бұрын
@@grahamwalker2168 well, for the rest of the companion cube’s life, anyway.
@grahamwalker2168
@grahamwalker2168 2 жыл бұрын
@@wearethebomb42 did you not get them back?
@Zenalty
@Zenalty 2 жыл бұрын
@@grahamwalker2168 you're forced to throw the cube in an incinerator at the end of the puzzle.
@katlinlenz838
@katlinlenz838 2 жыл бұрын
If you were to keep some platforming (non-puzzle) stages in your game, maybe you could clearly indicate them? I'm thinking something like some alarm lights/horns going on in the background, conveying a sense of urgency (like an escape sequence) so the player knows "ok this is a fast section, not a slow thinking puzzle". Just a thought!
@iveharzing
@iveharzing 2 жыл бұрын
Yeah, or change the ingame music from something casual to something that sounds urgent!
@icarue993
@icarue993 2 жыл бұрын
I think a simple color pallete/background change can help. Considering the red/blue idea from the magnets, you can make the action-y levels red, and the thinky puzzles blue. Additionally, he can exagerate and make a title like: "EXTRA LEVEL: Reach the end in X time" something that literally indicates "This is NOT a puzzle level"
@svengijengi8804
@svengijengi8804 2 жыл бұрын
Was thinking the exact same thing!
@dontstealmydiamondsv3156
@dontstealmydiamondsv3156 2 жыл бұрын
Good idea! It brings to my mind the designated emmi zones in metroid dread
@hoboshoe
@hoboshoe 2 жыл бұрын
I was thinking maybe a power-up so that he can use the different physics set he thought of
@matthewa3413
@matthewa3413 2 жыл бұрын
I know it’s minor, but the pulsing “o” on the DEVELOPING logo never fails to make me smile
@eddysanoli
@eddysanoli 2 жыл бұрын
I know! I always think about if he times his intro to make the title card "bum" in the most aesthetic way or if the title card is just an afterthought.
@ziwuri
@ziwuri 2 жыл бұрын
YES! I can't help but notice it whenever the signature beat comes on!
@rytan4516
@rytan4516 2 жыл бұрын
Yeah, right on beat. It's so satisfying. Another thing amazing is the way the dots in the background seem to be a perfect square grid, yet also feels like it's on a curved surface.
@kaspiannilsen646
@kaspiannilsen646 2 жыл бұрын
Agreed. I think it might have also something to do with the smoothest intro music in history!
@crack64
@crack64 2 жыл бұрын
btw those icons are called throbbers which is hilarious
@JacobGeller
@JacobGeller 2 жыл бұрын
Several videos in, I'm really impressed how well you've segued into these mostly-filmed videos. As watchable and entertaining as ever!
@mr.b89
@mr.b89 2 жыл бұрын
These are such great and fun to watch insights about the game dev process, I'm so glad to be learning about all this
@leander4229
@leander4229 2 жыл бұрын
Jacob is so classy
@mrmusicgamer5319
@mrmusicgamer5319 2 жыл бұрын
Yes, thank you, very wise Mr. Geller, so smart, does anyone else think his beard looks painted on?
@DeTintasyPixeles
@DeTintasyPixeles 2 жыл бұрын
This guy is awesome (H)
@christinaVennegerts
@christinaVennegerts 2 жыл бұрын
"It can be done, but I'm not Valve, I'm Mark" is spot on when it comes to solo gamedev. So many ideas, so many possibilities, so much pressure on oneself because of course we still tend to compare our stuff to works of whole teams. If someone knows an antidote to this, please tell me.
@AnotherDuck
@AnotherDuck 2 жыл бұрын
But maybe, just _maybe,_ Mark can count to three.
@WanderTheNomad
@WanderTheNomad 2 жыл бұрын
One possible "solution" would be to get some people to help you. And obviously the reason "solution" is in quotation marks is because if you did that, it would no longer be solo game dev
@Christopher-wy2in
@Christopher-wy2in 2 жыл бұрын
It can help to consider the other side of the coin. In medium/large game productions you of course also have to cut, simplify, prioritize everything. There are very few situations where you can simply "make what you want". Also in larger teams you need more coordination, communication and generally have to facilitate everything. Stuff needs to be approved, aligned and evaluated against overarching business goals. I can promise you that developers at Valve or Blizzard often realize that there are things they cannot do because "we are Blizzard not some independent game studio or solo developer".
@pjheric
@pjheric 2 жыл бұрын
Love how mark is learning game design by trial by fire after educating industry professionals on game design for years
@GMTK
@GMTK 2 жыл бұрын
GMTK videos are regularly shown in educational and game development settings, and I've given talks, lectures, and workshops in studios around the world. When it comes to actually making stuff, though, I'm certainly the one in need of help! (This was a reply to some snarky sharky who seems to have deleted their comment)
@terminalvelocity6659
@terminalvelocity6659 2 жыл бұрын
@@GMTK fckin gamer LETS GOOOOOOOOOO U GOT THISSS
@jasdanvm3845
@jasdanvm3845 2 жыл бұрын
I guess this tells us something about theory vs execution, and how game developers maje mistakes even knowing what is and isn't recommended. Even with things that seem obvious to players.
@paul4000
@paul4000 2 жыл бұрын
Regarding the issue with the magnet not feeling like the “star’ mechanic of the game I was reminded of the Mario Odyssey video you made. Not only did they give cappie a personality, they took away that ability during a section of the game, forcing the player to confront how accustomed they’d become to using the cap or magnet in your case to solve problems. This could be an elegant solution to hold on to some of the level ideas you had that didn’t utilize the magnet while making a player miss the convenience of the magnet and the magnet itself. Even without a personality for the magnet, the player would form an attachment to its utility perhaps. Good luck, very fun video!
@_Blazing_Inferno_
@_Blazing_Inferno_ 2 жыл бұрын
Underrated comment
@aavishkarpayale3712
@aavishkarpayale3712 2 жыл бұрын
Nice idea
@shaharearnafiz7747
@shaharearnafiz7747 2 жыл бұрын
I feel like the main reason behind this issue is the fact that the magnet can be destroyed and that a few of the solutions require the magnet to be left behind in the previous level. The fact that a mario pipe just replaces it, that just makes it feel like an inanimate object like a spring from mario maker.
