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I've Added the First Boss Battle and Dungeon to my Voxel Game - Lay of the Land

Wishlist Lay of the Land on Steam: store.steampowered.com/app/27...
Support development and play the game early: / tooley1998
Hey everyone,
I have added the first boss battle to the game. You’ll find this chonky boi at the end of the Castle Ruins Dungeon. He may be slow and lumbering but he packs a punch and wields an ancient weapon grown from the very vines that cling to his body. He also has a nasty habit of throwing anything he can get his hands on at you so watch out ;)
I have also added the first dungeon to the game: The Castle Ruins. This ancient castle towers over the surrounding forest as an imposing reminder of what once was. You’ll need to fight your way through its infested halls to reach the treasure hidden within.
Also, I now have a Patreon. If you want to support development and play the game early, head to my patreon linked above.
Thank you all for your support :)
linktr.ee/tooley1998

Пікірлер: 251

  • @Tooley1998
    @Tooley19987 ай бұрын

    Hey everyone, thank you all so much for over 10,000 subscribers it really means the world to me. The game now has a name and Steam page. Finally hehe. So if you would like to wishlist Lay of the Land head to: store.steampowered.com/app/2776090 I also wanted to announce that I now have a Patreon. So if you would like to financially support development and play the game early head to: www.patreon.com/Tooley1998 Once again thank you all for your support :)

  • @Illuminati_HD

    @Illuminati_HD

    7 ай бұрын

    Hey I just wanted to say that while basically everything looked amazing, i noticed that you could speed up the jump of the golem. It doesn't seem right that such a heavy golem floats down so slow. But again, amazing work!

  • @UnicaLuce

    @UnicaLuce

    7 ай бұрын

    Hey Amazing work here, just one thing that could use improving, the way the objects he throws at you act like they're made out of rubber, they should continue to roll towards you and hit instead of bouncing off of the ground, like seeing a heavy marble pillar bounce on wood seems silly, maybe adding different material properties would make it work idk, anyway this looks really good!

  • @user-xi5vl5kl3o

    @user-xi5vl5kl3o

    7 ай бұрын

    The game looks great! already on my wishlist. love the graphics, animations, everything! looks like a lot of hard work has gone into this amazing project. hope it releases soon!

  • @moonribbon7476

    @moonribbon7476

    7 ай бұрын

    I'm an experienced gamer with over 15 years in the video game community, and I see incredible potential in your game! Are you planning to translate your masterpiece into other languages? In the country where I live, thousands of players love fantasy adventure RPG games, but they are middle-aged, so they often don't know foreign languages (even English!).

  • @DistortedVizion

    @DistortedVizion

    6 ай бұрын

    Hello. I was wondering, if by chance this game allows for terraforming, digging , underground building & such?

  • @damianb_sw
    @damianb_sw7 ай бұрын

    The way boss interacts with surroundings is insane

  • @thecultofcaged
    @thecultofcaged7 ай бұрын

    IDK how far out you are from the release but I think you should add some particles when you melee him so it actually feels like you are doing something to him, rather than just watching a meter go down as you mindlessly hit him also, the melee animation itself just seems floaty but that may be remedied with the aforementioned particle idea and lastly (this might be too big of an idea but it's just a suggestion) maybe on some bigger bosses or enemies you could break off body parts and it changes how they move and fight. that seems like the perfect idea for a voxel game

  • @Tooley1998

    @Tooley1998

    7 ай бұрын

    Yeah I should really add some particles I was just thinking that when I was editing the video. Yeah the melee weapon animations are a bit floaty, particles will help but the animations are not final and I will be improving them in the future :)

  • @aojae2450

    @aojae2450

    7 ай бұрын

    Definitely agree with the floaty bit- I'd go as far as to say all the animations and movement feel floaty. Lerp functions or even hard snaps at points would go a long way for the feel- Like with your weapon example; Having the hammer 'stutter' on successful hit, or pause for a frame, would help alot with the feeling/weight of the impact.

