My Retro Melee FPS | Devlog #0

Ойындар

This is Devlog #0 where I document the process of me making my dream game: A Retro first person melee action game made with Godot 4.
➤ WISHLIST MY GAME ON STEAM: store.steampowered.com/app/25...
My goal is for this game to be a mix between Hotline Miami and Quake.
Please leave a comment below if you have any questions about the project or my gamedev process!
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Chapters:
0:00 Gameplay
0:57 Intro
1:27 Gameplay goals and inspiration
2:31 Why I chose Godot 4
3:06 Player Controller
4:28 Making an enemy
6:21 Adding Combat
7:02 Adding Juice
7:58 Creating the Bow and Arrow
9:15 Aethstetic and Vibe
10:45 Wrapping up
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Tutorial links:
Miziziziz Animation Trees: • Godot Quick Tip - How ...
Quake textures: • Making Textures: Worki...
Fire particles: • Fire Particles (Godot 3)
THKP: / @thkp4849
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Assets used in the video:
Music:
Dark Priest - GWriterStudio ( / @gwriterstudio )
Birocratic, Saib, ØDYSSEE - Bonaventura chll.to/82f618e9
Bow icons created by Freepik - Flaticon: www.flaticon.com/free-icons/bow
A_Dungeon_Ambience_Loop (created by Pixabay): pixabay.com/sound-effects/a-d...
Alagard font by Hewett Tsoi: dafont.com/alagard.font
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#devlog #gamedev #godot #blender #godotengine #indiegame #indiedev

Пікірлер: 426

  • @TheSpazzDragon
    @TheSpazzDragon11 ай бұрын

    The reason instant death works in something like Hotline Miami, is because you have all the information around you, so you can just about always see where the thing that killed you came from. In first person you lose that. So instant deaths are going to feel really bad if you don't know where they came from. Something to help give information on where an attack might be coming from before it kills you would probably reduce frustration down the line. The first thought that comes to mind would be a map screen before each level showing the location of all the enemies. So even if you don't directly see the thing that killed you, you can look at the map and make a good guess and plan your next run more carefully. Maybe an X on the map showing where you died, and highlight the enemy on the map that killed you in the last run.

  • @hugofergusson

    @hugofergusson

    5 ай бұрын

    Or effective sound effects, a sound each enemy makes a second or two before an attack. With highly spacialized audio

  • @benrex777productions9

    @benrex777productions9

    3 ай бұрын

    @@hugofergusson I though of audio cues too.

  • @tormxnta

    @tormxnta

    3 ай бұрын

    give him a fairy or amulet that warns the player like a rhythm/arkham alert.

  • @benrex777productions9

    @benrex777productions9

    3 ай бұрын

    @@tormxnta Hello! Look! Hey! Listen!

  • @solsystem1342

    @solsystem1342

    Ай бұрын

    Could just pan the camera to look at the enemy that killed you

  • @Legacy117_
    @Legacy117_11 ай бұрын

    Looks great, awesome work, add a parry mechanic but not a block mechanic for the combat if you're still on the one hit kill approach

  • @Blargis3d

    @Blargis3d

    11 ай бұрын

    I love that idea! Parry would be a great way to add a defensive element without slowing things down

  • @VikingLord2000

    @VikingLord2000

    11 ай бұрын

    @@Blargis3dplayers will always use the easiest+boring option

  • @Legendary_Honey

    @Legendary_Honey

    11 ай бұрын

    True. Players will always try to find the cheesiest way to deal with any situation. If a parry was added, it would have to at least in certain scenarios (possibly against certain enemies / attacks) be not just an option, but an essential mechanic. Kind of like how Sekiro forces you to learn enemy patterns to properly deflect, instead of giving you an easy way out by letting you attack spam or block indefinitely.

  • @maddockemerson4603

    @maddockemerson4603

    11 ай бұрын

    @@VikingLord2000 Players will use either the easiest or most efficient option, which are not necessarily the same. The trick for the dev is to make sure features that make things easier also make it more exciting; so for example in a game where the player has a health meter, health pickups are more fun than healing over time, or worse, a healing ability with a cooldown period. But I think it's also important to make a simpler easing feature not feel arbitrarily excluded, because that's frustrating for players who haven't and maybe won't reach the skill level to use the more fun and dangerous option. On that note, parrying _can_ be more exciting than static blocking, but that doesn't mean you should completely do away with blocking, just make the parry feature better than regular blocking if the player can pull it off. Breath of the Wild and Skyward Sword are both good at that - while I think BotW is by far the better game, SkSw has a more elegant approach to blocking with incentivized timed blocks. *TLDR: Parrying is good, but blocking isn't bad. Make concessions for low-skill and cautious players but encourage riskier behavior for those who can and dare to do it.*

  • @YouTubsel

    @YouTubsel

    10 ай бұрын

    @@VikingLord2000 Unless you dish out style points for not-boring ways to play (tm).