@GoddessOfThree
@GoddessOfThree 2 жыл бұрын
I've seen someone point this out before regarding The Last of Us, too. That there's a period of time where you have to play as Joel alone without Ellie, which makes the player realize just how much they've become not only funtionally but also emotionally attached to having her around.
@lamegamertime
@lamegamertime 2 жыл бұрын
How’s about something like an AI or something that is speaking to you through the magnets? And it needs you to plug it in somewhere or other. Then the magnet being completely replaceable could be explained because it’s merely a device, and the entity speaking to you is somewhere safe.
@morganlak4337
@morganlak4337 2 жыл бұрын
I love this series, way to put yourself out there and completely own it. You're using your platform to improve at making games at a rapid pace and I think that's pretty rad, but people usually don't do that because of the emotional toil of internet feedback. Being able to withstand that is super impressive Also when it comes to marrying action and puzzles, the problem is just that the levels visually look similar, there's no distinguishing language! As long as you visually indicate that it's an action level or a puzzle level, people will get it. The best example I can think of is Inside, the action sequences tend to zoom the camera out, create tension with things in the background, and create some sort of obvious indication of the challenge. Puzzle segments zoom in, the environment gets very quiet and still, and there's no time pressure. It's tough, but totally possible, and you don't have to be nearly as subtle as Inside is, you can actually just tell the player what type of level it is. The final talking point is a bit dangerous I think. People are giving you feedback based on things they have played, not necessarily what is best or most interesting. The magnet needs personality, because theyve mostly played games like you mentioned with Cappy or whatever. The magnet needs to be more central, because a lot of OTHER indie games are extremely focused on one mechanic like that. This doesn't necessarily mean the game will be better if you copy those aspects. Adding a face and dialogue to the magnet could really easily just feel annoying, especially if you're only doing it because some people in the discord said it might be cool. If you're going to add a character to your game, you should probably have a really strong motivation to do so, a story you want to tell or a facsimile of a social experience you want to portray. If you don't have vision for a character, you're just going to make a bad character. As far as hyper fixating on the magnet goes, this could backfire by making the game overall too shallow or obvious. Without a good number of secondary mechanics, a primary mechanic can't shine. I think this is better advice than the character one, focusing more on the magnet will PROBABLY make your game better. But don't take the advice too literally. Make sure you're fleshing out everything that could be useful or interesting.
@GMTK
@GMTK 2 жыл бұрын
Thanks! Sometimes the onslaught of feedback can be a little tough, and it's hard to show myself making mistakes, but I think it's worth it to show a proper, untarnished view of making a first game.
@brozu81
@brozu81 2 жыл бұрын
@@GMTK I agree, when making art its always hard to listen to feedback but its all going to make you a better game designer in the end
@TCMcBiscuits
@TCMcBiscuits 2 жыл бұрын
Feedback can be overwhelming, especially when you get conflicting opinions. There definitely comes a point where you have to decide "This is what I'm going to do" and stick to your guns on something.
@Pichuscute
@Pichuscute 2 жыл бұрын
This guy gets it. The thing about feedback often is that the things people say aren't just able to be taken literally. You need to do a lot of interpreting and a lot of thinking about your own goals while looking at feedback, in order to find the stuff that will truly help improve your game for the better.
@sleepinbelle9627
@sleepinbelle9627 2 жыл бұрын
@@Pichuscute My favourite example of this is from Killer Instinct. Players were asking for Jago's healing ability to be nerfed because he was too strong, but the healing ability was core to the character, so the devs decided to investigate and see why Jago was so unpopular. They realised he had no bad matchups, making him feel a lot stronger in competitive play, so they nerfed one of his attacks so that he had to use more risky options. People stopped complaining about his healing after that.
@synthgal1090
@synthgal1090 2 жыл бұрын
RE: making the magnet the focus, what if every puzzle room had a door at the end which would only open if you were carrying a magnet, and make it clear that it's the same magnet you're taking with you throughout the game? You could change the respawn pipe to a teleport or something, implying that when the magnet hits spikes it is teleported to the pipe, not destroyed and a new magnet is spawned in. If for some reason a magnet has to be left behind for the puzzle (say, on a button or something), make the button into some kind of slot that will transport the magnet to the next room (like a mail tube) or something. (This could be a good place to put the occasional non-magnet puzzle between the player and the magnet so they feel like they've rescued the magnet)
@Lishtenbird
@Lishtenbird 2 жыл бұрын
Title: *UNTITLED MAGNET GAME* Subtitle: *It Takes Two*
@pewter_wiz
@pewter_wiz 2 жыл бұрын
I love this suggestion! It's another way of adding character to the magnet, a-la Companion Cube from Portal
@mr.b89
@mr.b89 2 жыл бұрын
@@pewter_wiz this game could take so many great cues from portal if Mark wanted to, such as having a snarky overarching antagonist or yeah, making the magnet into a companion cube like thing. Even making it into a character like he suggested would probably attach much more emotion if you accidentally throw it into spikes! Could be great fun
@yvesgomes
@yvesgomes 2 жыл бұрын
Like Yorda in Ico. I think we needed her to open some doors.
@mr.b89
@mr.b89 2 жыл бұрын
@@yvesgomes ico is so cool
@unity
@unity 2 жыл бұрын
Congrats on the nomination! 😍
@wyattrooks8812
@wyattrooks8812 2 жыл бұрын
What is your favorite Unity game, and why is it Escape From Tarkov?
@m_r-ock6508
@m_r-ock6508 2 жыл бұрын
why is there not like 500 replies?
@Sawdust_
@Sawdust_ Жыл бұрын
@@m_r-ock6508 idk
@WuchtaArt
@WuchtaArt Жыл бұрын
@@m_r-ock6508 good question
@cakerzpit518
@cakerzpit518 10 ай бұрын
@@m_r-ock6508 huh
@andrewbradley6561
@andrewbradley6561 2 жыл бұрын
I suggest adding magnetic repulsion to the game! Magnets of the same polarity interacting with each other could add tons of new twists like pushing necessary items away, launching the character away, and building momentum!