  • @samnelson7428

    @samnelson7428

    6 ай бұрын

    Or play with the voxels so you actually, slowly destroy the golem dynamically. I think making its body and phases more dynamic could help a ton. Would mean dynamic animations, as the animations right now are slightly stodgy. But the first sentence isn't fully necessary, sentence is just a touch-up criticism. Awesome game so far@@Tooley1998

  • @blem5376

    @blem5376

    Ай бұрын

    Istg I hope your not talking about crazy anime style particle effects, keep it grounded like dust off the golem or sparks off metal

  • @kimjonguninstall6279
    @kimjonguninstall62797 ай бұрын

    I really like the way the surfaces of the castle are broken up with the different layers. I will say I feel like the wooden planks should be kept flat though, and leave the stony textures broken up.

  • @yesindeed9040
    @yesindeed90407 ай бұрын

    The thrown items don’t seem very destructive or effective but otherwise this looks absolutely insane

  • @CasimirMaumau

    @CasimirMaumau

    28 күн бұрын

    Agreed. I feel like a destructible environment would go a long way too. Not fully, but some better cosmetic damage to reflect the impacts of a big ass, several ton stone golem.

  • @AbramDemski
    @AbramDemski7 ай бұрын

    Wow, I really like how the castle and the golem look! And I like that the golem can pick things up.

  • @AbramDemski

    @AbramDemski

    7 ай бұрын

    I particularly like the big holes in the castle, good touch.

  • @pandesal9233
    @pandesal92332 ай бұрын

    Adding sprint so that it doesn’t feel slow would be great, it might also lead to bunny hopping which introduces the possibility of parkour

  • @user-cp3vw9bv4d
    @user-cp3vw9bv4d5 ай бұрын

    Bro, this already looks crazy, but your game made me think how amazing it would be if every monster had a voxel destructibility system. So that each monster could be shot off with limbs, wounded by destroying voxels of their skin, and thereby inflict bleeding. I can’t imagine how difficult it would be to implement something like this, but I know for sure that it would simply be a breakthrough sandbox. Imagine. A huge bestiary of creatures. Each has its own weaknesses and way of killing. And everyone is trying to kill you in their own way, also using different methods of destroying voxels of your flesh. It’s like one monster just cuts, another scatters objects and thereby causes crushing damage to your voxels, and still others eat you with their poison, like those scorpions that you already showed. This would be incredible, and I simply guarantee that this would become the main selling feature of the game, because of which it would go viral all over the world. Plus, I would make the gameplay a little faster, now your movements and the movements of the monsters feel to-o-o-o-o-o-o-o slow

  • @cking4869

    @cking4869

    2 ай бұрын

    That's more or less already done in a rough form in the game Paint the Town Red. But that's basically the entire point of the game, it'd be awesome to have a game like this with that system

  • @Marscael24
    @Marscael247 ай бұрын

    Lay of the land. A fitting name. I am so happy to see more progress on this project!

  • @jupiterhh
    @jupiterhh7 ай бұрын

    I've been watching your progress for almost 2 years now and it's amazing how much you've improved this game, so many new features and cool things! I hope it just gets better from here!!!

  • @DakotaJams
    @DakotaJams7 ай бұрын

    I'm loving how this game is turning out so far! I think the broken up stone on the castle walls looks really good, But the wooden floors look kind of ehh i think it would look a bit better if instead of all over it was more centralized like a floor board is broken or slightly cracked. instead of just mystery lines which don't seem to make sense? It'd be kind of neat if spiders could leave/add cobwebs occasionally to make it feel even more older / haven't been touched in awhile.