  • @arczi68
    @arczi6811 ай бұрын

    Love to see the workflow as somebody looking to start a godot project of their own

  • @voidboi0
    @voidboi010 ай бұрын

    Super enjoyable devlog, Jake! Awesome to see the project made in Godot. Looking forward to the future of it.

  • @OGFreshtefan
    @OGFreshtefan11 ай бұрын

    I follow a lot of Devlogs and yours is definitely one of my favorites. I like your pacing and the general script. I’m dipping my toes in learning programming and making games with Godot so I’m really looking forward to more videos from you!

  • @Blargis3d

    @Blargis3d

    11 ай бұрын

    As a devlog fan myself, this means a lot to me. Thank you!!

  • @baggs4921
    @baggs492111 ай бұрын

    I'm glad youtube recommended this to me ! I'm also making a retro FPS (in UE5 but still), it's always a pleasure to take a look at another indie dev's workflow. I'll be looking forward to your next devlogs !

  • @sawyer_draws
    @sawyer_draws11 ай бұрын

    Cannot wait to see this come to fruition, this seems right up my alley.

  • @duk3silver
    @duk3silver11 ай бұрын

    I love both the game and art style, Hotline Miami is one of my favorites too. I don't know if you have any plans for this but please, PLEASE add b-hopping. I was waiting for that bunny hop at 08:00 after that nasty bow kill. Being able to carry out momentum would be awesome! Great job!!!

  • @Blargis3d

    @Blargis3d

    11 ай бұрын

    100% plan on adding b-hopping, acceleration / momentum. Glad to hear there are folks that care about this!

  • @felixthecat0371

    @felixthecat0371

    11 ай бұрын

    seconding this, having in depth movement mechanics really extends the longevity of a game and makes them so fun. Speedrunning etc

  • @gonzalocacheiro4580
    @gonzalocacheiro458011 ай бұрын

    It already looks really cool, can't wait to see how it evolves!!! I want to get into game development and this kind of devlog really inspire me to do it, also love the idea of you making tutorials, Gadot looks like a great engine to get into game development

  • @fwogg3r158
    @fwogg3r15811 ай бұрын

    A game like this definitely supports a one hit kill style. Big fan of this and the progress made, excellent work!

  • @jaema8281
    @jaema828111 ай бұрын

    legit awesome, glad to hear you're adding bhopping! so hyped!

  • @domovoi_0
    @domovoi_010 ай бұрын

    Amazing. Excited to follow along. Love and blessings!

  • @TheDeadlyCherry
    @TheDeadlyCherry11 ай бұрын

    Really awesome devlog! I look forward to seeing how this project comes out!

  • @warshon123
    @warshon12311 ай бұрын

    I feel like this had great presentation a brand new devlog. Watching all those other devlogs paid off! I'm looking forward to seeing how this game progresses.

  • @dermond
    @dermond11 ай бұрын

    I always wanted to have a Quake look on the game a developing with a friend, and you did it 🤯

  • @EncartaCDROMBoxset
    @EncartaCDROMBoxset11 ай бұрын

    Love the vibe of this and how you talked about your influences, goals, and workflow. I've been thinking about tinkering with Godot and your video has eased some anxiety about "throwing away" previous experience with Unity. It looks like a cool tool. Looking forward to keeping tabs on your development, best of luck seeing it through!

  • @jardorook8259
    @jardorook825911 ай бұрын

    Appreciate all the shout outs to the other tutorials, its cool to see others share the knowledge. Also like the idea of quick/fast level design puzzles with bows and arrows, I guess if one hit kill gets to be much for players, you could have single use +1 HP items that they can pick up for certain routes? I'm sure you'll find whatever balances it out, wish you all the luck to finish your project

  • @doodlebugcubed
    @doodlebugcubed11 ай бұрын

    never really see melee focused games now, this was nice. game looks great keep it up !