@rancid83
@rancid83 2 жыл бұрын
This is a double edged sword: it adds tons of sequence break potential, but also makes speedrun routing much cooler.
@andrewbradley6561
@andrewbradley6561 2 жыл бұрын
@@rancid83 true! Could create some unintended consequences, but it would be another tool in the game maker’s toolkit as well as the player’s toolkit!
@andrewbradley6561
@andrewbradley6561 2 жыл бұрын
@@JonathanGillen that could be a nice way to swap between magnet types too instead of binding it to a button and giving the player too much freedom in puzzles.
@AnotherDuck
@AnotherDuck 2 жыл бұрын
Reverse the polarity! But I thought that was included in one of the ideas he had for the proper version of the game.
@andrewbradley6561
@andrewbradley6561 2 жыл бұрын
@@AnotherDuck True he probably has already thought about implementing it. I just personally had not heard it yet. :)
@ChrisLocher
@ChrisLocher 2 жыл бұрын
Turning the magnet into a character could be really fun! Give it expressions when it's being flung, hitting things, and such. If it's being recalled it should be trying to "hug" the player maybe? Give it little arms like the robot so it's always reaching for what it's going to.
@joe-ker7388
@joe-ker7388 2 жыл бұрын
This is such a cool idea!
@sangdrako
@sangdrako 2 жыл бұрын
And the different versions are powerups for the little magnet!
@118baker8
@118baker8 2 жыл бұрын
I like this
@ActionGamerAaron
@ActionGamerAaron 2 жыл бұрын
Grand idea.
@a52productions
@a52productions 2 жыл бұрын
Much better solution than giving it dialogue!
@u.m.a.87
@u.m.a.87 2 жыл бұрын
"A Jenga Tower of bugs and mistakes" is a phrase I will definitely use the next time my manager tries to sell an MVP as a finished product.
@dynamicbanteranimated8411
@dynamicbanteranimated8411 2 жыл бұрын
A recommendation for your final action point about making the game more “magnety”: Rather than making the magnet its own character separate from the player character, perhaps the magnet should be an extension of the character. I like the design of your little robot dude, but what if its shape and silhouette could convey a the feeling of being incomplete without the magnet. For example, maybe the robot has 2 arms but very clearly only one hand, and the magnet is in the shape of the other hand. That way, both the character and magnet look incomplete on their own and complete when together. And perhaps the sprite art could change when holding different types of magnets, further driving home the connection between those 2 components. For example, the magnet is a dull red and the robot is a dull copper, but when united, they become bright red and that nifty gold color with red details. Or if you pick up the blue magnet, the robot looks more silvery with blue details. Loving this series so far, good luck!
@milesabaughan
@milesabaughan Жыл бұрын
Super late to this comment & series due to there never being enough time in the day, but I think this idea is genuinely really interesting. A clear way to visually convey right away exactly what someone is getting into and expecting, in a way that also adds more character to the individual elements themselves. Two thumbs up over here.
@VideoGameStoryTime
@VideoGameStoryTime 2 жыл бұрын
6:27 Well you don't want to listen to that guy! He has NO idea what he's talking about!
@darkfishdays
@darkfishdays 2 жыл бұрын
I love how a good puzzle game feels like a conversation with the game designer.
@panampace
@panampace 2 жыл бұрын
That was my experience playing The Witness for sure
@sorry987654321
@sorry987654321 2 жыл бұрын
to me all games feel that way to a degree. that's why I love them so much!
@esotericsean
@esotericsean 2 жыл бұрын
This series has been enormously helpful to me in my own game dev journey. Thanks Mark :)
@GMTK
@GMTK 2 жыл бұрын
Glad to hear it!
@aeolian951
@aeolian951 2 жыл бұрын
Same here. It's incredibly useful
@bagorolin
@bagorolin 2 жыл бұрын
Later on it potentially makes sense to have a bug tracker or something similar so you don't have to hear the same criticism over and over again just because people don't know that it was said already :)
@theicyphoenix1063
@theicyphoenix1063 2 жыл бұрын
I was thinking the exact same thing, maybe even a comment thread or something.
@lightningclaws9784
@lightningclaws9784 2 жыл бұрын
18:01 for reference
@sandys-channel
@sandys-channel 2 жыл бұрын
you think people will read what has already been written before? I mean, that would be nice, but really a developer receives the same feedback over and over they need to basically filter it themselves
@bagorolin
@bagorolin 2 жыл бұрын
@@sandys-channel actually I don't think everyone checks this but at least some people do so. Slight improvement is better than nothing. And in case of real bugs, not just feedback it makes it easier to close duplicates.
@Stratelier
@Stratelier 2 жыл бұрын
There's a good reason all bugtrackers have "duplicate" as a standard status flag.
@damski69
@damski69 2 жыл бұрын
I love the way you combine the perspective of a newbie developer with an insight of experienced game journalist. Thank you, Mark, and all of you who played the game for this video!
@Stewerrvideos
@Stewerrvideos 2 жыл бұрын
7:22 "But I'm not VALVE, I'm Mark" I love this sentence for how it praises both Valve and himself. He acknowledges that he CAN be compared to such a big succes and that he knows where he stands compared to it/them. I think more people could benefit from this kind of self-love and self-respect no matter what you want to make or if you just wanna be yourself without making a product, which is equally as awesome.
@theodorealenas3171
@theodorealenas3171 2 жыл бұрын
plus it references "NO I'M PATRICK"
@hoodiesticks
@hoodiesticks 2 жыл бұрын
I think this episode, and the series in general, is a great illustration of the difference between game design academics and actual developers. Mark knew all of the things people complained about. He'd made GMTK videos on almost all of them: He has multiple videos on how to design a satisfying jump in a platformer, he's done an annual series on accessibility, he's talked about concepts like game feel and design language quite a bit, and that whole section about making the magnet the "core" of the game is just Design By Subtraction rephrased. He knew all of this in theory. However, putting it into practice is much, MUCH easier said than done. That's not to say his videos were useless; he himself acknowledged that he tried to "Follow the Fun" when deciding the game's genre, and he almost certainly used knowledge from his Puzzle Design video when making levels. The issue is that the skills it takes to recognize and explain good design in another person's game is completely different from the skills it takes to implement it yourself.