  • @GalaxyHellsGamer
    @GalaxyHellsGamer7 ай бұрын

    I think if the things the boss throw breaks would be really good, also he may need more height when jumping and some particle when getting hit. Good work

  • @pixl41
    @pixl417 ай бұрын

    Hey its looking really good so far. I do think that you should add some more "weight" to items. They still seem very light. When the Golem throws a stone pillar it shouldn't bounce at all. It should slam into the ground and still hit you. I know this would be a ton of work and the game is still in early development but the environment should be more destructible in the fight. It's part of this game's charm. When the golem slams it should cause bigger cracks and when he throws items, the items themselves should crumble. If the golem throws a pillar at the wall, it should break the wall or start to break it. It would be cool to see the destructive features play more of a role in combat. Maybe you can knock down all the pillars to collapse the roof and deal a ton of damage to the golem? Lots of posiblities! I wish you luck in your development sir. I look forward to what's next.

  • @kagemushashien8394

    @kagemushashien8394

    7 ай бұрын

    Oh and how about a health bar to the objects, here me out, Minecraft does that too kinda, but what I'm saying is a health bar for the type of material the object is made out of, stuff like stone should not crumble in the hands of a flying plank of wood, it should crumble for harder material like you said, stone.

  • @atraxisdarkstar

    @atraxisdarkstar

    7 ай бұрын

    Came here to add this. Definitely wishlisting though.

  • @boblixgamer9101

    @boblixgamer9101

    7 ай бұрын

    thats what metal gear rising revengeance failed to do, so i hope this guy will be able to involve environmental aspects into fights like what you just commented! (for background, during the development phases of MGR:R, because the main mechanic of the game is the ability to cut anything, the developers wanted to add physics as a way of damage against enemies (like falling cranes or containers) but they lacked budget so they cut it)

  • @ChuckSploder
    @ChuckSploder7 ай бұрын

    Yeah! I was just checking on your channel yesterday, this is awesome! Some feedback: -The slowness of some of the attacks is a bit out of proportion with the damage they cause. -For the hammer, it feels too slow to actually do any damage, but for the size it is and the damage it causes to the environment, I feel like it should do more melee damage, especially to the golem. So, faster swing, maybe higher damage? -The golem's slam speed is actually pretty good, although I do think the particles could be more realistic in terms of spread and velocity. The golem's jump speed is super slow, and although that may just be the lower gravity, it looks super easy to dodge. -It would probably be a lot of work, but physically simulating the golem as well (as a very tough stone material) would be awesome. Imagine detaching limbs or blowing its body to pieces. Heck, maybe melting stuff off of it with a fire spell. If that's something you'd like to do, I think the golem's health should be measured physically as well, based on how much physical damage it takes. If this is out of scope, that's fine, but I really think it would integrate this boss into the world a lot more and make it a very unique fight. -The golem picking up objects is super cool, but it feels rigid and weightless most of the time because of the slow movements and there not being any environmental damage. -Also, from this video, I wasn't able to tell what the dart weapon is. Is it a blowgun? Other ideas I had :P -Tower dungeon. Very tall, and you need to use the environment to scale it, e.g. knocking over a pillar to get across a gap. Evil chandelier boss??? -Per-material damage propagation. Like, maybe cracks appear along the apparent "seams" in the materials. Wood splinters, stone crumbles, etc.

  • @mylittleheartscar
    @mylittleheartscar7 ай бұрын

    If you are looking for a composer or sound designer I would love to team up with you. I've been watching and enjoy how much you have improved the sounds since the start!

  • @Raskoll

    @Raskoll

    7 ай бұрын

    Or even just a google drive doohickey so we can submit sound effects

  • @TheGobou77
    @TheGobou777 ай бұрын

    i like how throwing stuff is the coolest and least effective attack XD

  • @GroteGlon
    @GroteGlon7 ай бұрын

    How the boss interacts with the environment is just insane, you already heard about particles, but I'd also like to see some sound design to make things more intense and to help players recognize what is happening. Something like a growl that gets louder when he's jumping up and a GRAAAHh when he lands. A growl when he's lunging something at you etc etc. This game looks extremely promising and I hope to play it some day

