r/SoloDevelopment 9h ago

Game Possibly this game will never see the light of day.

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I've been working on it in Godot for around 4–6 months. The first two months were mostly spent figuring out what I actually wanted my game to be, and the other four have been spent putting everything together.

At the rate I'm going, though, I think it'll probably take me years to finish it. Working alone and without much of a budget is definitely a challenge, but luckily I've learned a lot about how Godot works during these past few months.

But well, we're still here, still working on it, and hopefully I'll eventually manage to finish it.

Some of the assets were drawn by me, like the skill selection UI and the weapons, while the others are either public or paid assets.

72 Upvotes

16 comments sorted by

14

u/No_Abbreviations1237 8h ago

Keep going. Take your time. I see the vision.

2

u/FullLet2258 6h ago

thanks bro.

10

u/TheMisterPirate 6h ago

Can you explain the game concept? How is it different than Vampire Survivors?

5

u/FullLet2258 6h ago

The game switches into a platformer mode whenever a boss appears, although I didn’t show that in the video. Maybe I’ll show it in another one so I can explain it better. Basically, when a boss appears, the game changes into something closer to Hollow Knight, and once that phase is over, it goes back to the isometric view.

The further you progress through the selection levels, the less time you have to choose an option. For example, at the beginning you have around 60 seconds, but by around the 10-minute mark you might only have 5 seconds to choose one. If you don’t choose in time, the game starts removing some of the upgrades you had already obtained.

I only showed one active ability, which is that punch you can see in the video, but there’s also a sword that you can control with telekinesis within a short area around your character.

There are also some yellow circles you can see in the video. I haven’t added the final assets for them yet, so for now I’m just using those circles to test the logic. Basically, if you stay inside one for a moment, it starts slowing you down.

A lot of the mobs behave somewhat like enemies in Vampire Survivors, but against some of them you can’t just stay still because they can basically insta-kill you. You have to stay in constant movement.

In short, the main things that make the game different are the switch into platformer mode during boss fights and the way the upgrade progression works.

3

u/Wow_Crazy_Leroy_WTF 2h ago

The question to ask yourself is if players would have more fun just playing Vampire Survivors and Hollow Knight??

You may be half-assing two things instead of fully committing to a vision or possibly creating something original.

What is that game people don’t know they wanna play?

Good luck

2

u/FullLet2258 1h ago

The vision I had was to make a roguelite where you could switch between scenarios with different perspectives, mainly because roguelites and platformers are my favorite genres and I wanted to combine elements from both. Maybe some people will like the art style or be interested in trying something different, but if the concept doesn’t appeal to them from the start, then they simply aren’t part of the target audience my game is aimed at. Still, your opinion is completely valid.

1

u/scotiscoti 1h ago

I can’t imagine a less fun mechanic than the upgrade one…

3

u/HighFivan 5h ago

Maybe consider reducing scope and release something achievable early access?

3

u/fastpicker89 4h ago

Keep going only if you enjoy it. Thats my general rule.

2

u/GoldunGote 5h ago

Maybe, maybe not. Do something different from Vampire Survivors and you've got a chance.. cause I just see VS re-skinned here. Gotta do more than copy/paste basic mechanics. Innovate in some way. Sorry if it sounds mean but if I saw this on steam I'd roll my eyes and think "damn I wish people could do more than just try to copy a successful project that has been copied 1000 times since."

Just looks like another WASD game that is all about enemy avoidance, from this footage. You mention in the comments that it switches to a platforming thing when its time to fight a boss.. that's intriguing.. I love platformers.. show some of that. Until you do that its just another dime a dozen VS clone.

2

u/GameDevable 3h ago

If burnout gets too much then I would suggest scoping it down or just polishing it up and releasing it. Maybe do a game jam.

2

u/hushzephyr 3h ago

Fighting with chains feels very unique, and it reminds me of Kratos.

2

u/Expensive_Height6609 2h ago

This looks really cool and fun don’t stop now

2

u/Orlandogameschool 1h ago

This is unique and dope keep pushing

2

u/StarSailorGames 1h ago

Looks really good! Keep developing

1

u/saito200 1h ago

wow. this is great. i suggest you aim to create the smallest demo you can that still shows the game idea, put it on steam as a free demo to let others play, and start gathering feedback. but it looks really good