@eskreskao
@eskreskao 2 жыл бұрын
I watched only one playthrough on the MVP, one that randomly popped up in my recommended, by some dude I never heard of before or after. One of the major complaints he had was that there weren't any way to distinguish the press-button from the hold-button. Of course, since predisposition for shortsightedness is the only visual impairment _I_ was born with, I knew there, in fact, was a way, and soon after it turned out the guy was colorblind. Which I find hilarious in a way - here's a guy that's been doing videos about accessibility in games for *years* and when it finally came down to it, he didn't even consider it. I know Mark said in the last video that accessibility options would come later, but on the other hand we're talking about picking two colors from a palette. Which just goes to show you - sometimes you're just one oversight away from being the thing you criticize.
@GMTK
@GMTK 2 жыл бұрын
Unfortunately it just came down to time - I very quickly needed a way to distinguish the buttons towards the end of the deadline and so went for a cheap and easy colour swap - even though I knew it wouldn't be perfect for colourblind players. Embarrassing, and not recommended - but something to fix in the future!
@csweezey18
@csweezey18 2 жыл бұрын
About the magnet issue: IRL, magnets actually interact in interesting ways with a lot of stuff, including lasers, electrical currents, radiation, etc. I suggest researching how magnets work IRL for inspiration! Good science channels include: Cody'sLab, SciShow, Veritasium, NileRed, and many others which I am certainly missing!
@seangibbon3087
@seangibbon3087 2 жыл бұрын
I think that is an incredible idea that would be awesome to see. I particularly would love to see a solenoid in the game, which could replace those boxes that plug into the walls and transfer their charge. It could add some interesting traps to the game, where players have to choose between leaving the magnet behind to activate a solenoid or choosing what order to activate electrical devices. To top it off, it could just be a fun educational tool, teaching people the basics of electro-magnetism and how it is used in practice.
@iantaakalla8180
@iantaakalla8180 2 жыл бұрын
It is very strange, for he did involve lasers and magnetic fields and even hinted at electromagnetism with the plugs that store energy but not much was done with each (for good reason as it was a month-long project). If the game were to be expanded there would be plenty of space to properly introduce these elements and therefore the game would work far better even given alternating platforming segments.
@feyh
@feyh 2 жыл бұрын
If it was too costly to throw away the movement code because of the levels, the it got waaaay ahead of a MVP scope. Minimum really means minimum.
@veggiet2009
@veggiet2009 2 жыл бұрын
You could also work on the design language to communicate where a level is more platformy, and where it is more puzzly Like how portal goes between test chambers and corridors
@grantandrews4826
@grantandrews4826 2 жыл бұрын
My man, bless you. I'm sure it's an unbelievable amount of work and stress you don't need to continue making great videos, but I'll be damned if the making of this game hasn't elevated you above every other game design channel on KZbin. Putting your money where your mouth is, and walking us all through how insanely tough the process is is a really unique and insightful glimpse into the process.
@onlysmiles4949
@onlysmiles4949 2 жыл бұрын
I think for the button issue, you could probably take from Portal and give some sort of visual connection between the button and what it's supposed to modify I also can't imagine that it would give away solutions because it's just sort of removing a step between seeing the button and finding out what the button does
@petervandewaerdt6584
@petervandewaerdt6584 2 жыл бұрын
One element that I haven't really seen you address in these videos, but which is really crucial when it comes to game development: in this series you are making this game literally on your own. Art, level design, coding, bugfixing, the works. That's an awesome goal to set for yourself, but when it comes to game making, this may well be the hardest possible route anyone could take. There have definitely been success stories (Axiom Verge by Thomas Happ, just to name one), but it's worth remembering that even small indie games usually involve at least a few people with dedicated roles. Game dev is, usually, a team sport. So yeah, your game may well have some issues still. But not that many people out there could do what you did even with the game at an early stage like this. That's something to be proud of.
@thejammydodge1
@thejammydodge1 2 жыл бұрын
I think having the magnet as a character and giving it dialogue lines might overcome the problem of the core mechanics not being shown very well. You could give the magnet dialogue that would advise the player on what to do and give hints if they are stuck and that would fix some of the issues you're having.
@GoddessOfThree
@GoddessOfThree 2 жыл бұрын
Clippy 2.0: Maggy
@cypher1233
@cypher1233 2 жыл бұрын
16:38 You missed the opportunity to say "Make the game more 'attractive'"!!! But seriously though, this video just goes to show how important play testing and public feedback are to the development of games. As well as how important it is to admit mistakes. Very good video
@BrckPrgm13
@BrckPrgm13 2 жыл бұрын
This idea of magnetism is really attractive... but what if it was the opposite ? The repulsiveness of different poles might be something to latch onto.
@joshwhite5730
@joshwhite5730 2 жыл бұрын
That’s an amazing idea
@Xonatron
@Xonatron 2 жыл бұрын
This makes so much sense.
@iantaakalla8180
@iantaakalla8180 2 жыл бұрын
He does add this in in version 2.
@notzan5302
@notzan5302 2 жыл бұрын
I would make the magnet be part of the characters arm, you can still drop it by detaching your arm but then the player will be like "wait thats part of me, i need that" literally a "core part" of the characters existence. making the magnet itself a character seems too expected from an indie game at this point imo
@Sientir
@Sientir 2 жыл бұрын
As an indie game designer, I especially love this series. In my opinion, you're doing a great service to game makers by providing this sort of look at game development, using your polished video-creation skills. You're proving that knowing how to analyze games and how to make them aren't the same thing, and that knowing about something (colorblindness accessibility as an example from this video) can be easy to forget in the middle of development. Some stuff just doesn't sink into the brain the same way until you experience it yourself! Also, calling Unit Testing an airlock has me amused. :D Thank you so much for making this series, Mark!