  • @vladilima
    @vladilima7 ай бұрын

    ths is honestly really incredible, and i feel like a good way of showing how much damage youre damaging him would be to slowly chip away at his stone, doesn't really have to be dinamically like with world-voxels (i assume that would be waaay harder), just some preset bits of him coming off as you damage him would already be really cool

  • @user-ys3vf4wr4h
    @user-ys3vf4wr4h8 күн бұрын

    I love how the boss tears chunks out of the castle and throws them at you

  • @Gwilo
    @Gwilo7 ай бұрын

    the progress on this game is just incredible, so excited to play it on Steam someday. wishlisted already!

  • @UltimatePerfection
    @UltimatePerfection7 ай бұрын

    Huge bosses and fully destructible environments mix very well. Hopefully we'll see some Kaiju-sized bosses as well.

  • @nonarKitten
    @nonarKitten8 күн бұрын

    I think what would be cool is if magic and weapons interacted more realistically. For example, the fire ball could dry out and possibly ignite all the moss grown on and into the golem. The game engine looks like it knows what voxel is being struck, so this could allow of all sorts of "critical hits". Perhaps skeletons have an enchanted orb where the brain once was that animates them, and a precise arrow shot through the eyes can hit it directly.

  • @tinymanjones3119
    @tinymanjones31197 ай бұрын

    Seems like a great first implementation! seeing lots of chandeliers and archways that look perfect for dropping on that things head.

  • @oastakes
    @oastakes6 ай бұрын

    This gives me adventurer and Frieren anime vibes, I love this so much its crazy

  • @FrankGennari
    @FrankGennari7 ай бұрын

    I love how the boss can pick up and throw items from the room and damage the floor! That must have taken a ton of work to get right.

  • @Goodgu3963
    @Goodgu39637 ай бұрын

    Something I highly recommend for the animations is to make them less linear. Organic objects in nature move in a sort of bell curve of motion. They accelerate from a stop, then slow down more gradually as we position them. If you want a really good example of this pick up something off your desk. Also something you can do is to introduce minor variations in end position. For situations like walking these variations are fine to keep, for grabbing something you can introduce some error during the deceleration that then moves to the finals spot. These types of animation techniques are great because they can be implemented algorithmically. The first is as simply as changing you animation speed based on a curve, and the second is a random number generator tied to key frame position. If you need to bake the random movements into the animation, you could just generate a handful for each movement and have it randomly pick one each time. There are more complex techniques for making more 'realistic' or less mechanical looking motion. However these will go a long way. Already wishlisted on steam. Can't want to give this game a try!

  • @EpicVideoGamer7771
    @EpicVideoGamer77717 ай бұрын

    Southern Cross Interactive, the best constellation Amazing work with the boss battle, looking and sounding great

  • @ErZu_
    @ErZu_7 ай бұрын

    For me its such a good view to see all the progress u do with every video u upload. For u it must be 100 times more pleasant to look. Keep the good work it's amazing

  • @zifer4831
    @zifer48317 ай бұрын

    Oh my i found your chanel about two weeks ago and im hyped since then. Keep up the great work i can't wait to play it myself

  • @stephenward4935
    @stephenward49357 ай бұрын

    Looking very good, so many hours of your life's work paying off..nice one !

  • @JanoschNr1
    @JanoschNr17 ай бұрын

    Stuff like that is what I saw coming from you and why I am so glad I subbed, looks fantastic!

  • @SamuelVirkola
    @SamuelVirkola7 ай бұрын

    This is just incredible. Good job! Only recently found out about this fun project and been lots of fun looking through the progress.

  • @greenwormss
    @greenwormss7 ай бұрын

    ITS FINALLY ON STEAM LET SGOOO

  • @finnbacon
    @finnbacon7 ай бұрын

    So amazing man! Absolutely adore the look of this game! Keep up the brilliant work 👍

  • @alexsemm816
    @alexsemm8167 ай бұрын

    I am so happy each time i see a new update video :> Just joined the Patreon and so should the rest of you to support this amazing project!