  • @nowherebrain

    @nowherebrain

    11 ай бұрын

    I know, it makes me sad...

  • @jkewlo
    @jkewlo11 ай бұрын

    Sweet!!! Love the concept and art! Deff will be following along your dev logs

  • @alexz_sz6904
    @alexz_sz690411 ай бұрын

    This is such an amazing Idea, I wish you the best of luck! I'm interested in this project.

  • @metalhurtstopunch3696
    @metalhurtstopunch369611 ай бұрын

    first good devlog ive seen in months

  • @tropicaljupiter
    @tropicaljupiter11 ай бұрын

    Looks great. The world needs more of this exact type of game. I'm gonna subscribe. I like the art and graphics just as they are. I find it comforting.

  • @busomite
    @busomite11 ай бұрын

    Super cool, love the design choices, stick with your gut.

  • @enlaow7493
    @enlaow74937 ай бұрын

    it looks so cool brah, good luck!

  • @Sara_16169
    @Sara_1616910 ай бұрын

    Finally a Godot devlog! Subscribed. Game looks great too.

  • @Asuwella
    @Asuwella11 ай бұрын

    This idea is fantastic. Really inspiring stuff! I'm excited to start my first steps in godot and see where your project ends up as well! Best of luck

  • @robotinfluence
    @robotinfluence10 ай бұрын

    Your early polish is seriously impressive, I love the sliding

  • @Skeffles
    @Skeffles10 ай бұрын

    This looks like an excellent start to your game. Good luck with it!

  • @WoyaThePug
    @WoyaThePug11 ай бұрын

    I would love to see a tutorial to create something similar to your blood decal effect! Overall, this was great to see. I've been starting out with game development myself, but I've been shying away from dev logs for the time being. Maybe I'll give it a try eventually.

  • @spudasaurus
    @spudasaurusАй бұрын

    Medieval Ultrakill! I honestly fell in love with Ultrakill and seeing games that followed Quake’s fast paced feel like it is just awesome. This is 100% on my wishlist lol I love this

  • @turbomodus
    @turbomodus11 ай бұрын

    Great start. Started as well with Godot a while back and watching tons of dev logs to gain more knowledge

  • @barryherbers6090
    @barryherbers609010 ай бұрын

    This looks so lovely!

  • @Thomas-T79
    @Thomas-T7910 ай бұрын

    Add traps such as pressure plates into ejecting spikes So you can learn to avoid them in your run! Also slide kicking enemies into spike walls sounds like such a cool feature. Enemy archers would also be cool. These could one hit kill or maybe need two shots setting you into a bleeding screen effect state when you get hit by the first one? Anyway love the project! Good luck :D

  • @isatche
    @isatche11 ай бұрын

    It also gives me that super hot vibe for some reason, even though it's not that kind of a game. Great video. Keep em coming😮

  • @NinjaGingaStubbs
    @NinjaGingaStubbs11 ай бұрын

    This is so cool, can't wait to play it one day!

  • @ggahm171
    @ggahm17110 ай бұрын

    Developing a game has been an idea I've been playing around with for a bit, really helpful seeing your workflow. Looking forward to future devlogs, and I appreciate the tutorial mentions. Only thing that feels off to me is the bow placement. Pretty sure if a person is right-handed, they hold the bow in the left hand and pull the string with the right hand.

  • @Nomaddev
    @Nomaddev11 ай бұрын

    Looks great, I love games with these art styles. Deserved sub))

  • @CosmicComputer
    @CosmicComputer11 ай бұрын

    Looks great so far!

  • @xakh
    @xakh11 ай бұрын

    Well this looks cool as all hell. Excited to see where this progresses!

  • @Vishtar_Official
    @Vishtar_Official11 ай бұрын

    Look good, man! Keep it up! Inspiring.

  • @druidkey1449
    @druidkey144911 ай бұрын

    thanks for linking all the nice tutorials and pages. I really hope you do make the tutorials you talked about, especially the one about the doors, that sounds crazy. also the game looks very fun and loving it so far, can't wait to see what this develops into.

  • @thehambone1454
    @thehambone145411 ай бұрын

    Loving the look of the game!

  • @Whaddif_
    @Whaddif_11 ай бұрын

    Dude, this is awesome. Might have to start making my own GameDevs, definitely gonna follow the journey!