@cookkeh
@cookkeh 2 жыл бұрын
as a ux/ui designer i find this series really inspiring, it's so interesting to see how the principles of human-centered design can apply across disciplines and how you use the same process i use every day in my job to make a neat video game instead of neat websites haha
@tetrisfreak
@tetrisfreak 2 жыл бұрын
"Giving the magnets a personality" My first thought here went straight to Thomas Was Alone for inspiration, where they not only all have their own personalities but interact and have character arcs
@KevinMakins
@KevinMakins 2 жыл бұрын
Your humility in receiving this feedback is so impressive. Grateful for this look into game design from a person we’ve grown connected to.
@TimeBolt759
@TimeBolt759 2 жыл бұрын
Here's my suggestion. Have levers instead of buttons. It can show a clear indication of what state the level is in and you could also show how much time you have left as it slowly resets. Granted that might be too small for players
@sjirk5230
@sjirk5230 2 жыл бұрын
The comment at 18:51 sums it up very well! Your skill is impressive Mark! Even though I have no ambition to develop games myself, I really like how you show viewers your journey as a game developer and the lessons you learn from it. Also massive respect how you cope with feedback and your honesty about the ups and downs in this developing journey. Keep up the good work!
@Musutka85
@Musutka85 2 жыл бұрын
It's nice seeing you so exited and energetic about the game, when you talked about the 30 day game making challenge it seemed to me you were close to burning out and giving up. I hope all the feedback got your juices flowing again and gave you proper motivation for continuing this project. You got this Mark !
@Aspharon
@Aspharon 2 жыл бұрын
The whole Puzzle vs Platformer thing reminds me a lot of the struggles Drawn to Life: Two Realms faced. While previous entries in the series were strict platformers, Two Realms is a puzzle platformer, where each level requires thinking and problem-solving. Given its background, a lot of players didn't go into the game with this expectation, which hurt the experience. The game also has a problem you seem to have avoided so far, which is that in Two Realms, often I had figured out the solution, but the execution sometimes took almost 20 minutes more due to the length of the levels and the inconsistent platforming physics. That's a good one to keep in the back of your mind, I think.
@austincrook5304
@austincrook5304 2 жыл бұрын
Hey Mark, don’t know if you’ll see this, but this series has been a HUGE motivator for starting my own Unity project. Seeing you go through the learning process at the same time as me reminds myself that game dev is messy and imperfect, but still rewarding, and it’s been highly encouraging. Keep it up, man.
@ThePaulineu
@ThePaulineu 2 жыл бұрын
If you wanted more feedback… making the game have its own aesthetic would be great! Having it be a nice looking game is just as important as it being nice sounding. It’s definitely a concern for the long run, not urgent, but as you didn’t mention it in the feedback you received I thought I’d put it there!
@Thatdankkoala
@Thatdankkoala 2 жыл бұрын
I definitely agree, right now it feels kinda like a generic flash game. While it's art does function a more distinct style can really set it apart
@crimsonhawk52
@crimsonhawk52 2 жыл бұрын
The airlock idea makes me worry. Use your testers! Trying to find all the bugs by yourself first will just slow development to a crawl.
@crack64
@crack64 2 жыл бұрын
the airlock idea is basic applied programming, almost every developer uses a tool called git, where you create "branches" of a program and merge them to the main branch when they end up good and are clear of bugs
@crack64
@crack64 2 жыл бұрын
also a puzzle game is incredibly sensitive to changes so extra caution is needed
@crimsonhawk52
@crimsonhawk52 2 жыл бұрын
@@crack64 yeah I'm a software dev, I use git. Only commiting to the release branch when its playable is one thing. Spending hours and hours as a solo dev trying to do the work of your testers for them is another.
@StephenLabit
@StephenLabit 2 жыл бұрын
The robot should be "headless" with the magnet being its head. Having a face on that magnet was cool... expressions for various actions could be fun and give it character. The idea of using your head to solve magnet puzzles speaks to the task as a player too... MAGNET HEAD!
@NicholasMarshall
@NicholasMarshall 2 жыл бұрын
This is hilarious I hope he sees it. I would also move the robot move like a unicycle.
@Artista_Frustrado
@Artista_Frustrado 2 жыл бұрын
i would have suggested something on the lines of "oh make the Platforming & Puzzle stages visually distinct" but yeah focusing on getting one Done well first is the better idea also, yeah making the Magnet a character can work, but i don't think that's what most of the feedback means, for example in Portal they don't make the Portals characters but they made them pretty obvious by being this Bright Orange light in a completely sterile white room, also the fact that you basically can't do anything BUT Portal for most of the early chambers
@charlescrow1149
@charlescrow1149 2 жыл бұрын
Perhaps you could solve the “more magnety” problem by having the main character BE the magnet. Perhaps he can detach his magnetic head and throw it, but has to reunite with it to finish the level.
@charlescrow1149
@charlescrow1149 2 жыл бұрын
Lol looking back I realize this sort of was your original idea so, nvm
@gabrielbacon8503
@gabrielbacon8503 2 жыл бұрын
This has been one of my favorite GMTK series, and this episode specifically was super helpful for me. I just finished a game jam and was trying to figure out how to absorb all the feedback I'm getting, and develop the game into a full release. You gave a lot of good insight to my questions in this video; thanks!
@I-OMusic
@I-OMusic 2 жыл бұрын
It's amazing how information rich this series is, a great idea executed perfectly, keep it up Mark!
@gmopotato2790
@gmopotato2790 2 жыл бұрын
It's an enormous relief to hear that you've never made a game before. I've never made a game before, and I got into game design by watching your channel. It's a little tough thinking that everyone around you has been doing this their whole lives. It's a relief to hear someone you think is an expert is just a noob in the business too. (No offense).
@pedroscoponi4905
@pedroscoponi4905 2 жыл бұрын
It does make sense to scrap the platforming levels for now - you've got enough on your plate balacing puzzles and everything else. That being said, I do like platformers that mix some puzzles in and vice-versa, so maybe they're worth bringing back much later down the line? 👀
@DesignFrameCaseStudies
@DesignFrameCaseStudies 2 жыл бұрын
It's amazing to see your journey in this! Game design is fascinating and to apply that to a game is super commendable. Great work and dedication buddy. We all got your back.
@TimeToGrind
@TimeToGrind 2 жыл бұрын
This is a FANTASTIC series. Super high quality video as always and love watching your game progress.