  • @fleshtonegolem
    @fleshtonegolem6 ай бұрын

    I love how the Stone Golem picks up objects in the environment. I was totally surprised by that the first time. I am excited to play this when you release!

  • @negativefg7922
    @negativefg79227 ай бұрын

    I am so glad youtube recommended one of your vids awhile ago, this is one of the best voxel games cooking up i've ever seen. Wish you luck with development.

  • @Mampinator
    @Mampinator7 ай бұрын

    Nice work! I have been watching this engine series since the beginning!

  • @alexandredeberdt4066
    @alexandredeberdt40666 ай бұрын

    I think what's really needed is a way for the player to see they're hitting the enemies, so some impact animations and sounds would be great for this

  • @SuperRed001
    @SuperRed0017 ай бұрын

    Very impressive, looks amazing and the style of font suits the feel of the world perfectly, Keep up the great work!

  • @joanacevedo
    @joanacevedo7 ай бұрын

    i was looking for you last night, glad to see the progress, amazin, keep going bro.

  • @grugnark
    @grugnark7 ай бұрын

    Just subscribed to you not 4 hours ago, cool to see an upload on the same day. Good work!

  • @LimitedWard
    @LimitedWard7 ай бұрын

    At the moment, it feels less like a boss fight and more like a mini boss. I think thats because the golem lacks at weakness to its moveset that you can exploit. One idea might be to get the golem to jump into one of the pillars, causing the rubble from the ceiling above to crash down on it to stun and inflict damage.

  • @ficolas2
    @ficolas27 ай бұрын

    You could set some voxels of the golem as destructible, so that when hit, a small amount of them around the area of the attack come flying off. Maybe also set the lower layer of the golem a different color, and textured in a destroyed way, so that you can easily visually tell when its been damaged, and where

  • @nloAKS
    @nloAKS2 ай бұрын

    I have the unearthly urge to be a tester on this game just so I can get my hands on it as soon as possible. It's so beautiful, and so well made. This puts everything Minecraft has done in the last decade to shame.

  • @Bulska
    @BulskaАй бұрын

    Everything I'm seeing so far about Lay of the Land is extremely good. The soundscapes and effects are really immersive, and the core physics / building mechanic is amazing. You got some actual gold on your hands with this, treat it well! The combat is looking better and better, too, really reminds me of classic RPG's. I 100% wishlisted. Looking through the comments, you've already been getting some pretty solid feedback. I'd like one that's a little more abstract; make sure the player always has a choice in combat, so they have to adjust their tactics to their own loadout and the situation at hand. For example, the golem's basic melee attack looks very hard to dodge entirely. In this case, it's almost always better to kite it at range to not get hit, but that takes way longer, and you'll end up in a grindy battle where you only deal chip damage. Chip damage itself is great, but it helps when there are clear, temporary oppertunities where the player can deal a lot of damage (either critical hit points, or getting in melee), without a guaranteed damage to yourself. Designing and creating this ebb and flow, a back and forth, makes for an engaging combat encounter. It allows players to recognize moments to strike, having to choose when to attack or evade. It's a minor point of critism, really. I'm definitely hooked on the progress so far. As others have said, this has the potential to be the next great indie creative adventure game. Now, that might be my nostalgia talking, but I can't remember the last time I was this impressed by a random youtube recommendation. Good luck!!