  • @victordayet
    @victordayet11 ай бұрын

    The game looks really fun! Keep it up, i would totally buy the it :)

  • @ivana.medina3126
    @ivana.medina312611 ай бұрын

    Sir, you win a new suscriber! the wall jumping and the slide was a really interesting concept to see in this kind of game.

  • @gimballock2084
    @gimballock208411 ай бұрын

    Amazing job, will be following this closely! I also just started a solo dev project with a planned similar art style, and your devlog gives me such a boost of motivation. I'm also working as a more 'general' software engineer, but I used to work in the games industry for a couple of years before then. It was another random devlog that sparked my motiviation enough to get back to doing some game dev on the side, it's so much fun. I wish you the best of luck and you got yourself a sub.

  • @Community-Compute
    @Community-Compute11 ай бұрын

    Man, this looks dope!

  • @user-un2vb8mr6e
    @user-un2vb8mr6e11 ай бұрын

    Very cool, I love the idea and visuals, it's definitely similar to ideas I've had before. The headsway or tilting of the camera as the character looks super cool I've always wanted to implement that into a game ever since playing Dusk and Ultrakill.

  • @RDD87z
    @RDD87z11 ай бұрын

    omg this is so cool. i love this type of games, with the low poly ,pixelated graphics. i dont know man, i've some kind of love for this particular style. Must be that i grew with these graphics xD definitely gonna follow the progress on this project. im starting to get into game developing too.

  • @thearkheartguy
    @thearkheartguy11 ай бұрын

    Amazing. I love the aesthetic of it :) I'm feeling inspired.

  • @joyfulfishman5445
    @joyfulfishman544511 ай бұрын

    This makes me think of some beautiful crisscross between the Elder Scrolls Oblivion and Quake, looks so awesome. Good luck on your GameDev journey!

  • @bensdecoypoondummy1189
    @bensdecoypoondummy118910 ай бұрын

    Happy to see it being made with Godot! Good luck on the Journey ahead friend.

  • @dani_awf
    @dani_awf11 ай бұрын

    The movement mechanics look awesome man!! Can't wait to see more :D

  • @Ravlyk
    @Ravlyk10 ай бұрын

    Looks fun! Good job!

  • @fragileglass9622
    @fragileglass962211 ай бұрын

    Just found your channel by accident. The devlog is awesome and so insightful. You're doing a great job. Subscribed. I would love to see your modelling and texture workflow or just a commentary of what you've and learned. Your art is really good and a great reference for a possible tutorial.

  • @Bellvines
    @Bellvines10 ай бұрын

    This is awesome man, best of luck on this project 🔥

  • @humanharddrive1
    @humanharddrive111 ай бұрын

    dude I love stuff like this

  • @ProdigiaGames
    @ProdigiaGames11 ай бұрын

    Great stuff! I can't wait to see how it comes along!

  • @SamuelWaggoner
    @SamuelWaggoner10 ай бұрын

    can't wait to watch this... been dying for a melee FPS for a long time, especially if it's a coop RPG.

  • @captainbonk
    @captainbonk11 ай бұрын

    It's like if Thief and Hotline Miami had a baby! Great stuff.

  • @__Diaz__
    @__Diaz__11 ай бұрын

    Wow this looks great!

  • @TurtleBoxOfficial
    @TurtleBoxOfficial10 ай бұрын

    Looks outstanding.

  • @fvrdream
    @fvrdream11 ай бұрын

    exited for this, i love fps games that are more like a puzzle than a power trip.

  • @MrTru843
    @MrTru84311 ай бұрын

    Your work speaks for itself and I think even at this stage you should be happy with what you've developed. Great job dude, seriously! I have subscribed and can't wait to see what you have going on in the future! P.S. Godot is freaking awesome! I'm glad to see another dev utilize this still underrated/under-utilized engine.

  • @KitaBulka
    @KitaBulka11 ай бұрын

    Damn, that looks great! Fortune to your hobby

  • @itssandman2u
    @itssandman2u11 ай бұрын

    Really cool video. I look forward to seeing more!

  • @thenicflynn
    @thenicflynn10 ай бұрын

    Looks cool!! Seems pretty fun!

  • @MideyDev
    @MideyDev11 ай бұрын

    this looks great dude!