@noaware6106
@noaware6106 2 жыл бұрын
Hey, Mark, love your content! I think there is an easy solution for you not having to hear the same feedback again and again next time: create a subreddit for your MVP/Demo. When people criticize something like how the character feels, instead of having the same post over and over, people will just upvote and comment the thread agreeing with the point or adding more insightful views on the same problem. "Threading" the feedback makes it way easier!
@PaulaHoell
@PaulaHoell 2 жыл бұрын
The saddest thing about this series is, that every time an episode ends I wanna watch another one, and have to wait another month... Thanks so much for all the work you put into this! It's super entertaining and educative!
@cusco587
@cusco587 2 жыл бұрын
Watching you go through this is awesome. You’re really doing it, indie developing! I can’t wait to see where it goes!
@w2719
@w2719 2 жыл бұрын
Love this series, it is exciting to watch and I am so happy we get to follow you on this Journey. Good luck with the development!
@GMTK
@GMTK 2 жыл бұрын
Thanks for watching!
@smashdriven1640
@smashdriven1640 2 жыл бұрын
I find this very impressive and inspiring as someone who’s learning game development in school. Don’t be too hard on yourself I think you have a great idea here.
@asc3nded397
@asc3nded397 2 жыл бұрын
I’m super excited for this video! This series has been amazing and convinced me to try and make my own game.
@zpinn8242
@zpinn8242 2 жыл бұрын
Hey Mark. Love seeing your journey through developing this game. You're so open about everything and explains your process in a way that makes me feel inspired and maybe even involved in your gamemaking. I'm looking forward to seeing the rest of this journey. Watching this, I got a few ideas for how to make your game more Magnet-y. First of all, adding a face is a great idea. I would also suggest different facial animations. It could have a thinking face for when the player stands still, and an excited face when being thrown through the air, and another face for being stuck. Maybe it even looks around when you're carrying it, as if looking for the solution itself. Another idea would be to always have the magnet at the start of a level, so that picking it up is always the first thing the player does. Maybe even some simple magnet-maneuver is required to move to the actual puzzle. Additionally, you could make it part of each puzzle that the player has to unlock the end-of-level door using the magnet, so that they bring it to the end of the level too. And yes, adding recall and polarity earlier is also a great idea to center the game more around the magnet. I would also suggest an additional visual indicator of what polarity the magnet has currently: Something on the player character or the screen or HUD being red or blue depending on the magnet's polarity. As a final idea, you could later on have a second magnetic object that you attract or repel by switching the polarity of your own magnet, moving the object rather than yourself.
@joshuacrowley8887
@joshuacrowley8887 2 жыл бұрын
Keep up the great work! This is amazing to see your journey on becoming a developer and I wish you all the success!
@thunderbird0134
@thunderbird0134 2 жыл бұрын
Can I nominate officially naming it “Titled Magnet Game”? Just so we could have that juicy acronym GMTK TMG
@twerdeffan1080
@twerdeffan1080 2 жыл бұрын
Hell yeah palindromes
@Little1Cave
@Little1Cave 2 жыл бұрын
Loving this series Mark! ❤️ In regards to helping the game feel more focused on magnets, I might have two questions for you, one more interesting than the other. When you think of a magnet, what is the first thing you think of that you can use a magnet for? Sticking to metal objects obviously. We both know that. My second question is, what is the SECOND thing you think of that you can use a magnet for? I have ideas of my own but I’m going to let you find your own answer to this since this is your project. It might help you in your journey in puzzle design, mechanics, or even developing a personality for this magnet character you want to create! Can’t wait to see what the final project will be! ❤️
@galev3955
@galev3955 2 жыл бұрын
That outro haha :)
@natevb9901
@natevb9901 2 жыл бұрын
Like the person's comment just below from circa 1 month ago, you can convey the terms and modes of the level in a way that alerts the user that brute force platforming is the answer, a possible answer, or the completely wrong way to go about it (though they can try at their peril). An example of this is found in the portal games (specifically portal 2, iirc, and the portal bridge builder game, specifically). In the portal bridge builder game, modeled similarly after it's predecessor in the canon portal series, you are privy to some signs that alert you to the mechanics necessary to 100% the level. The bridge builder one uses neon signs next to the level selector as well as a reminder as you are waiting for the level to load. It's possible it did so during the pause screen as well (next to the redo, level select, and quit to menu options) possibly, but it's been a while since i had that game installed. It was more or less there to instruct my li'l kiddo about patience, thinking inside and outside the box, and not having a mental breakdown or temper tantrum every time something was beyond her means (specifically asking for help when you've exhausted your options)... anyways, sorry for the rabbit hole... The signs/warnings are there on level select and again during level load because it's very important to help the user not give up when it's frustratingly obvious to them they are missing something blaringly obvious to solve the ridiculous level...something that usually makes perfect sense in hindsight...clever girl...but befuddles the brain up until completion. Said notifications are present in at least 1 of the portal games (the one where you wake up in a creepy window-wall cell akin to an episode straight out of the OG Twilight Zone tv series, which the more i think about it feels like Portal 2 themed), and possibly in the other one, as well... Apologies, it's been nearly a decade and a half since the first one came out and i played it on a computer. That said, if you find you need too share a great deal of info with your user and you cannot feed it to them while they play in an organic and natural flowing kind of way, it's a red flag that it's either overly complex, needs to be spread out across levels, or the user is on to something: it's too complex a design or UX. Some game types, and specifically, some puzzler sub-genres are too complex to be digested in the same way a simple board game like "Sorry" or similar might be explained and fall closer to Monopoly, "Game of Life" or Risk... and that's attractive to those audiences who sought out the hardest of the hard because of their unnatural love for the puzzler genre as a whole. Overall, this was a great series to binge through while thinking about how to break apart the most basics of the basics to teach my kiddo how to apply her theory in programming concepts she's learned into actual programming excercises that would be fun: via Unity. Using a game engine to help teach the basics of programming, math, physics, and other things in a limited scope has been tried before to much success, especially to inspire younger audiences to take a swing at game dev if only for understanding how great a scope the sciences, mathematics, and programming are inhabiting as well as how dependent we are upon them for everything we do. Thanks for the series, for being humble enough to share the emotional and physically/mentally stressful rollercoaster ride of attempting to correctly and more completely go from ideas that fade away to an entire MVP of a game idea, fleshed out and layed bare in front of the world to both enjoy and nitpick to death... it takes guts and it takes humility (in the best sense of both words) to do that, and not only attempt it, but to follow through and even document and share the ride with those rubbernecking their way through KZbin videos on game dev. Thanks again and best of luck on your journey. What you have discovered in this time sometimes takes others decades to discover, let alone for it to sink in. Kudos, and I've subbed to see what comes out next.