  • @virgurilla4084
    @virgurilla40847 ай бұрын

    I just saw a 2yo video of your crafting system that looked really cool and wow the project has developed since. I was gonna post a suggestion about item pickups, basically that instead of vanishing, there was some animation when you pick something up from the natural terrain, like the item quickly disintegrating or the voxels turning blue and vanishing top to bottom, to make it more engaging, it was the thing i felt missing the most out of the experience, I don't know if that has changed since but hey, there you go, game is looking AMAZING man, great job damn, I aspire to this

  • @gennycreme777
    @gennycreme7777 ай бұрын

    First time in a long time that I've felt hyped for a new game! The moment when the boss jumped up and you charged up the beam attack was so cool

  • @NiksGold.
    @NiksGold.7 ай бұрын

    very easy to learn his attack pattern. I suggest adding an attack that he will do once when his below 25% hp where he quickly throws his own arm at you catching you off guard. Although he'd have to pick it up again making himself very vulnerable. I think thats a good trade for an attack that would be VERY hard to dodge.

  • @tatashie

    @tatashie

    7 ай бұрын

    It's not a souls game, chill.

  • @NiksGold.

    @NiksGold.

    7 ай бұрын

    ​@@tatashieso only souls games can be interesting? People will quickly get bored if they kill the boss first try.

  • @SuperLlama88888
    @SuperLlama888887 ай бұрын

    Wow, love the attention to detail, amazing job! Tip: Maybe add damage animation to the boss?

  • @NaughtyKlaus
    @NaughtyKlaus7 ай бұрын

    If it picks up a tree, can you make the tree catch fire in it's hand to cause slight passive damage while the tree is on fire? It'd be a unique tidbit to add, especially if the tree becomes a bigger hazard. Perhaps the same could be done with the thrones too.

  • @thisisloop
    @thisisloop7 ай бұрын

    wow, really cool game. Please keep working on it, it looks like this will become a really cool game!

  • @CrowdingFaun624
    @CrowdingFaun6247 ай бұрын

    Super excited for Lay of the Land! I think you should add some shading beneath the name of the boss in the boss bar, since it has low contrast with the walls sometimes.

  • @exerr8584
    @exerr85847 ай бұрын

    I'm looking forward to the release of your amazing game!!! edited: already on the wishlist!

  • @aleksoge7854
    @aleksoge78546 ай бұрын

    During his jumps, it would be cool if he destroyed buildings, for example, in this way there would be a challenge to kill the boss while preserving the castle room as much as possible

  • @AntonioNoack
    @AntonioNoack7 ай бұрын

    Besides the robot-like, floating animations, and that you can't really see any damage done to you or the enemy, I'd recommend that the outside needs to be much brighter. It's daylight outside, and inside there are candles of equal brightness? God rays would be awesome ofc (but also complex to program), shadows of sun-light may already do the trick, and then add a little bloom.

  • @hubor4480
    @hubor44807 ай бұрын

    man, this game looks so fucking awesome and so fucking fun. you are amazing keep up the great work

  • @aa898246
    @aa8982467 ай бұрын

    itd be cool if you added magic stuff similar to the hex casting mod where you can programatically make your spells. it would be unique

  • @kittysnail
    @kittysnail7 ай бұрын

    Thank god I found this again, you might remember me commenting on your earlier videos as Noah Bonecat. This looks so genuinely good. I don't know you, but I'm proud!

  • @moonribbon7476
    @moonribbon74767 ай бұрын

    Oh wow! You really did all of that alone? 🤯 Insane 🤩

  • @fraygen
    @fraygen27 күн бұрын

    I'm scared to think how awesome the final boss will be💀

  • @ConnosBee
    @ConnosBee7 ай бұрын

    Estoy siguiendo tu DevLog desde hace poco, cuando descubrí tu trabajo me quedé maravillado. Es por eso que en esta ocasión decidí ser parte de la historia proporcionando "Feedback". Mis espectativas como jugador es llegar al Boss y encontrarme en peligro, que mi adrenalina suba... Por ello te regalo algunas ideas para tu primer BossFight: -Deterioro de los voxels del Golem acorde a su vida. -Mejorar sonido del impacto de los objetos lanzados (quizás también su física). -Agregar ataques de corta duración. -Más destrucción. Muy buen trabajo, el motor de tu juego se ve prometedor, espero jugar la release algún día.

  • @BennoKapitein
    @BennoKapitein7 ай бұрын

    looks great!