  • @halt4565
    @halt456511 ай бұрын

    Looks great bro

  • @FaZeWhiskey
    @FaZeWhiskey11 ай бұрын

    not sure why this got recommended to me, but I look forward to seeing the progress :)

  • @zapp770
    @zapp77011 ай бұрын

    Hi there, if you want them, here are some enimy ideas: 1. Tower shield enimy: he can only be killed from the back, so you have to either strafe arount or jump over him to kill him. 2. spear and shield enimy: Attacks when in mid range but the spear cant hit you if your right in his face. But he starts blocking if you get close so you cant hit him. The way to defeat him is to bait his attack in mid range, to then quickly move inside the safe range, killing him while the attack animation still needs to finish. 3. Berserker: jumps into the are to perform a slam attack telegraphed by a circle on the ground. He tries to lead the attack based on your current momentum so you have to change directions in time. 4. Suicide enimy: has a bomb he lights when he sees you. It has a set timer till it explodes and he runs after you. Know you have a couple of options. First you can just run away, but because the attacker himself is really fast this can be tricky. Secondly you can kill him. The bomb will still explode after the timer runs out, but will no longer run after you. Last but not least you can push him with the slide possibly into enimies but friendly fire works with all methods. 5. Ranged enimy: Year… I dont think i need to elaborate. 6. officer (dont have a great name) has a flintlock pistol he fires once before drawing a sword. You deside how the projectiles work but i imagine him having a fairly long aming time before firering but fith a fast projektile you cant dodge at the range he starts the attack. Your options when he starts aming are 1 moving futher away so you have enoutb time to dedge 2 move into cover since he cant cancel the aming or 3 charge him. This should be the toughest one with very tight timing, so high risk high reward. Ps: sorry for the errors in the the errors im not a native english speaker. Pps: I want to become a game designer one day so feedback is welcome lol

  • @W1mpire
    @W1mpire11 ай бұрын

    looks dope i like the in-engine footage

  • @Banaaani
    @Banaaani11 ай бұрын

    Great stuff, very inspiring too! I wish I would be able to create such a good quality devlogs too now, since I just recently came up with clear direction for my own game project.

  • @SwaagMan
    @SwaagMan11 ай бұрын

    Great job mate!! Keep it up❤ 💪

  • @AlyphRat
    @AlyphRatКүн бұрын

    It's inspiring to see how far the game went in almost a year

  • @c64cosmin
    @c64cosmin11 ай бұрын

    Hahaha, I am your 500th subscriber, really nice video, I really enjoyed it because you showcased some features that I haven't used yet. Keep up the good work, this looks super cool!

  • @dragod_8833
    @dragod_883311 ай бұрын

    Looks awesome! Seems like a sound proof of concept with a unique take on visual style. I do see one thing that could hurt the player experience in the core game loop is picking up the sword at the beginning of each run. The core loop wants to be fast paced but having to pick up the weapon each time you start breaks that loop. Looking forward to release!

  • @purebam
    @purebam11 ай бұрын

    looks awesome man great work! I think this game would be even better with a parry system for both the player and the AI

  • @twobeergames
    @twobeergames11 ай бұрын

    You, my friend, have been gifted with a calming narrator voice! Cool stuff, you've going on there. Excited to see more progress! Keep it up :)

  • @everettlancaster3017
    @everettlancaster301711 ай бұрын

    This looks great man! Definitely makes me want to revamp an old project of mine.

  • @felixthecat0371
    @felixthecat037111 ай бұрын

    i don't know anything about programming but this looks really cool, excited too see what's coming next

  • @Bubb-112
    @Bubb-11211 ай бұрын

    cant wait to see the next devlog

  • @benrex777productions9
    @benrex777productions93 ай бұрын

    This looks great.

  • @bambinoo_
    @bambinoo_11 ай бұрын

    This is the biggest vouch for godot I've come across.. I'm gonna put the time in to learn it

  • @scewps
    @scewps11 ай бұрын

    Looks really cool, you definitely got my sub :) I had the same problem with the arrow aim direction, and the way I solved it was by making the arrow object itself invisible and shooting it directly out of the camera. Then I created a model node as a child of that arrow. However of course you dont want the arrow model to spawn directly in front of your camera but instead where the arrow is on your bow. So I gave the arrow model such an offset so that it would start in the correct position and then gradually interpolate that offset to 0,0,0 during the next ~1 second so that it would eventually match where the collider is. The end result worked really well, it kinda gives you the best of both worlds, you get perfectly accurate aim with your crosshair but it still looks like the arrow is shot from the bow, and you don't have to do any raycasting which can be inaccurate in certain cases depending on where you're looking. Hope this helps

  • @Enderplays12
    @Enderplays1211 ай бұрын

    It's like pre-alpha medieval ultrakill lol. I'll be following this.

