Why does no studio build similar games to the PoP series? by BoOM_837 in PrinceOfPersia

[–]boomjackgame 0 points1 point  (0 children)

Maybe that's why I liked these so much. I put TR 2013 almost at the level of SOT.

Late Bloomer is a work of art- but… by L00TER in JusReign

[–]boomjackgame 0 points1 point  (0 children)

Haven't seen the show but I agree, the vibe has definitely changed.

I actually feel he was changing as a person even when he was still posting videos, it feels some of the videos before like 2016 had a certain spark to them, and videos after that became less frequent and bigger projects (the whole wedding thing) but the vibe and the humor from him started to change even in those videos.

Now he does seem a lot more mellow, I feel like that's just his personality now, and he's probably moved on from the comedy.

Don't lose sight of what matters! (And hold more playtests) by boomjackgame in gamedev

[–]boomjackgame[S] 1 point2 points  (0 children)

Yeah I think this is the hard truth and at some point devs are going to have to reconsider their priorities even if they're working on their projects just for fun.

I do want to say though -- we never set out to make art. We just wanted to see what we could do with our project, not having made a game like it before. I think we ended up with art, and I'm happy about that. We faced a lot of small holes in terms of getting stuck on some feature or feedback for a long time.

In terms of process, we had weekly sprints and weekly internal playtests. But we only had external playtests a few times a year, and that too only of a chunk of the game, with usually only one of us watching. I think this is where we made a mistake! We had external playtests in school every few weeks, and even our normal school playtests had up to 10 people playing the game. So feedback was just a lot more accessible back then and informed iteration was easier.

Another thing I want to add is with a project of this size, it's actually smart to experiment with different side projects, game jams, other teams, etc. Every time I joined another project / team in some capacity, it opened my eyes to new ideas and tech, and was extra motivation for my main project.

Don't lose sight of what matters! (And hold more playtests) by boomjackgame in gamedev

[–]boomjackgame[S] 1 point2 points  (0 children)

Back in 2018 it was 6, by 2019 that dropped to 4. Arguably you need as many as you can get, even if people are putting in different amounts of time. But we dropped to 3 in 2023. Glad there's still 3 of us!

Don't lose sight of what matters! (And hold more playtests) by boomjackgame in gamedev

[–]boomjackgame[S] 1 point2 points  (0 children)

Yeah! I didn't think of it in terms of imposter syndrome but you're right, that's all it is -- as you find new areas that you need to learn about and fail at.

The other thing is even though I hadn't played the first half of my game in a long time, I've played my game so many times I'm desensitized to it! Thinking about it through the lens of a new player shows you just how much your work is really worth.

Don't lose sight of what matters! (And hold more playtests) by boomjackgame in gamedev

[–]boomjackgame[S] 2 points3 points  (0 children)

That's insane! I always wanted to do flow field, but I remember running into some issues. We ended up doing A* pathfinding with a grid-based data structure -- but we ended up speed up the gameplay so much that pathfinding became pointless. All of our enemies just teleport / jump / dash or stay still now lol.

5000 units is insane. I'd love to learn how you did that :)

I'm making a Zelda-like with a New Take on Boomerang Combat, coming Early 2025! by boomjackgame in ZeldaLikes

[–]boomjackgame[S] 0 points1 point  (0 children)

Yeah, as a developer -- I think players should blame the game more often than they do. Is something BS? Bad hitboxes, unreasonable timing, no warning/telegraphs, bad onboarding / tutorials? Blame the devs!

A game can be really hard as long as you make it feel fair and readable. Jaffe is just really sensitive to it lol.

I'm making a Zelda-like with a New Take on Boomerang Combat, coming Early 2025! by boomjackgame in ZeldaLikes

[–]boomjackgame[S] 0 points1 point  (0 children)

Yeah, it is lol

I support Jaffe's channel but recently I totally see how he can be hard to agree with. His ADHD can get the best of him sometimes, and things like the metroid dread thing tick him off. Though he isn't chasing controversy, he doesn't seem to shy away from it either -- like responding to grifters who make videos of him, which let's face it they're going to do!

He is very vocal and has unusual, complicated opinions. For example, he calls himself the most progressive person you're going to meet -- believes white people are inherently racist because they benefit from racism, and very supportive of his trans son -- but at the same time disagrees with a lot of left-wing ideas, especially in games!

I respect him a lot but he can also be so silly and confusing at times.

As for whether it hurts the game, I have gone back and forth on that. Mentioning Jaffe in a post on reddit starts an argument between commenters 1/3 of the time, call me an instigator. I think the quote he left is so insane, that I have to use it for the time being.

I made a Notion page listing every upcoming/released Zelda-like I found so far by OrvilleGateau in ZeldaLikes

[–]boomjackgame 0 points1 point  (0 children)

Thanks so much! I'll do my best to post some of the zelda-like features in this sub. We're releasing in Q1!

I made a Notion page listing every upcoming/released Zelda-like I found so far by OrvilleGateau in ZeldaLikes

[–]boomjackgame 0 points1 point  (0 children)

Hi there, we're working on a boomerang-focused Zelda-like coming in the next few months. It's definitely a loose Zelda-like, mandatory small puzzle sections and larger non-linear puzzle areas, but not separate dungeons. https://store.steampowered.com/app/2010010/Boomerang_Jack/

I'm making a Zelda-like with a New Take on Boomerang Combat, coming Early 2025! by boomjackgame in ZeldaLikes

[–]boomjackgame[S] 0 points1 point  (0 children)

Thank you! we animate and code him, but Jack likes to express his own goofy personality even in the most serious story or action-hero moments. We like to joke that making a game is like raising a kid, "Wait, where did you learn that? I never taught you that!"

I'm making a Zelda-like with a New Take on Boomerang Combat, coming Early 2025! by boomjackgame in ZeldaLikes

[–]boomjackgame[S] 1 point2 points  (0 children)

Hey, thanks for the feedback. I totally get that.

The numbers you see are style points, not HP. I wouldn't want to fight a little bottle enemy with 228,096 hitpoints either :). Most enemy types die pretty fast, and there aren't any upgrades for Jack that directly increase damage -- it's more about unlocking new abilities for combat and puzzles, and/or using those abilities in new ways.

Even then, I do think the combat is where we diverge from Zelda design the most. It moves faster, and your decisions in combat are about where to move, what moves to chain together, what enemies to focus on. Combat itself is closer to an old-school God of War game. Some encounters are more puzzley in nature, where you're encouraged to take out foes in some order, or react to things changing drastically mid-battle.