  • @Safewoood
    @Safewoood3 ай бұрын

    this game is so facinating to see get made, for the combat id love to see some more movement options as well as amybe making it a bit more fast paced but thats just personal prefrence, looks amazing forsure.

  • @basile1758
    @basile17587 ай бұрын

    Great work! If I could give my humble opinion, I would suggest adding more options to the combat. It looks a bit floaty. Maybe adding a charged attack and a block could go a long way. Maybe even a dark souls roll. Truly impressive what you have been able to accomplish so far

  • @dojastaken
    @dojastaken7 ай бұрын

    The boss could be destroyed with impacts, making it more satisfying, but it's incredible!

  • @lengors7327
    @lengors73276 ай бұрын

    Would be a cool addition if you could use timed spells on the pillars and make the castle or the room implode when you are out in order to kill or do heavy damage to the boss

  • @jeffreyeggleton8916
    @jeffreyeggleton8916Ай бұрын

    Dude this has so much potential, keep at it and I’ll get all my homies to shovel you money

  • @DiamondEpic9319
    @DiamondEpic93197 ай бұрын

    Looking forward to playing this game when it releases! Also, this would be a sick ass VR game.

  • @PlaceHolder20
    @PlaceHolder207 ай бұрын

    it looks fricking amazing, I love the graphics.

  • @jesperduijn8095
    @jesperduijn80957 ай бұрын

    This look so cool!!

  • @Cyan37
    @Cyan377 ай бұрын

    Nice to finally see a name! And a very fitting one! Wishlisted it right away. :) Edit after watching: Truly amazing how far the game has come! Also, the boss picking up objects from the environment and throwing at you! :o

  • @user-st9ck2de8w
    @user-st9ck2de8w7 ай бұрын

    That is very cool!

  • @OtakuG
    @OtakuG6 ай бұрын

    wow so cool!

  • @Alexingaming2442
    @Alexingaming24427 ай бұрын

    game looks sick bro you just got another wishlist

  • @GlitchedDev
    @GlitchedDev7 ай бұрын

    The game looks amazing and the bossfight is just epic And just a suggestion you can try adding procedural animation and ragdoll

  • @HeavyMix3
    @HeavyMix37 ай бұрын

    Finally a steampage, wishlisted!

  • @haiku8
    @haiku87 ай бұрын

    Your game looks amazing

  • @DoomWalker42
    @DoomWalker42Ай бұрын

    I think the golem's health bar should be directly above it and attached to its movements like in other games. Because having it at the top of the screen was not noticeable at first. Also I think it has way too much health unless it's a super high level but then it's not something you should be attacking with those weapons. Also can you use a sword and shield in this game? A shield would be very good for these kind of bosses perhaps. Maybe you could add spears and throwing javelins for boss fights like this. The long range spear would massively help. Also I feel like the hammer should do more damage then that especially if used a heavy attack.

  • @femboygaming64
    @femboygaming647 ай бұрын

    Awesome boss battle - Though I would suggest making the health bar contrast a bit more with its surroundings. Having it be themed around the golem is really cool, but it does make it hard to see against the castle backdrop.

  • @valcid3022
    @valcid30227 ай бұрын

    Looks great man.

  • @larkerpudwig
    @larkerpudwigАй бұрын

    Ornstein and Smough looking ahh boss battle I love it

  • @niuage
    @niuage7 ай бұрын

    The combat itself could be improved 10 folds probably, but I know that you’ll work on it a looot before release. Great start, and the rest looks absolutely stunning. When you shoot the bow, the cursor briefly turns into a hand. Is it because the game things you can pick up the flying arrow ? ^^