  • @jamdonut
    @jamdonut11 ай бұрын

    really good video, it's great to hear about the challenges and approaches. with the arrow, maybe just slow the player down while "drawing" or not! its ur game!

  • @tejaswithme3713
    @tejaswithme371311 ай бұрын

    You are the first Gdev YT whome which I'll follow full journey... Keep the good work going... Love from India 🇮🇳💗☺️

  • @SprocketGames
    @SprocketGames10 ай бұрын

    Looks great!

  • @chuckebbs7541
    @chuckebbs754111 ай бұрын

    definitely some interesting stuff going on

  • @strobert
    @strobert9 ай бұрын

    looks awesome

  • @GageHerrmann
    @GageHerrmann11 ай бұрын

    I grew up on Doom, Quake, and Thief, and I'm a Godot guy so everything about this game looks right up my alley.

  • @Aaronitouse
    @Aaronitouse11 ай бұрын

    Incredible!

  • @hacotell
    @hacotell11 ай бұрын

    that dungeon generator geonode setup is really cool

  • @mishovy1599
    @mishovy159911 ай бұрын

    im a sucker for retro styled games. exciting stuff

  • @discombobulateddev
    @discombobulateddev11 ай бұрын

    Great quality for such a small channel, good luck on your journey from another blender and game dev fanatic!

  • @idontwanttopickone
    @idontwanttopickone11 ай бұрын

    Sound cool! Looks great! Can't wait to see where you go with it. Some thoughts... You should change the double foot slide to a single foot out and the other bent beneath the player to help explain how they jump back up so quickly. It might be fun to expand the movement set to include wall running, flips, etc. Maybe even expanding the items and level design to reflect this - launching yourself with a spear like a pole vaulter, using a whip or grappling hook to traverse gaps that allow you to complete a level faster, having a large hammer that can smash into walls to make new routes or a large axe that you can use to chop locked doors or cut into wooden walls to climb up. If you make these items unlockable, then you can greatly increase the replayability of your game. If you introduce interactions between different weapons and items in the level (like, having a sword and shield allows you to defend and maybe slide on your shield to go further or faster, but a bow and shield allow you to spin to defend yourself while firing your bow at enemies far away. OR different armour types make you faster or slower or more able to take certain types of hits without slowing down... OR using certain weapons and hitting them into fire on the level allows you to set them on fire and burning enemies makes them run at other enemies and away from you, meaning they might set others on fire... go crazy with it). Maybe reward-style points, like getting a bow kill while upside-down in the air give you a higher score or make the enemy drop better items or something better than just standing and killing them. Maybe look at games like SUPERHOT, Mirrors Edge and the crazy movements people learned to do in Team Fortress Classic with the conc jump. I think making it fast-paced and very easy for players to create new strategies/routes for completing a level in interesting ways will make it a stronger game (I'd design levels with simple routes on the ground floor, that are long and slower, maybe you have to go through lots of doors. But, then have routes over the top that are quicker, but require the player to be skilled enough to get access to while also getting the kills required.). Reward inventive and crazy kills. Reward fast-paced level completion. Accept that you can't possibly know what the player will do and lean into that by giving players plenty of opportunities to do new things. Do all that and you'll have a speed-running classic on your hands. I'll be interested to see how you will give the information about enemy locations you get in Hotline Miami to a player who can't see through walls. I imagine you'll have to make enemy movement very easy to predict and let the randomness come from how the player tries to complete the level. Great stuff!

  • @nellcreate3349
    @nellcreate334911 ай бұрын

    POV: Garret got crazy and started to kill every guard on the mission Good game, perfect devlog - keep it up

  • @GfunkyG9-ee7uk
    @GfunkyG9-ee7uk11 ай бұрын

    cool game idea, would love to see more devlogs!

  • @gregoryglaister4189
    @gregoryglaister418911 ай бұрын

    This is awesome! I've been making a doom-like in Godot for a while, so this is super inspiring! Kinda wish I'd thought of the one-hit-kill, sounds really fun😂

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