@Alex-re3qm
@Alex-re3qm 2 жыл бұрын
honestly my favorite part of developing was when Mark revealed how he learned unity (for real this time) I think a tutorial video would maybe kinda possibly muddy the development log
@shawnheatherly
@shawnheatherly 2 жыл бұрын
Glad to hear the feedback mostly matched with what you expected. The next version will be even better, I'm sure.
@mgmanman
@mgmanman 2 жыл бұрын
I love this series, seeing the behind the scenes of making a game. A ton of fun, I'm looking forward to every video!
@SaturnProductions
@SaturnProductions 2 жыл бұрын
This series is consistently the best on KZbin! I’m excited to see where you take the game next
@DandreAllison
@DandreAllison Жыл бұрын
what if the magnet WAS the character (like it's the head) and the body is just what is moving the head around. Could limit the field of view based on the magnet field of the magnet. Maybe something on the body always points in the direction of the magnet too
@EMan753
@EMan753 2 жыл бұрын
I agree the magnet should be a character! Specifically, it's strange how often you're leaving the magnet behind in order to solve a puzzle -- it feels like something you'd want to bring with you, rather than just respawning a new one when you need it. In Portal terms, I think it should be closer to a "companion cube" that your goal is to bring throughout the entire level and you form an attachment with (even if a small one), rather than a regular degular cube that you can throw away at any given moment.
@MetaBloxer
@MetaBloxer 11 ай бұрын
I love that you did the "i'm going down in an elevator" bit at the end for real, and not by just moving your composited head down in post.
@brozu81
@brozu81 2 жыл бұрын
Thanks Mark for putting this video out! Its really inspiring as a new game developer to see your journey and get such solid advice in terms of player feedback and the overall design process. Please keep doing what your doing its so helpful!
@aldude9511
@aldude9511 2 жыл бұрын
10:15 A game you could look to for inspiration on this "explosion of stuff" problem is N+. I felt it did a good job of just adding one thing each time the room changes.Admittedly, it is more of a platformer.
@Bodaciouslycrazy
@Bodaciouslycrazy 2 жыл бұрын
I feel like those platforming levels would be fine in the game as long as the skills learned from them are used in later levels. Otherwise, they feel like they don't support the game's main purpose.
@kevnar
@kevnar 2 жыл бұрын
Speaking of additional tools, The Incredible Toon Machine was one of my favorite puzzle games of all time. They created small levels that introduced each tool one at a time, and then built on the players' knowledge in subsequent levels, where you had to use combinations of tools to solve the puzzle. So many "Ah-ha!" moments in that one.
@CreativeSteve69
@CreativeSteve69 2 жыл бұрын
Huge Congrats on making your first game Mark. Watching this series has inspired me to not give up on my first game project. Keep going. :)
@daniellewasdelayed8921
@daniellewasdelayed8921 2 жыл бұрын
While this whole project is very impressive, I must commend your courage in deciding to ride the elevator at the end of the video. Completely unexpected and brave, and brought a huge smile to my face
@SolinoOruki
@SolinoOruki 2 жыл бұрын
I can think of a few platformers that do combine puzzles with reaction skills. I think Limbo and Control did that successfully in some degree. Even a game like celeste sometimes had puzzle like situations in which you'd try to get a strawberry using platforming skills and after a few fails you'd realize you should sit back a little and find a more logical solution. So I think there might still be a scenario in which you combine puzzles and platforming skills, given that you'd make sure to give a strong failure feedback to the player when try the wrong skills so that they'd know in a few tries to use the other.
@charliericker274
@charliericker274 2 жыл бұрын
Good stuff. Loved your GMTK videos and love these, I will try out the game now that it is public and look forward to the full release whenever that may come.
@GamesBySaul
@GamesBySaul 2 жыл бұрын
Congratulations on the nomination first of all! And congratulations on releasing! As the person at the end said, you've released something and got it out there, that's amazing and definitely more than what most do! You should be proud. Plus you nailed that feedback and handled it so well, really excited to see what comes from this!
@bilboswaggings
@bilboswaggings 2 жыл бұрын
IMO in more of a puzzle game you can just have a single pressure plate/button for everything, so people start by clicking it to see what it does The other way would be to have a different style or color for each action at which point the puzzle solves itself based on the button type
@planettrax9754
@planettrax9754 2 жыл бұрын
Hi! The game looks fun! But tangentially to the "character nintendo-izing" thing. I won't say going into a character magnet would be my first idea. I think I need to care more about the little robot first. Then feed me some kind of lore to keep me engaged - why is the robot connected to magnets? Is the robot some kind of hero? Is there a villain or a catastrophe the robot can only solve by using his power over magnets? I can see written dialogue or even environmental storytelling being used for this. I know there is nowhere near the same budget as a game like It takes Two but that game kept me engaged through both dialogue and environments. The drive to watch the next cutscene and move the story forward (even for something as simple as wanting to see what would be the next themed area) kept me engaging with the puzzles.
@niko3648
@niko3648 2 жыл бұрын
I always get so exited when one of your videos comes out!
@SAmaryllis
@SAmaryllis 2 жыл бұрын
Loved how you were able to summarize key items to work on from what I'm sure was tons and tons of feedback from many different sources - can be a humbling & painful process to acknowledge oversights, but you reacted well to them! Maybe something like upvoting common ideas can help cut down on ppl suggesting the same thing over and over heh
@RandomiaGaming
@RandomiaGaming 2 жыл бұрын
You have an amazing amount of insight into how to make the best game possible. Don't be too hard on yourself. This game still looks awesome, and I will absolutely buy it as soon as it comes out.