  • @dmitrishostakovich3156
    @dmitrishostakovich31567 ай бұрын

    Looks amazing. I love game with similar abandoned structures since I'm always curios about them. As in, who build them? What for? How long ago? Some clues here and there about what was the purpose of the structure and how the life in it was conducted goes a long way. The best kind of structures in open world games are not just there to fill it up but to build it, explain it, tell a story. Minecraft does it in an amazing way regarding ancient cities specifically. A weird portal-looking totem in the middle with unknown purpose, statues/altars spread around without a clear purpose and unlike anything else in any other structure, and most importantly, a research laboratory clearly indicating high intelligence, organized work, and purpose. Yet it is empty, barren, not even hostile mobs dare to enter the city. What happened to those who built it? Why did none of them survive? What was their purpose? Igloos have a similar yet simpler story to tell. Someone was clearly trying to cure the zombie disease and they seem to be on the right track or maybe have found the cure already. Who was it? Why did they abandon their outpost? Are they still alive? I really hope you can take some inspiration from those and similar examples of world building and incorporate similar concepts into your game. I think things like this are what elevates good games to great games, because at this point they become something more than just a fun tool to play around with. It has narrative, it personal stories, and a history it tries so desperately to share but it cannot, for no one is left to retell it. I feel like similar narratives fit the aesthetic of your game very well.

  • @A_Dog_On_Mars
    @A_Dog_On_MarsАй бұрын

    I think you should add something like the sound of rocks sliding when the boss moves his arm and legs

  • @PuppyGamerYT
    @PuppyGamerYT7 ай бұрын

    The game is looking amazing!

  • @dwnsdp
    @dwnsdp7 ай бұрын

    Looks sick!

  • @boblixgamer9101
    @boblixgamer91017 ай бұрын

    It would be really cool if there was a magic spell that had the elements of earth so you can raise walls and stuff to avoid projectiles or deflect things the golem threw at you, would be rad but would be alot of work.

  • @Kaiserschmarren
    @Kaiserschmarren7 ай бұрын

    truly amazing

  • @matt92hun
    @matt92hun7 ай бұрын

    It looks cool. Maybe you could add some color changes where you hit the boss, or even chip a couple of voxels off just to add some visual feedback to you hitting and damaging it. The jump could be less like it's on the moon too.

  • @CrafterVSWild
    @CrafterVSWild7 ай бұрын

    I think I would love to see this game come to vr one day

  • @captian.destructo7106
    @captian.destructo7106Ай бұрын

    the game looks awesome and I cannot wait to play it. I personally would love to see where the magic system goes and how it ends up working. I would love to see Noita style spell customization. or something similar like the Ars Nouvou Mod for minecraft.

  • @Necrospire
    @Necrospire7 ай бұрын

    It would be so cool if when hitting the boss with weapons pieces would chip off of him. It would also be cool if that happened to normal mobs as well.

  • @JNJNRobin1337
    @JNJNRobin13372 ай бұрын

    when this game gets mods, i will absolutely see how much damage i can do in mere seconds with a bombardment platform

  • @maddeplayer
    @maddeplayer3 ай бұрын

    Very nice game man!

  • @ChrisLeeW00
    @ChrisLeeW007 ай бұрын

    This is so good

  • @rosefirriolo7836
    @rosefirriolo78367 ай бұрын

    Hi this is awesome! I was wondering if youre going to add a sense of impact to melee weapons as well as arrows hitting its target? It seems pretty lack luster when hitting an enemy. Id love to see some sort of hit satisfaction with that. Looking forward to future updates :)

  • @tpavka_3d
    @tpavka_3d7 ай бұрын

    I think you should add an explosion spell and increase the damage from the hammer on it, as it will be like breaking off pieces from it well, explosion spells will also cause increased damage, for reasons already justified (MORE EXPLOSIONS) (I used Google translator, sorry for the mistakes)

  • @raselesaboolnine9904
    @raselesaboolnine99047 ай бұрын

    now I am waiting for the full trailer

  • @mitzitheman8214
    @mitzitheman82147 ай бұрын

    I want pieces falling of the enemy’s when you hit them and to be able to smash their corps to pieces like in clone drone in the danger zone