@joshwhite5730
@joshwhite5730 2 жыл бұрын
I don’t think he is going to sell it
@RainMakeR_Workshop
@RainMakeR_Workshop 2 жыл бұрын
Does the polarity swapping and sleep mode (which I would suggest be called "demagnetized") cycle? Because if precision matters at any point, cycling to the wrong polarity when you want to turn off the magnet could cause issues. I would suggest using the weapons cycling system from Destiny. Applied to your game, tapping would swap polarity, holding would turn the magnet off, when its off, tapping again returns you to the last polarity used and holding whilst the magnet is off swaps to the opposite of the polarity last used. Or you could have it so tapping the button from the magnet of always sends you to the red polarity and holding always sends you to the blue polarity. Complex in description, but Destiny proves its a simple and intuitive means of precisely cycling between three things on one button.
@fiona9891
@fiona9891 2 жыл бұрын
i feel like you could just have two different buttons
@RainMakeR_Workshop
@RainMakeR_Workshop 2 жыл бұрын
@@fiona9891 True two buttons for 3 actions is more complicated than one tbh. Plus its less intuitive.
@fliptopjim
@fliptopjim 5 ай бұрын
Binging these from the start over the Christmas Interval and I'm getting so much out of them (currently at 5/12) Over and above all of the really interesting technical points I think I'm almost more enjoying your clarity of thought and personal honesty of how these learning points appear and how you reflect on them. It's really refreshing and reassuring. Thank you Mark, I hope you are having a nice break.
@jenniferroth7824
@jenniferroth7824 2 жыл бұрын
It is really comforting to see you going through a journey of game development so similar to my own. The series of realizations about limitations and skills required is relatable. Thank you for sharing this!! I would imagine there are moments where this has seemed difficult or scary. Thank you for pushing through that!! It helps me, with little voice in the world, feel connected and known even though it’s your journey.
@doommustard8818
@doommustard8818 2 жыл бұрын
I'm not a huge fan of the whole "scraping the MVP" idea. Even if you are going to start a new project for the actual game you should keep it around to use as a sandbox for future elements. It's nice to have a project with code you don't really care about breaking to test to see what you need to do to get a new idea to work. If you try to make those ideas in the actual project first it's easy to say "this will be hard to implement without completely refactoring the code". While if you try to implement it in a sandbox project first you get to realize "now that I know what I'm doing I can implement it real easy with a few minor adjustments to [block of code]"
@flowerheit4512
@flowerheit4512 2 жыл бұрын
+
@fiona9891
@fiona9891 2 жыл бұрын
that's what version control is for, testing features in a game with mostly diffrrent code isn't a great idea
@bruhhhh772
@bruhhhh772 2 жыл бұрын
One Of The Main Thing That All Game Developers must know is that criticism and failures are just a Part of our learning If u hear criticisms and Hatred for your game , dont feel bad its just a part of the game You still have space to improve yourselfs I am not sure if someone will read this comment in the heap of comments but anyway if you see this , i wish you all the best for your upcoming game 😊
@ToriKo_
@ToriKo_ 2 жыл бұрын
Why do u type like that
@veggiet2009
@veggiet2009 2 жыл бұрын
@@ToriKo_ is that a genuine question? Or is it a criticism of the way they write? If it is the latter you may want to work on how to deliver criticism in a well thought out and kind manner.
@HPFireYT
@HPFireYT 2 жыл бұрын
Happy to see you put yourself out there and really show the learning process. It shows the difference between knowing and doing that applies to game design. It’s really informative as someone who wants to design games!
@gzmon1866
@gzmon1866 2 жыл бұрын
Been loving the series! Every episode gives me a lot of information on how to go about making that game I thought of, just need to get started actually prototyping it 😅 Also, I loved the little elevator exit at the end. Can’t wait for more from the channel!
@GMTK
@GMTK 2 жыл бұрын
Thanks!
@skadoosher7747
@skadoosher7747 2 жыл бұрын
If you feel the need to continue adding platform heavy levels you can always make them into side content like a hardcore bonus world or the tricky treasures in rayman
@AnaseSkyrider
@AnaseSkyrider 2 жыл бұрын
"Optional platforming levels" sounds like a good idea. A door clearly shown to be "side content"
@Mornal
@Mornal 2 жыл бұрын
If you wanna add story elements to the thing, might I recommend making it about a romance between the magnet character and the robot character? And over the course of the game as they work together they become more "attracted" to each other :P
@lioedevon4275
@lioedevon4275 2 жыл бұрын
I’m so glad you made this series, I recently started school for Game design and animation and this series really gives me hope
@AsciiKing
@AsciiKing 2 жыл бұрын
One of your best videos. It has a vulnerable sincerity that is just beautiful. Thank you for sharing your experience with us. (And I laughed out loud at the ending!)
@_skeptile_
@_skeptile_ 2 жыл бұрын
I couldn't agree more with Matthew. The speed-based rooms led to some frustration for me when I'd think the solution to a puzzle was agility-based, and tried over and over to do the same thing thinking that I just wasn't quick enough, only to finally realize that it was a logic puzzle with absolutely no dexterity required.
@fejfo6559
@fejfo6559 2 жыл бұрын
I would also recommend starting with automated testing as soon as possible, manual testing takes a lot of time and after every change an old feature can break. Catching those bugs sooner can save a lot of time.
@MrLasditude
@MrLasditude 2 жыл бұрын
Unfortunately that is exceedingly hard to do with games. Things to test are not that clearly defined and simulating player behaviour is very difficult.
@fejfo6559
@fejfo6559 2 жыл бұрын
@@MrLasditude You can still test individual components or functions; But I agree you definitely replace manual testing.
@sasquatchbgames
@sasquatchbgames 2 жыл бұрын
I've really been enjoying this series. Love your regular uploads too, but this series has truly been something special. Thanks for sharing your journey, you'll be inspiring lots of other devs!
@Alex-xk5xt
@Alex-xk5xt 2 жыл бұрын
these have been really excellent and insightful keep it up man
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